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Functioning Gear Door


daisy8

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Hi all

 

Does anyone know how to place a vault gear door in a mod and make the animation work ?

 

All I need is for a gear door to operate from a gear door activate panel. I don't need the pipboy animation or any others. Just the door to open and close.

 

Cheers

daisy

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an excellent question!

there were several misc mods on Nexus,

one of which allow you to 'build your own vault'

"NB not compatible fully with Vault Workshop DLC"

it was either by DarthWayne,

or by the title of 'Vault 96 components mod"

 

the 1:1 vault door had to be no-clipped to be placed correctly,

and had a power-connector sadly under the ground part... a pain to connect hehehe.

though, in theory...

you connect the power to the door to a terminal.

it takes 30 power.

the terminal or button, when pressed, will open the vault door.

 

Petard and Tyrannicon solved this,

by no-clipping a regular button switch inside of

the existing entry-way panel.

quick, easy...

 

you can even have the lazer-trip sensor or decontamination shower sensor

be the button to open or close the vault.

 

I hope that offers you some options for a work around!

good luck building awesome FO4 settlements!

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Look under activator objects for vltGearDoo01, in preview window under script events you can see the name of animations you can call on that object from papyrus.(Like GearDoorProperty.Playanimation("stage2")). stage2 looks like the open animation, I don't know which is for close, you have to test them to find out ...

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I think there is no set up one.You wont need much scripting, you will need to write

 

Event OnActivate(objectreference akactionref)

GearDoorProperty.Playanimation("stage2")

Endevent

 

In the script which will be attached on your activate panel. Just contact me if you decide to do this way and I will explain in more details.

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The vanilla vault gear door does not have a close animation. The mod author for the mod montky mentions had to reverse the open animation (probably in 3ds max, it's really simple there) and add it to the mesh as a close animation.

 

If you have 3ds max, it really is pretty easy (in fact, importing, exporting, and copying it to the original nif so you don't lose things like collision takes longer than it does to actually reverse the animation).

shows you exactly what you need to do, and you just need to make sure that when you are importing and exporting it keeps the animation (both myself and the aformentioned MA used nifskope and the nifskope 3ds max plugin, as the CK wasn't even out at this point, let alone Bethesda's plguin that only works with old versions of the software).

 

Obviously, if you want to tweak things a bit it'll take a little longer (in the version I made for personal use, I fiddled with some of the smaller details that are just a little off when reversed, like the swinging motion of the arm), but just reversing an animation is quite easy.

 

Once you get that working, it is as shavkacagarikia said (with the "stage" dependent on what you end up setting it as when making the nif). You could also add the switch to the main mesh, but then it could be activated on any part of the door with collision, not just at the panel.

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