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NPC's close doors/gates after going through


Fulkini

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I'm getting annoyed by the fact that every time after a settler or companion uses one of the doors/gates in my settlement, they leave it open.

 

It kind of breaks the immersion to find every single door and gate open whenever I return home.

 

Why do these people think I'm building all those walls for them anyway?

 

If any modder would step in to fix this small but very frustrating issue, I'd be very grateful!

 

:cool:

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While you're at it, ... could you kindly also stop dogmeat from opening doors ? :)

 

That would be great.

Totally agree. On several occasions he pissed me off so much with this behavior, I just sent him home.

 

I tried hiding in a building to wait out the radiation electrical storm, and he kept opening the door. A few ofther times I was hiding from an enemy, and Dogmeat would open the door to let them in or to attack them. He doesn't always stay when I tell him to, either.

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I do like to roam around with Dogmeat, but because he's such a pain in the 455 around doors I usually just leave him home when quietly infiltrating locations.

 

Hopefully this can be fixed without creation kit... I wonder why they wait until early 2016 to release it.

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1) Mod to make doors and gates close after settlers have stepped through (or automatically close after X amount of time)

 

2) Mod to prohibit companions from opening doors when following the player

 

3) Mod which allows the player to lock doors to keep off infiltrating enemies (without using console)

 

Any hero's out there? :ninja:

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