This page was last updated on 21 December 2021, 11:30PM
Changelogs
Version 2.9a
Fix missing model file.
Version 2.9
Added new device "Door Opening Mechanism".
Settings interface for each device (interact with the device to invoke).
Visible and togglable radius spheres for each device (like for proximity sensor).
A proximity sensor could be set to detect the player only.
Version 2.8
- Added support of Far Harbor DLC.
- Tweaked scripts to react faster for some actions.
- Repacked textures.
Version 2.7
- Added support for Snap'n Build 1.9 doors.
- Assets now packed in ba2 archive.
Version 2.6b
- Cleared plugins from unneeded master files that CK putted in.
Version 2.6
- Added visible radius sphere for proximity sensor. Accessible via sensor menu.
- Recompiled all scripts with CK.
- Resaved plugins with CK.
Version 2.5b
- Fixed meshes for Emergency Lockdown Mechanism and Proximity Sensors.
- Added prefix 'AD' to all devices in workshop menu. Placed devices will have their normal names, without prefix.
Version 2.5
- Added new device: Emergency Lockdown Mechanism
- Added new device: Proximity sensor
- Added two vanilla institute doors to support list for those who use mod 'AS Institute Workstations'. (confirm required)
- Improved all scripts. Keycard panel now should work like Switzerland clock watch.
- Fixed bug when door sensors reacted on turrets.
Version 2.4b
- Meshes rolled back to 2.3. Though it worked for me it caused CTD for others. Will not touch it any more :/
Version 2.4
- Added doors from Fallout beta patch 1.4.
- Added glow map to locking panels.
- Cleaned meshes from unneeded animation stuff.
- Included script patch from version 2.3.
- AD_fScanTime setted to 0.5 sec, doors will react on actions faster. (Will not be applied if you changed it in console)
Version 2.3
Scripts improvements:
   Door closer now will close door always after AD_fCloseTime seconds, if door was closed and reopened before this happen then inner timer will be resetted to AD_fCloseTime.
   Locking panel will unlock when actor aproach and if this actor have required key. NOTE: it's a experimental feature, no promises that it will work, more then that, personaly i think it will not work at all. NPCs too dumb here (as always) :\
   You now may scrap door without need to scrap/store device. Once new door would be placed nearby device it should catch it up. I called it Scrap-Safe algorithm.
Keycards recipe moved to UTILITY category to prevent category limit issue.
Included meshes fix from 'Patch for 2.0 - 2.2 versions'.
Version 2.2
Added support for vanilla doors in locations: Starlight Drive In, Sunshine Tidings Co-Op, The Slog, Covenant (missing), Spectacle Island, Croup Manor, Kingsport Lighthouse, Finch Farm, Coastal Cottage.
Renamed 'Red Keycard' to 'Keycard Red' and so on.
Version 2.1
Scripts improvements and fixes.
Increased default door search radius to 350 units.
Added support for vanilla doors in locations: Sanctuary, Tempines Bluff, Outpost Zimonja, Egret Tours Marina, Warwick Homestead, The Castle, Bunker Hill, Taffington Boathouse, Covenant.
Added workshop icons.
Version 2.0
Everything new. New esp, new scripts. Rewritten from scratch. No compatibility patches needed.
Version 1.2
Added new doors from Homemaker and vanilla fences.
Added mod type 'Replacer'.
Version 1.1c
Fixed bug where form lists wasn't renamed and rewrited doors names. Now all automatic doors has prefix 'Auto - '.
Version 1.1b
Added special type of mod that don't create new categories. For people who hit categories limit.
Version 1.1
Added doors from Homemaker and Snap'n Build. Settlement Keywords compatibility patch.