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Akarnan

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Akarnan

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35 comments

  1. Akarnan
    Akarnan
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    Please before posting a problem with thing not working make sure you use the loose script files. Some peoples have issues with *.ba2 packed scripts

    Console port request :
    I'm sorry but I decided to remove all my remaining mods from Bethesda.net since they deleted some for having them tag for console like 4-5 H before the official console mod release.
    I'm sorry for console player, but I won't put anything back or new on Bethesda.net, you can thanks Bethesda.net site administrators for this.
    I'm not against console player, I'm against Bethesda.net, If there is a way to make my mods available on console without using Bethesda.net, let me know and I'll be more than happy to do it.
    Due to some recent pm I received, I thought that maybe the message wasn't clear enough so I'll never upload any of my mods to Bethesda.net, and will NEVER allow them to be uploaded publicly by a 3rd party, so save your time and mine and don't bother to ask, I'll ignore those requests.
  2. RundeL
    RundeL
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    Still working! Thanks!
  3. riotariel
    riotariel
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    If I may, wanted request 30 second timer version if possible???
    for the tripwire reset thing
  4. deltaoseven
    deltaoseven
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    • 1 kudos
    now only if the traps could auto reset/repair
    1. Chaosalphaclc
      Chaosalphaclc
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      https://www.nexusmods.com/fallout4/mods/33638 use that with it and you wont have that issue
  5. digitalbeth
    digitalbeth
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    • 33 kudos
    Still working in 2022!
  6. eranoix
    eranoix
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    Very good work!!! Still work in 2020
  7. User_57104572
    User_57104572
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    I used to use your mod all the time, reinstalled the game recently and cant get it to show up, I downloaded and activated both files and I have SKE workshop rearranged and soe installed, any idea what I'm doing wrong?

    Edit: Nevermind, found them in the connections menu, endorsed.
  8. KiraCura
    KiraCura
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    • 21 kudos
    i love you. the vanilla methods of trying to get things like the tripwire automatic is horrid. your mod is a life saver.
  9. DrabRab
    DrabRab
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    Very useful.
  10. KennyMcCormick315
    KennyMcCormick315
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    ANy chance of getting an option in the terminal to configure what actors within 'friendly' can activate it? I'd love to be able to use these things to put automatic doors on things I don't want any NPCs going into, but these can't tell actors apart beyond hostile/not hostile, so they'll open for any random hobo that wanders up to them. Not good for securing my power armor depot.

    Otherwise, I absolutely love these things. Used one on the exit side of the door to my robot workshop. Entrance is provided by a player-activated delayed off button, but exit is by a tripwire, so the bots I create can let themselves out without letting themselves back in. And I rigged one to the decontamination arch in front of my player house so I don't have to turn it on and off when I show up, but also, so I don't have to put up with hearing it running 24/7. Wonderful little mod, should have been vanilla content.
  11. bchick1
    bchick1
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    Hello,
    Since you are obviously an expert (seriously! ... mean it) I wanted to know why no one to my knowledge has created an 'electrically operated industrial extendable bridge' ?

    These Industrial bridges .... operated by buttons and electric powered .... are all over vanilla FO4, but no one has them as a mod object to be added by the player.

    Snap N' Build has the extendable bridge, but you must do it manually after a 'mouse hunt' for the sweet-spot to activate.

    I have built a 'Secret Robot Research Complex' on 'the island' using the industrial bridges to interconnect the facilities buildings and have used the extendable bridges as security as access. But I have to go down to each one to manually activate them. Why can't I do this remotely?

    Anyway, it is just my idea but I can't find this done anywhere.

    ThanXs!