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Flamsteed

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flamsteed

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13 comments

  1. HerrKommandeur
    HerrKommandeur
    • member
    • 0 kudos
    Very nice mod, but how did you do it? I can't for the life of me figure out how to add a navmesh to a buildable object like this. I have the vault door built into a structure and it would take a major rebuild in order to remove my original and add this one, so I need to add navmesh to the existing vault door.
     
    Any help would be appreciated.
    1. flamsteed
      flamsteed
      • member
      • 7 kudos
      i did used that editor what bethesda released for game editing, dont remeber exact name (creation kit or something), i dont play fo4 anymore for a long time, you can try to copy navmesh data cell in fo4edit from my edited object to original...hope this help
  2. Mhanuel
    Mhanuel
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    • 1 kudos
    Works fine, thanks.
  3. mlmlars
    mlmlars
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    • 7 kudos
    working like a charm!!!!
  4. RowanSkie
    RowanSkie
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    • 40 kudos
    Anyone here willing to make this a replacer to the actual Vault door?
  5. bcaton
    bcaton
    • BANNED
    • 7 kudos
    It staggered me that Beth released this item without navmeshing in the first place. And why can't they make working elevators? Seriously, just put the settler in a 'rabbit hole' and don't bother showing them riding up and down. It's not that hard!
  6. Starwaster
    Starwaster
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    • 5 kudos
    Looks cool, does it also fix that ugly stray poly that stretches when you open and close it?
  7. Derp119
    Derp119
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    Does this work with auto doors?
    1. flamsteed
      flamsteed
      • member
      • 7 kudos
      no, coz its not "door object" but "activator object", actualy i tried it with "door object" but there is no way how to do a navmesh on that type of object...
    2. NonameFTW
      NonameFTW
      • premium
      • 2 kudos
      Thanks for just casually explaining why the heck I never could find a patch for this door. Its funny, the ONE door that should really need an automatism doesn't have a patch for it.

      Btw: Did you replace the original or added a new one ?
    3. flamsteed
      flamsteed
      • member
      • 7 kudos
      added new one, compatibility reason, this way it can't conflict with anything, if you want i can do replacer version...
  8. gameboytj
    gameboytj
    • member
    • 8 kudos
    I don't know if UFO4P will fix navmeshes so i will use these for now. I don't like NPCs acting like Doors are walls... :\
  9. MrVein
    MrVein
    • member
    • 2 kudos
    great! cant understand how bethesda couldn't fix the navmesh issues with the vault kit, will definitely dowload when i get back to doing something with the vault kit again.