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Vault door opening HELP


juniorsky259

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It's a complicated process. The Pip-Boy plug-in is actually an animation which is part of the console/furniture. I've been able to set that up, and it's available as a Pack-In in the CK. Look under 'Pack-Ins' for 'VaultDoorConsole'. It's got the script and everything.

 

The gear door opening is built in to the NIF, so all you need to do is activate it. But the spinning orange lights and the klaxon sound are separate. There's a quest called 'DN142' that opens the Vault 114 gear door with all the trimmings, but I haven't been able to get it to work in my own cell yet. Could just be my own idiocy. I'll get it eventually.

 

This process right here may be what you want:

https://community.bethesda.net/thread/63364

Edited by radiumskull
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I just discovered DN142 and I've duplicated the quest and removed the unnecessary references and I plan on editing a copy of the quest script which actually does the heavy lifting. Will update with my progress.

 

Update:In the code I found the function that specifically opens a vault door and after a brutal hack job I isolated the function, and through the errors I find that DN142QuestScriptcalls relies on a DN142_GearDoorConsoleScript which drives something. I looked into Vault 81, and found that the code function to open a vault door is exactly the same. I wish that Beth would include a Vault Door PackIn in a future CK update

Edited by black sage
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@black sage - assuming you know Papyrus...

 

AFAIK the DN142 Console Script just has two Property values, and one call to the DN142 Quest: setStage to 50, which is the Quest stage where the Gear Door opens and the lights and other stuff gets activated.

 

So far, I haven't been able to get the Quest part of the console to activate. When I get back to it, I'm gonna start looking for what dumb mistakes I made.

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