Fallout 4

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Symbiant

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symbiant1

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113 comments

  1. GermanCheetah
    GermanCheetah
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    I know it has been a while, but can you update it to have those 3 metal doors (currently there is only all the wooden ones)
  2. SenseiMewtwo12345
    SenseiMewtwo12345
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    Sounds like the mod needs work, but I'll definitely follow it. Maybe add a version of the gates that keeps hostiles out but friendlies can pass through no problem? Might require F4SE, but it would be a great way to make settlements more defensible. Maybe even have maglock doors that are opened via terminal or portcullases that are activated by a switch? That sure would be cool on the Castle.
  3. User_7448376
    User_7448376
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    I would use this mod, if it wouldn't conflict with spring cleaning. Endorsed anyways!
    1. FoxfireVash
      FoxfireVash
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      I use spring cleaning and I have no conflicts with it...?
  4. SargeWashington
    SargeWashington
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    Is this mod/the author still active?
    1. symbiant1
      symbiant1
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      I was inactive for a while waiting for the tools to mature. I will hopefully be active again now. Hope to put out some stuff soon but I have a lot of catchup before I can do anything interesting.
  5. VIP854
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    This is not good to have if you are using Sanctuary - Player Home Restored mod. It over laps the restored house, and fills it with junk again, and you can't delete the junk. I think it would be much better if it was just a craftable lockable door.
    1. UlithiumDragon
      UlithiumDragon
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      Has nothing to do with this mod or any other specifically - look up the now notorious "Cell Reset" bug...

      Basically any mod that edits an area will reset all persistent references in it to their vanilla values, meaning any objects that were moved or deleted will be put back in their original locations.

      If you want to avoid this happening with Power Armor, then ONLY use power armor frames bought from vendors (such as from Diamond City or Goodneighbor's weapon shops), as these will spawn new "temporary references", which are NOT affected by this bug.

      *You can tell if a power armor frame is a persistent or temporary reference by opening up the console and selecting it. If it's ID starts with "ff" then it's a temporary reference. If not, it's a persistent reference.
    2. GrenadeJumperInc
      GrenadeJumperInc
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      I also had a cell reset as soon as I activated only this mod, In sanctuary...
    3. symbiant1
      symbiant1
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      So any mods that alter maps will likely conflict if they modify the same cell. Just a guess. I am going to try and find a different way to implementing these doors and hopefully also kill the teleporting if it still occurs. Pretty sure it does but I am only just now getting back into modding this game. Waiting for tools to mature.
  6. KoolBreeze420
    KoolBreeze420
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    This would be fantastic if it didn't conflict with the spring cleaning mod.
    1. lozeldatkm
      lozeldatkm
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      Seconded. I'm still using this mod, but a compatibility patch for SC would save me a lot of headache.
  7. FaejaVu
    FaejaVu
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    What we really need is a way to totally keep them out of our house. I've had times where several settlers are in my completely fenced off house when I fast travel back. Very annoying. >.>

    That said, I have really wanted something like this. Just not a lot of use since they ninja their way in anyway. :|
    1. simonizor
      simonizor
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      The only way to prevent this would be to edit the ini files to get rid of the warp behavior that the AI has when it can't find a valid path, which seems to be like 75% of the time. It's honestly really annoying; I wish Bethesda had just done proper AI pathing instead of this warp bullcrap.

      I will be checking this mod out, though.. Maybe I'll tweak my ini a bit myself and see how the AI behaves with warping off. I'd love to have a prison for my settlers who have turned synth, but they always warp out of prison when I lock the doors through the command console.
    2. symbiant1
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      I haven't seen the warp on anything but companions. I will look into it. I think the warp behavior is editable in fo4edit actually. I saw something for the companion warp behavior where if they fail to path three times they warp. Not sure but maybe I will add that to this mod to remove it for the settlers but leave the companions if they aren't tied to the same thing. Can't really turn it off if it is tied to Companions too or you might lose them.

