Fallout 4

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ORIGINAL README (in English)

Intro
Ever been bothered by opened everywhere doors in you settlements? Trader comes in your camp and leave gates open wide for every single raider in Commonwealth joy and that pissed you off? Me very.

Description
Auto Doors 2.0 uses new way to automate doors and was rewritten from scratch. New esp, new scripts, some new textures and meshes (well it's a edited vanilla actualy)!
This mod addes craftable devices that will allow to automate your settlement doors. There are three main type of devices, some have few types:
Door Closing Mechanism - this device will automatically close opened door after some time. It's snapable to wall and should be placed as close to door as posible. When (re)placed script attached to this device will find door and start continuously scan it status.
Door Sensor - thee are to types of door sensors, one with internal power (Autonom) source and one that should be powered externally (External). External door sensor will not consume power unit but if not powered it will not work (mostly like a lamp). Both door sensors when attached to door will continuously scan area for actors (player or any other NPC) and when one approach to setted distance will open door, once actor leave range it will close door.
Keycard panel - there are three types of panels, each differed by color: blue, red, yellow. When attached to door it will continuously scan door status and if it closed will lock it to key. This door may be unlocked only through this keycard panel if actor have specific keycard. There are three keycard, by one for each panel type. Keycards craftable at chemlab under KEYCARDS category. Currently keycard panel is not NPC friendly, this dumbs will not understand that they could use panel to unlock the door even if you give them ton of key cards. May be when F4SE come out on full throttle there will be a way to change it.
All devices reevaluate it target door when crafted and/or replaced. Script will scan area for doors in short range, if there several door found it will calculate nearest. You can find this devices in Power->Miscellaneous category in workshop menu.

Depending on chosen option while installation mod support vanilla doors, Homemaker's doors and Snap'n Build doors. Mod also support pre-made vanilla doors from locations: Red Rocket, Hangman's AlleySanctuary, Tempines Bluff, Outpost Zimonja, Egret Tours Marina, Warwick Homestead, The Castle, Bunker Hill, Taffington Boathouse, Covenant.
Warrning: do not scrap door that has attached device, it wil breack script. Scrap (or stor in workshop) attached device first.

Global variables for setting:
AD_fDoorSearchRadius - radius in which script will look for a door. Default value: 350 units.
AD_fScanTime - delay between door status scan. Default value: 1 sec.
AD_fCloseTime - time that door closing mechanism will wait before closing door. Default value: 10 sec.
AD_fSensorRadius - radius in wich door sensor will look for an actor. Default value: 200 units.
AD_fLockTime - time that script will wait befor locking just unlocked door. Default value: 5 sec.

To modify any of it value type in console:
set [global] to [value]
where [global] is global variable and [value] is value. Value should be above zero.

Installation
If you use any version of Auto Doors below 2.0 then you need to make clean save. If you know how to do it or you're new for this mod then skip this paragraph.

Instruction for clean save:
Uninstall previous version of Auto Doors and any compatibility patches related to it.
Launch game and load last save.
Save game and exit.
Now you have clean save and may install mod.


Automatic installation: use NMM or any mod manager that support FOMOD installation.

Manual installation:
Copy folders materials, meshes, scripts and textures to your DATA folder.
Proceed into Core catalog, choose language.
In language related catalog there is four esp:
AutoDoors-Vanilla.esp - support vanilla doors only.
AutoDoors-HM.esp - support vanilla and Homemaker's v. 1.32e doors. Actual for v. 1.33.
AutoDoors-SnB.esp - support vanilla and Snap'n Build v. 1.5b doors.
AutoDoors-HM-SnB.esp - support all above doors.
Choose one and move to your DATA folder, rename it to AutoDoors.esp.

Extensibility
This mod may support not only craftable via workshop menu doors, but also premade one. But for this i need to add this door to form list, so if you want me add some door you should provide me with it reference ID in worldspace or base ID. I will add only vanilla doors, and Homemaker/Snap'n Build doors as this mods will update.
Third party mod doors: this mod also may support doors provided by other mods with minor edits and none incompatibility. For this third party mod author should add to his doors keyword AD_CrossModUniversalDoorSupport [KYWD:xx3000807] from Auto Doors mod. Auto Doors, of course, should be one of the master file for this third party mod.

Change log
v. 2.1
- Scripts improvements and fixes.
- Increased default door search radius to 350 units.
- Added support for vanilla doors from locations: Sanctuary, Tempines Bluff, Outpost Zimonja, Egret Tours Marina, Warwick Homestead, The Castle, Bunker Hill, Taffington Boathouse, Covenant.
- Fixed meshes (at least tried to fix).
- Workshop icons.
v. 2.2
- Added support for vanilla doors from locations: Starlight Drive In, Sunshine Tidings Co-Op, The Slog, Covenant (missing), Spectacle Island, Kingsport Lighthouse, Finch Farm, Coastal Cottage.
- Renamed 'Red Keycard' to 'Keycard Red' and so on.
v. 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'.