Fallout 4

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Ulithium_Dragon

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UlithiumDragon

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  1. UlithiumDragon
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    Please read the description and FAQ section before posting. Thank you! :]

    ______________________________________________

    [IMPORTANT NOTE - README RIGHT NOW OR BE IGNORED!!!]

    Please understand guys that destructible data in Fallout 4 ONLY works on *activator* type objects such as doors, or things like jukeboxes, radios, cars and trucks, etc.

    It WILL NOT work on "static" objects such as: buildings, fences, walls, floors, ceilings, windows, trees, roots, rocks, trash piles, etc. etc. etc. etc.

    *So basically if you look at an object in the game and you DON'T see a popup message to interact with it in some way then I can't make it blow up.

    Sorry, nothing I can do about that. :L

    ALSO! Doors will *NOT* respawn, and there's nothing I can really do about that. The "respawn" flag does not work on them, probably simply because Bethesda did not include DOOR references in the list of objects that are reset when a cell is.

    ______________________________________________

    NEW: I've potsted an Xbone version onto Bethesda.net, it can be found here.

    I do not own an Xbone, though, so I need people to test it for me. Lemme know if there are any issues (and if you are reading THIS message just know that you'll have a much easier time getting ahold of me here on the Nexus than you will over on Bethesda.net, as I rarely check that site).
  2. UlithiumDragon
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    Wow, the mod made it into the Nexus' Staff Picks - 25 Jan 2017. I wasn't expecting that! :D

    Also a BIG thank you to everyone who's been posting video reviews of this mod! You guys rock! :D
  3. UlithiumDragon
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    Alright guys, as requested quite a few times I've uploaded an optional plugins pack that contains plugins for changing the door's health.

    Options include:
    - 75% health.
    - 50% health.
    - 25% health.
    - 10% health.

    *I REALLY wouldn't recommend using the 10% version. With that one, door's health is a measly 50, and you run a high risk of breaking doors on accident, or of NPCs accidentally breaking doors. Hell, at that health value the tiny explosions from a robot or power armor's metal bits flying off might actually break the doors lmao.

    ONLY USE ONE PLUGIN! If you currently are using my main plugin, then the name of the plugin will end up changing and you will need to uninstall the old one.

    Also before you ask: Please understand that for a mod like this one you are completely 112% safe from any and all issues when uninstalling these plugins.

    You don't need to do a "clean save", and you can feel free to change plugins at any time. There will never be ANY issues from doing this as my mod adds no new records that use Ref IDs nor contains any scripts.
  4. DirtyMonkey923
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    Never mind I figured it out
  5. Refermaned
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    Question: Does this affect chained or locked wooden doors?
    1. UlithiumDragon
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      Yes. Locked doors will be destroyed and can't be picked anymore, chained/barred doors will be destroyed and you can activate the chain to remove it like normal from the other side to get through.
  6. amirullahizzan
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    do I need the base file to use the plugin? i dont get the description.

    edit : no i dont need it
  7. the1holy
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    there is a new mod like this one being developed now 
    https://www.nexusmods.com/fallout4/mods/53552
    Its relatively fresh but might get updated
    1. H4500rk
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      Thanks!
  8. dallesse
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    I posted this comment originally on the page of the ported version to XB1, but as I can see from the author's comments- the mod is abandoned. Nevertheless, I will copy/paste the comment here for the benefit of PC users of the mod.

    Great mod! However... mod author & users should be aware of one small problem- gore doors, IE- doors (in raider-infested locations) with heads nailed to them will break away but the head will remain, blocking entrance. There is also another door in the downtown Boston exterior with road signs nailed to it- this door will also break away, leaving its "decorations" behind, blocking entrance. Although the exterior sign-decorated door will eventually reset, allowing mod users to live-and-learn (and just open it later) the gore door, second floor of Parkview Apts.(by DC) never resets and will PERMANENTLY block entrance to the room it accesses. This will eventually lead to bloat if the room cannot be entered and mod-added weapons are accumulating in there, or on the raiders who spawn in there. If I were the mod author- I'd remove those doors from the breakable list.