      EDIT:So it was in the INI. Just remembered wrong. Probably tied to all AI. Not sure if there is a way to remove this easily. I'll have to look at some of the scripts.
    3. FaejaVu
      FaejaVu
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      I don't have a problem with companions warping, I expect it to a certain extent. Kinda hilarious at times since they will warp from one side of me to the other despite having a seemingly clear path... I just hate coming home to settlers inside my house that shouldn't have been able to get in while I was gone (and weren't when I was last there). Can't say as I expect any good fix for this issue until we get better tools though.
    4. symbiant1
      symbiant1
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      Let me know if you still see this behavior. I just got this working so I haven't fully tested it. I haven't ever seen settlers warp ever though. I am looking for the behavior in the scripts now when I get some time between other things to see if this exists for settlers and then see if I can turn it off. There is a simple, isCompanion, check that I can add to teleporting once I find it so settlers lose this ability. Likely remove it from everyone but settlers. Be funny what consequences that brings into play.
    5. Krazyman999
      Krazyman999
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      Can't you reverse the tag on one of the beds, so its just called a PLAYERS BED. Along with other items, that could be tagged for use only by the player only. So NPC's wont have any reason to warp to your home, to use your items... if they can't sleep in your bed, use your benches or sit in your chairs. Then what would be their reason to leave their own stuff, to go to a room full of unusable items.

      NPC's may only be warping into the homes to use your items, maybe removing the need, will remove the NPC's too...

      It's just a theory, as I have no script writing knowledge whatsoever...
    6. symbiant1
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      I have considered doing that but that adds a player specific copy of every item. That means player Chairs, Beds, Crafting Stations, etc. Leads to a lot of unnecessary addition to the menus. I am trying to avoid that. I also like having my crafting stations in there and I don't want to have to build all new ones at my settlements. Might just make those by default ignored by Settlers though so they never use them.
    7. Lighthorse
      Lighthorse
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      To make an item yours, ie the bed, hit tilde and click on the item then type setownership hit enter, the item then becomes the players.
    8. symbiant1
      symbiant1
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      I wonder if I can make an in game, not console, version of this function.

      Lighthorse: Do you know if this works on things other than chairs and beds? If I put it on the powerarmor stands or the crafting stations would they be left alone by the settlers?
    9. Lighthorse
      Lighthorse
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      Have not tried it. But in game you can have text files to do a command.
      Sample File::
      File name: 10.txt
      Contents: player.additem 0001f276 3000; 10cal Ammo

      Command line after hitting ~
      bat 10
      then enter

      now you have 3000 rounds of 10mm ammo.
      So in theory you could have in the contents line: setownership
      and call the file mine.txt
      hit ~ click on an item type bat mine then enter, should be yours.

      What I get a kick ot of is having all the doors locked and coming home to find
      a Brahma fricking damn cow in the house nocking everything over.

      If i really need something to be left alone, I copy the page or file as
      you will from the Fallout 4 .esm as an override into our
      Team_Falcon.esp and then mark all appropriate spots as Player only.
      This cant be done on everything but it helps.

      Team_Falcon is not posted as of yet because for me to post it I would have to rip out some of the stuff I put in as some have put mods up that do similar things and I dont want the hassle of someone saying I copied their stuff.
      If any that use our mod in FO4 and FNY want this one contact me and ill explain whats in it so far. No Amy's not in it yet. :-)
    10. symbiant1
      symbiant1
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      That may be a temporary simplification for the process to atleast limit NPC access. May have to add this. As for the long term, the hope is to create a special floor that when a settler (and I guess Brahmin) steps on it they will simply be teleported back to the town bell. This should make it so they cannot enter a player only area. This should also ignore anyone set as current companion. Likely also turn off when the town is currently being raided.

      Am waiting for the CK to try this out though.
    11. registrator2000
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      @symbiant1, @simonizor,

      Could you please post which setting controls the AI warp behavior on failing to path? Would greatly like to tweak the value.

      Many thanks!
  8. SgtJenz
    SgtJenz
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    The locked doors does not keep the dumbass settlers out. Don't know what you can do about it but the mod is useless for me.
    It seems a typical Bethesda game. Skyrim had a similar problem.
  9. IMCDeacon
    IMCDeacon
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    I'm using these locking doors on three separate buildings in three communities....the settlers seem to just appear in the rooms. Of course once they're there you can't get rid of them. Went to sleep in one of the rooms and woke up to find 9 settlers in there. I've been just killing them, and after the fuss in the community dies down, dumping the bodies outside.....I'd kind of like to find a bit better way to deal with it though.

    Any thoughts on what might be causing this glitch?
  10. TheZMON
    TheZMON
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    I don't know if this will help but I was looking through the INI files and found this https://gyazo.com/1c752765eee20aaed7c197e6deaf74ad and it may be able to prevent warping if you change the values.