Snap does not work, but as mentioned elsewhere in this thread, Place Anywhere and some effort cures that. Sound works opening, but not closing. And of course, it's labeled Vault 111 in the appropriate places.
If you want to build a 100% legit vault with a proper door from scratch, this is as close as you're gonna get. Tracked and endorsed.
For People wanting to get rid of the annoying opening/closing Sound:
> Open CreationKit > Load the necessary files ( Main files + vaultgeardoor.esp) !Set vaultgeardoor.esp as active file! > open object window > Search for: DRSvault111Gear > Open the listed green "objects" by double-clicking > Pull the Blue slider in the middle to -100 db > Save > Profit
After literally hours of searching for the doors in my workshop menu I finally managed to use this, C.A.M.P. and Place Anywhere to fit a door into Vault 114 (Parkview Station). Works perfectly, thank you.
I do have a few suggestions/requests:
1. Remove the "111" from the doors. I totally get not wanting to deal with 120 different textures for various numbers, so just make it blank.
2. Integrate these with SOE to make actually finding the doors easier. Or stick them in Structures/Vault/Doors. Remember that due to various mods and menu managers pretty much no one else's workshop menu looks like yours, or mine, or anyone else's. Your generic "Doors" placement only works if someone actually has that menu item (and I don't, I think they were under Structures/Metal/Doors/Mods or something like that, and it took a reinstall and running two different menu cleaners before they showed up.) Since SOE can already create it's own main menu item via holotape placing the doors there, or providing an integration patch, makes more sense.
2. I get the reasons for not using the door control panels and Pipboy animations for opening and closing. What about adding something simple, like the door is locked unless the person trying to open it is wearing a Pip? That would keep random NPCs from opening the door and strolling in.
Thank you for this wonderful mod. I am currently using it for my Vault 60 mod. I duplicated the without rail one and retextured it. I will give credit. Thanks, ccmads!
Would it be possible to have this mod replace the doors in Vault 111 and Vault 81 (possibly others too)? I've seen an online tutorial of how you can place it yourself, but it'd be nice to have the more capable door tied into the switches properly, so I could close up Vault 81 or 111 from inside if I wanted to (e.g- if I'm using a settlement mod).
41 comments
Snap does not work, but as mentioned elsewhere in this thread, Place Anywhere and some effort cures that. Sound works opening, but not closing. And of course, it's labeled Vault 111 in the appropriate places.
If you want to build a 100% legit vault with a proper door from scratch, this is as close as you're gonna get. Tracked and endorsed.
> Open CreationKit
> Load the necessary files ( Main files + vaultgeardoor.esp) !Set vaultgeardoor.esp as active file!
> open object window
> Search for: DRSvault111Gear
> Open the listed green "objects" by double-clicking
> Pull the Blue slider in the middle to -100 db
> Save
> Profit
Cheers
I do have a few suggestions/requests:
1. Remove the "111" from the doors. I totally get not wanting to deal with 120 different textures for various numbers, so just make it blank.
2. Integrate these with SOE to make actually finding the doors easier. Or stick them in Structures/Vault/Doors. Remember that due to various mods and menu managers pretty much no one else's workshop menu looks like yours, or mine, or anyone else's. Your generic "Doors" placement only works if someone actually has that menu item (and I don't, I think they were under Structures/Metal/Doors/Mods or something like that, and it took a reinstall and running two different menu cleaners before they showed up.) Since SOE can already create it's own main menu item via holotape placing the doors there, or providing an integration patch, makes more sense.
2. I get the reasons for not using the door control panels and Pipboy animations for opening and closing. What about adding something simple, like the door is locked unless the person trying to open it is wearing a Pip? That would keep random NPCs from opening the door and strolling in.
and that the button works in the big vault room?