Fallout 4

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DarthWayne

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DarthWayne

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98 comments

  1. uoma1Galbraithe
    uoma1Galbraithe
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    Good mod but very basic and rather outdated.  Will not support any doors added by other mods.

    Very rudimentary.  Unable to manipulate the same door from both sides of it.

    It will allow you to power lock a door but I found myself just opening workshop and highlighting the door to go through it from one side.  Pretty immersion breaking.  But this will function to lock settlers out of an area.  Until it reloads and they spawn in.  ;)
  2. junothan
    junothan
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    modules do not see doors from mod Settlement Supplies Expanded(SSE)
  3. HakarcatYT
    HakarcatYT
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    Is it possible to add terminal functionality to the locked doors?
    1. HakarcatYT
      HakarcatYT
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      because I really want some immersion when it comes to my PA lockup 
  4. Daniel4v5e
    Daniel4v5e
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    For those who wish to add their own doors to the MOD, please try the following (Vortex or MO2 and FO4Edit are required):

    1. Stablish the MOD Index Number ("MOD Index" Column in Vortex) of Powered Doors (PD hereinafter) after the index of the MOD containing the door (MCD hereinafter). For example: if your mod is 24, PD must be 25. You need this to stablish the MCD as a Master of PD in FO4Edit.
    2. Open FO4Edit and load your mods (i load everything just in case).
    3. Go to your MCD, expand in the left pane that Mod, and then expand the "Door" entry.
    4. Select your desired Door below in the left panel.
    5. In the right panel, double click on the "FormID" (something like: LaserDoor "Laser Door" [DOOR:2300081D]), copy and paste that in a notepad temporarily.
    6. In the left pane, navigate and right click on PD MOD and clic on "Add Masters...", Choose your MCD and clic on "OK" button.
    7. In the left pane again, expand PD Mod and expand "FormID List", clic on that entry below it (DWWorkshopDoors). Now in the right pane must appear all the Form ID list "FormIDs" containing the compatible doors. To the right of the "FormIDs" text and above the list of all doors "[DOOR:XXXXXXXXX]", there is a blank space, right click on that blank space and select "Add". That will create a new entry below the compatible door list (NULL - Null Reference [00000000]).
    8. Go to your new "NULL - Null Reference [00000000]" and paste the text stored in the temporary notepad from step 5 (LaserDoor "Laser Door" [DOOR:2300081D]). Press ENTER (your keyboard).
    9. Close FO4Edit and save the PD Mod.

    Note: I tested it using SOE Pack and the InsSecureDoorWall01 "Institute Security Door" [DOOR:23001F09]; InsSecurityDoor01SOE "Institute Security Door" [DOOR:2300081F]; InsSecurityDoor02SOE "Institute Security Door" [DOOR:23000820], just to use it on that long door.

    Sorry for the bad English, hope it helps.
  5. FilthyWishDragon
    FilthyWishDragon
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    After fiddling with this for some time, this mod clearly does not like trying to operate the double barn doors. It seems to only recognize one of the two doors and that is using different wiring configurations from two switches off one generator to each door, a single switch to a splitter to a powered door conduit above each door, a single powered door conduit positioned directly in the middle of both doors. I even tried running a separate generator and switch to the second door and placing the conduit seemingly outside of the range of the first door and it would STILL favor the first one. Imo, I think the detection range is too wide for this mod to be effective. Especially if you are in an area where you have several doors within range. With place everywhere, its easy to run wires intricately to where I could make this work if the range of detection meant needing the conduit placed as close as the door frame.     
  6. TheRealZarand
    TheRealZarand
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    Useless mod. Save yourself a mod slot if you're using MO2. When doing the proper thing and merging the files, the homemaker patch doesn't work. Mod keeps selecting a nearby vanilla door instead. DON'T INSTALL.
  7. SCPKing1835
    SCPKing1835
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    Mod does not show up in the workshop...
  8. CHEEKIBREEKICYKA
    CHEEKIBREEKICYKA
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    seems to not be able to find boxcar doors
  9. theREALackz
    theREALackz
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    I downloaded your mod because of that super sexy bank vault door from HM. Damn I love the sound of that door opening lol. I recommend this mod 100%. I didn't think I would like the mod this much but it kicks so much ass haha. All I wanted was to power the door to my armory, and two days later I am still adding power to doors lol. I NEGLECTED MY SETTLEMENTS BECAUSE I WAS TOO BUSY BUILDING MOAR DOORS! SORRY PRESTON!

    The only time the mod is stubborn is when trying to use a 2-door system, but it can be done with some patience and trial and error. I built a power armor bunker, and put the garage door on the top half, and a warehouse door on its side that folds down into a ramp on the bottom. There's just something lame about exiting a normal sized, manually operated door after putting on power armor lol. After a few hours and some re-wiring it, well, it just works!.
  10. Fallout4Fan34
    Fallout4Fan34
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    can you make it work with the vault doors? please? thanks.
    1. RickyTheOx
      RickyTheOx
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      I don't think that gonna happen.
      U will be better of with AutoDoors