Fallout 4
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CrEaToXx

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CrEaToXx

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23 comments

  1. wysiwyg
    wysiwyg
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    This could really use a patcher script for FO4Edit to copy all buildable doors into that form list. Either that or automatically include all doors with the autodoors keyword.

    Edit: On second thought, that'd be too many to check every second or so the script runs. Too bad place everywhere doesn't have a hotkey to open a door for 5 seconds :)
  2. Sngll17
    Sngll17
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    Why haven't I noticed this MUST-HAVE mod (for the compulsive builder I am) earlier ?
    Can't you make a mod that will grant me better vision ?
  3. WhiteWolf1262
    WhiteWolf1262
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    Love the idea, but is there an easier way to update mods to use this script besides copying every FormID of the doors into it. I have 113 Doors from different Mods and that's not counting the auto doors from Workshop Rearranged (I'm running over 300 mods). That's going to take a long, long time if I have to copy each FormID in Doors to place in the FormID List you created. 
    1. CrEaToXx
      CrEaToXx
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      Well, it takes a long time to make mods.
  4. CHMS
    CHMS
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    Hi.

    Your excellent mod is a really great help not only during construction itself but also when trying to assign a settler to a job in
    a (different) building.

    But I encountered an error - if I didn't miss anything:
    After exiting the construction menu doors are still opening.
    Sorry, I was too impatient but:
    it seems automatically opened doors to be locked with a keycard (Auto Doors (https://www.nexusmods.com/fallout4/mods/8457)) are permanently unlocked until the keypad was "reactivated"
  5. Babaloo321
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    Do you know if this would be compatible with doors affected by the devices from the Auto Doors (https://www.nexusmods.com/fallout4/mods/8457) mod? Would it break anything?

    This looks cool as hell btw! You did a great job! No more using tcl to get through doors in Workshop mode lol!
    1. CrEaToXx
      CrEaToXx
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      Sure. I'm using auto doors myself.
    2. burntwater
      burntwater
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      AWESOME. Thanks!
  6. mr2blobby
    mr2blobby
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    you have no clue how much annoyance you have saved me from
    1. CrEaToXx
      CrEaToXx
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      You have no clue how much annoyance I saved myself from.
    2. mr2blobby
      mr2blobby
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      Indeed, i swear im building up my settlement mr farmhand joe closes the fucking door on me
    3. CrEaToXx
      CrEaToXx
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      For me it's Dogmeat or Charlie, from the recruit Charlie and Clinton Mod. Now I just need to find a job for her she's gonna stay put with.
    4. RhaevynHart
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      Now I just need to find a job for her she's gonna stay put with.
      I assigned her to a mini bunny farm, thought it was fitting for a little girl, but I can't tell if she even works it.  (new play, need to give it time)

      If you figure this out let us know!
  7. drevviken
    drevviken
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    R88 ESLify tells me this is ok to... eslify. 
  8. wysiwyg
    wysiwyg
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    No more moving walls and doors out of the way when building :)

    I have the Workshop Framework addon (without Sim Settlements) but the door auto-open-on-build stops working after one or two times.
    1. CrEaToXx
      CrEaToXx
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      I don't think that SS1 is still supported? So the framework is probably best used with SS2.
    2. Babaloo321
      Babaloo321
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      Yeah, I've found that setting doesn't really work for me either. This is even without Sim Settlements 1 or 2, at all. I think it might have to do with script lag. If there's too many scripts going on at that moment, the doors won't open when you need them too. Plus, we go from Workshop mode to regular mode so much and so fast that the door script probably can't keep up. Especially because a new instance of the script might have to run each time we enter Workshop mode. I turned that setting off for me on my playthrough because I wanted to use Contraptions Workshop with Better Manufacturing, and objects and components kept falling out from underneath the machines, so I got the Auto Doors mod instead. I can press a button and the door opens, so I can use horizontal doors like from the Pipe Galore mod to feed the objects and components into another conveyor belt leading back into the workshop inventory.
    3. CrEaToXx
      CrEaToXx
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      Hence why I'm using a timer. Even if it fails, it will register on the next intervall. OnUpdate code had a pretty bad reputation in Skyrim, but the FO4 Engine takes everything I throw at it like a boss. Your milage may vary with a potatoe.

      That's specially true since I dropped ENB. I couldn't stand the stupid light flickering, and random 50fps frame rate drops anymore.
  9. Drivinghard
    Drivinghard
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    where were you 33 settlements ago .. :(
    1. CrEaToXx
      CrEaToXx
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      Which date was that?
    2. wysiwyg
      wysiwyg
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      23rd October 2287 :p
  10. MONSTERaider
    MONSTERaider
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    Nice job
    This have the potential to make an automatic sliding glass door. Good for constructing a mall or an office in your settlement.
    1. CrEaToXx
      CrEaToXx
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      Now that you say it. All those sliding doors in game are button based. Probably because Bethesda wasn't keen on adding a second based timer in Workshop mode. That would prolly have any console brought down to its knees.