    Once again, I'm re-posting this information for the benefit of other users, on the assumption that there are also other players/mod authors who pay attention to detail at my level of autism.
    1. UlithiumDragon
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      Sorry! I never remember to check the Xbone port for comments.

      There were a few problem like this, yes. Most are minor and not worth trying to correct. To correct them would require sticking this mod's fingers into cell data, which would reduce its compatibility with other mods.

      I wasn't aware of any non-resettable doors. I don't see how this could cause bloat, though. Cell cleanup isn't reliant on the player physically entering a specific room of the cell - it's done automatically after a set amount of ingame time has passed. If the room in that cell is not being cleaned up properly, it's most likely because that entire cell is being excluded from the cleanup scripts (which would explain why the door isn't resetting, too).

      With access to the console, you can force a cell to reset or force just that door to reset. This is a lot more difficult to do on Xbone of course, but I do seem to vaguely recall there being some XB1 mods that add ways to simulate console command use. I don't own an Xbone so I can't offer any more help than that.
    2. deleted1065539
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      You could probably just do a optional ADDON that modifies the cell data.

      Or simply make these objects also breakable in a similar way the doors are, that would be realistic and be best compatibility situation, why wouldn't signs and skulls shatter also?:)
    3. UlithiumDragon
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      I haven't played Fallout 4 in years. In my opinion, Fallout 4's linear story destroyed any replayability value and I don't care to do another playthrough.

      I don't have any real interest in any further modding, sorry.
    4. privateer3
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      I came to FO4 in 2020. Was on the road full time on my bike for about 5 years, and missed the release of the game, then promptly forgot about it.
      So after doing 5 play throughs, hitting as much content as feasible with vanilla, I found OAR and Valkyrie and Fusion City and on and on, and now my FO4 doesn't look like FO4. I just told Preston to buzz off, and took the Minutemen away from him and sent him to purgatory. No more "I have another settlement that needs help" crap. Because, these people say they want to join the Minutemen after you help them but they can't even fight 8 raiders on their own. Doesn't exactly inspire confidence. So in OAR, I sided with the BOS Reformed, with Sarah Lyons. Worked out good, got Sarah as a companion (she kicks ass) and I'm still not even halfway through this almost almost 2 DLC worth of innovative content. Modders have extended FO4 long past its expire date. And its not like Bethesda has given us anything new worth playing. FO76 cough cough barf bleh.
    5. Clievile
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      You didn't try the plethora of mods on this very site that change the way the story functions?
  9. oskurd
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    How much damage door normally take to break down? first town after sanctuary and first building on right. it has half broken door and i have shot it 4 times with shotgun but nothing happens. im using that lower door health plugin. so is mod working for me and i just dont have enough ammos or did i fail during installing? 
    1. oskurd
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      actually question. how i should properly install just one plugging in mo2? cause when try add mod from file om mo2 it doesnt see those plugin files at all. i added one pluging and mesh folder into data folder but it feels that doors are still very bulky. they break but it really  takes effort so i think that 10% pluging isnt working for me currently
  10. lorddoomturtle
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    would be dope if this worked with the remote explosive's mod so that you breach doors
    1. UlithiumDragon
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      I don't see why it wouldn't.

      As long as the damage being dealt is colliding with the door directly and it has no keywords or anything to stop itself from dealing damage to static objects, it should work.

      If the creator of the mod put into place anything that would prevent the explosives from destroying workshop objects, however, it would also prevent Splinterz' doors from breaking.
  11. PHANTOMHATE
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    I posted on the wrong break doors mod.
  12. Sgamez02
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    Curious to if this work on/in Nuka world ?
    1. UlithiumDragon
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      As long as they use the same base doors, then yes it would. For most part I belive it works well with the DLCs, but it's been a long time since I played Fallout 4.
  13. Swanihilator
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    Can you move this mod to the Fallout 4 in-game mod page please? It'd be much appreciated.