Jump to content

[Mod Idea] Door Randomizer


NotBenjamin00

Recommended Posts

This idea is pretty self explanatory but after having a look around noticed there isn't a mod that does this. Simply all doors around the commonwealth would lead you to a random location from the normal pre-set destination creating a somewhat chaotic playthrough. As someone who knows nothing about creating mods, I have no idea how difficult it would be hence why I'm here. I think a setting to turn off/on quest markers would be a fun addition as I imagine they would lead you to the correct door for your current quest and having the ability to turn them off would cause for an even more of a chaotic run.  

Link to comment
Share on other sites

Ohh what a coincidence, I've been mulling for a few days wether to ask about this!

I really want to make this, at least a simple version, but I'm also pretty much clueless 😄

I noticed Lighthouse has a Get/SetDoorDestination functions, and got excited, so I put a lot of doors into a formlist, but very crudely... I filtered to only show doors that have "load" in the editor ID, and then clicked on each, and added all placed references to them in the formlist via a script. I removed a few such ones containing "prewar" and "memory", and ended up with exactly 1111. There still probably are a lot of doors that aren't really doors in there, or lead to test cells etc...

Then the script goes through all doors in that formlist, finds the counterpart with GetDoorDestination(), and populates two formlists with source and destination doors, double checking to avoid duplicates.

For randomization what I came up with was

;        note the door this one (A) was connected to (X)
;        pick random target door (B)
;        note what door B was connected to (Y)
;        connect A to B and B to A
;        connect X to Y and Y to X

which looks good to me, but there must be something wrong in that method or my implementation of it, because while doors get randomized, they don't lead back to where you came from, heh.

But let's assume that's fixed, the *real* problem I have is: what is a sensible approach to gather doors to randomize? Any ideas?

I'm really terribly equipped to even make such a mod, because while I started 5000 playthroughs and played a million hours, I never even set foot on the Prydwen. I just don't have a clue about doors and all the ways the game uses them, the quests it will break. Are there doors that are pointed at by several doors in the base game, or is it always one-on-one? I have no clue.

I'm not saying that as an excuse, because I still want to make *something*, but for it to be sensible for other people to use it, I'd either need help with it, or have open permissions so anyone can take a stab of a redux version that doesn't destroy your save ^^

Link to comment
Share on other sites

It's a chaotic run, no? I say take the unsensible approach, gather all doors, even the ones that don't load a new cell in vanilla and just have an open/close animation. Broken quests are fine with a mod like this imo.

Maybe with the animated doors there is only a 25% chance you'll be teleported or something. I'd be fine if they don't teleport back where you came from. Gives it a fever dream vibe.

And for areas that do not have enough doors (the glowing sea) you could add just floating doors in the air. Maybe you get teleported somewhere deadly and the door locks behind you for a bit leaving you to fend for yourself or find another door asap.

Edited by d4em
Link to comment
Share on other sites

One issue with randomizing doors is navmeshes and quest markers. Randomizing door destinations is fairly easy, but if you don't get the additional data (which winds up in navmeshes and the navmesh info map), your quest markers will wind up all over the place because they're trying to track the original connections rather than the new ones.

Link to comment
Share on other sites

11 hours ago, d4em said:

It's a chaotic run, no? I say take the unsensible approach, gather all doors, even the ones that don't load a new cell in vanilla and just have an open/close animation. Broken quests are fine with a mod like this imo.

Maybe with the animated doors there is only a 25% chance you'll be teleported or something. I'd be fine if they don't teleport back where you came from. Gives it a fever dream vibe.

And for areas that do not have enough doors (the glowing sea) you could add just floating doors in the air. Maybe you get teleported somewhere deadly and the door locks behind you for a bit leaving you to fend for yourself or find another door asap.

I think an option to to just "go wild" would be great, but not as a result of me somehow messing up something that should be very simple haha. But I agree, being able to "finish the game" with it shoudn't be a primary concern, or a concern at all.

 

2 hours ago, Glitchfinder said:

One issue with randomizing doors is navmeshes and quest markers. Randomizing door destinations is fairly easy, but if you don't get the additional data (which winds up in navmeshes and the navmesh info map), your quest markers will wind up all over the place because they're trying to track the original connections rather than the new ones.

And more importantly, I assume it would totally break NPC pathfinding, right?

I think I'll test with a limited set of doors first, e.g. just the molerat den and the root cellar.

Link to comment
Share on other sites

On 4/13/2025 at 1:48 PM, NotBenjamin00 said:

This idea is pretty self explanatory but after having a look around noticed there isn't a mod that does this. Simply all doors around the commonwealth would lead you to a random location from the normal pre-set destination creating a somewhat chaotic playthrough. As someone who knows nothing about creating mods, I have no idea how difficult it would be hence why I'm here. I think a setting to turn off/on quest markers would be a fun addition as I imagine they would lead you to the correct door for your current quest and having the ability to turn them off would cause for an even more of a chaotic run.  

You can turn quest markers off in the fallout4prefs.ini, under gameplay do bShowFloatingQuestMarkers=0 and bShowQuestMarkers=0

You can also get FallUI and turn them off in the MCM

I always play with markers off, much more immersive

 

Could set the doors to only randomize for the player, but I don't know how to achieve that without applying a script to all doors.

Edited by d4em
Link to comment
Share on other sites

2 hours ago, d4em said:

Could set the doors to only randomize for the player, but I don't know how to achieve that without applying a script to all doors.

Maybe with a perk that overrides the door activation prompt and blocks default activation?

Link to comment
Share on other sites

Maybe you could attach an OnLocationChange script to the player that scans all doors in a cell (maybe something with FindClosestReferenceOfAnyTypeInListFromRef) and that then dynamically attaches a script (big maybe, I've never tried assigning a script to an object by script before, nor have I used these 2 functions or know how they work)

There's also OnPlayerTeleport but I assume that runs after the teleport

Edited by d4em
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...