Fallout 3
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Created by

Arnold

Uploaded by

MythicDawnAssassin

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About this mod

Adds a convincing moving elevator with 9 floors as a modder resource. Fully functional now, but I\'m still working on the extras, to which I require some help.

Requirements
Permissions and credits
This mod adds an elevetor simulation to the game which is meant to be a modders resource, or a comic relief as some people will look at it. The elevator is not accesible from the gameworld. You must type 'coc 0elevatorroom' in the console to get there. Feel free to experiment with it or to use/copy the scripts/design for you own mod. Just give proper credit. As for the layout of the elevator I want to give credit to SureAI for making Cube Experimental, since I used pretty much their elevetor layout.

The elevator has 9 floors, ranging from -4 to 4. Initially it will be on floor 0 (ground floor). How it exactly works is explained in the scripts. The elevator has its own interior cell and the doors are meant to teleport to other cells. You are not meant to use tcl to get out of the room. I've given the room an overdose of windows so you can see it moving. The shaft is actually moving and not the elevator.

BETA Version: (EDIT: This information is very rudimentary)
As the mod is still in BETA version you will still see some debug messages in it. I'm planning to make the floor indicator working on the right side of the button console in a later version. First I want to deal with the following problem: For some reason the GetButtonPressed command doesn't work. This is of course a great problem, because I can't select buttons now in the menu. I have created a cheap improvise for this. Use 'player.setav variable10 yourdesiredfloor' in the console, then activate the elevator buttons. This can be very inconvinient as you repeatly need to enter/exit the console, especially if you make multiple floor requests. If anyone know whats wrong with the script then please send some advice in the comments.

Second BETA Version: (EDIT: This information is very rudimentary)
Thanks to another user I got the bug described above fixed. You will now get a messagebox asking you to choose which button you want to press. the doors will still give debug messages indicating on which floor you are. If you encounter another bug, please report it.

Version 1.0:
I fixed the bug with the cancel-button mentioned by another user. Also the floor indicating lights on the right side of the button console work now. You will still see debug messages on the doors to check if you are really on the right floor. In future versions I plan to make other interior cells outside of the elevator, where you can call the elevator. I will also make a stairhouse.

Version 1.2:
Finally you can go outside the elevator and call it from another floor. No more debug messages on the doors. While I don't consider the layout of the floors important, since it's just a modders resource. I made every floor unique in its own interior. Some of the buttons may be hard to activate, due to meshes. In the future I plan to make a stairhouse from the empty holes in all floors, which connects them all.
EDIT: I have reuploaded this one. I hope it's not broken.

Version 1.5:
This one will fix the bugs you encounter when entering the elevator for the second or more time, where the onLoad block wouldn't run. Made a go-around with it. The stairhouse is coming soon!

Version 1.8:
I've builded the stairhouse, so now there is a second way to travel between floors. It is buggy however. The stairhouse teleports between interior cell and I want to do that "Half-Life style". The script makes use of 'GetPos', 'GetAngle' and 'SetAngle' commands, but it doesn't work as intended. Maybe this just can't work in the fallout engine or maybe I'm missing something here. Test out the mod for more details. Of course answers and solutions are welcome.

Commenting rules:
If you think this mod is useless or just a comic relief, then please don't comment. But if you think you know how do to certain things better or you want to give me advice, solutions or bug reports, then by all means your comment is welcome.

For this mod I would like to thank:
Bethesda for making the meshes and textures
Bethesda for making the GECK and the scripting language
SureAI for being creative in Cube Experimental and showing how to make a nice elevator interior
People who build and script real-life elevators :)