To make this pluginless (and removing cell edit conflicts) I think you could theoretically use MWSE Dynamic Object Replacer, though I'm not sure if it has a condition for targeting the specific door side
This probably would not work because for the flipped door to open in the correct direction, it has to be upside down, and MWSE Dynamic Object Replacer does not allow changing the position or orientation of objects, as far as I'm aware - in addition to the problem of only replacing only one side, and it also would not consider locks and traps. However, I'm working on a standalone MWSE solution. It may be possible to make it completely pluginless, but I'm no expert (yet) and currently, I still need the object definition in the plugin. Also, because every instance needs to be re-oriented, it (currently) only works if the door that will be replaced is only rotated around the vertical axis (or upside down, like for some reason the doors in Nchurdamz). Not sure when it will be ready for release, though, I'm experimenting with opening both doors simultaneously and trying to find edge cases.
I'm not familiar with MWSE at all. If you can improve the idea, you are welcome! In Consruction Set it needed to rotate by Z and Y, but I just realized that I had to rotate the model by Z axis in NifScope so it remains only to rotate it by Y in CS. I can make you the fixed version, if you like. The door pair in Nchurdamz is a bug, I think. Other things that bothered me are interior doors pasted inside exit doors in some ruins. Nchuleft, for example. Decided to remove them. Can you give me an information about the cell edit conflicts, please? To me, it seemed adaptive in case if plugins edit different objects in a cell.
I don't have specific examples, I was just imagining any dwemer ruin that isn't vanilla might not have the new flipped doors on automatically, or even placed in the wrong spot if a vanilla dungeon's layout was touched by another mod
There would be conflicts if other mods edit the cells in a substantial way that includes moving the doors in some way. Also, as Maarsz says, dwemer ruins from other mods, like Tamriel Rebuilt, would also need manual editing (and there are a lot of these doors in TR). With MWSE, these can be replaced at runtime, without any cell edits from plugins. I got this part already working (of course, this will not correct errors like the upside down doors in Nchurdamz, but if these were corrected by a plugin, the MWSE script would also dynamically replace them in the correct spot). At the moment, the only case that doesn't work (as far as I'm aware) is when the doors are not aligned with the vertical axis, but all doors in vanilla Morrowind are. Also, which door of every pair is replaced is kind of random, depending on which one comes first in the list of doors in a cell. Therefore, there might be objects in the way, when a door opens in the other direction.
However, by doing it like this, there is at least some risk of breaking things. At the moment I'm not replacing any doors with scripts on them (no doors in vanilla do, and those I found in TR would mostly not be replaced, anyway), but there is always the chance of an edge case I didn't think of and there might be misaligned doors. As the objects that are replaced are only disabled, it should be possible to restore them if anything goes wrong, but I haven't implemented that yet.
Is there any chance if TR modders do this as a standard for the project? Otherwise, that takes not much time to replace them manually, as well allows to choose an open direction and to process special cases like scripted, bugged or horizontal doors. The dynamic replacer with what we have sounds good too since that is only a visual thing then a gameplay. And the special cases can be fixed by an optional add-on.
The MWSE script works with all mods, including TR, without the need for any patches or plugins. So they don't have to change anything about the mod, as long as the doors are not tilted it will work. I've also mostly implemented the synchronized opening (if both doors are unlocked and untrapped, they open and close at the same time), but that currently only works if they are aligned with the world x and y axis (which all doors in vanilla Morrowind are, and probably most in TR and other mods, as there is not really any reason to build dwemer ruins at angles other than 90 degrees - but I'll try to find a solution for other angles as well). As for the problem of not knowing if the side that gets replaced is obstructed, I don't have a solution yet. But I guess I could add a way to manually switch them around if there is an issue, that should not be too hard.
In my head I always explained this as a way for the dwemer to control flow of movement, you go on the left side in one direction and right side for the other direction and the doors open as intended for the way of movement.
Just like we have doors for entry and doors for exit at lots of buildings.
Hmmm... That's reason in case if it pushed from both sides in one time, but then would be better to divide it into two detached doorways, like we have.
You’re welcome! Does TES Arena have double doors? Unfortunately, I'm not familiar with TES Arena, including modding it. Daggerfall has some strange doors, levers etc. witch were annoying me, so in such case I'll do for this first.
Just about 70 pairs in 24 cells. Happily, in Construction Set there is option to select objects and automaticly replace them with an other one. Needed to replace only a half of it and to rotate after. An interesting thing, before that I was trying to synchronize actions for the pair via script. Almost works, but now I can't finish this because of an unclear behavior.
30 comments
In Consruction Set it needed to rotate by Z and Y, but I just realized that I had to rotate the model by Z axis in NifScope so it remains only to rotate it by Y in CS. I can make you the fixed version, if you like.
The door pair in Nchurdamz is a bug, I think. Other things that bothered me are interior doors pasted inside exit doors in some ruins. Nchuleft, for example. Decided to remove them.
Can you give me an information about the cell edit conflicts, please? To me, it seemed adaptive in case if plugins edit different objects in a cell.
However, by doing it like this, there is at least some risk of breaking things. At the moment I'm not replacing any doors with scripts on them (no doors in vanilla do, and those I found in TR would mostly not be replaced, anyway), but there is always the chance of an edge case I didn't think of and there might be misaligned doors. As the objects that are replaced are only disabled, it should be possible to restore them if anything goes wrong, but I haven't implemented that yet.
Otherwise, that takes not much time to replace them manually, as well allows to choose an open direction and to process special cases like scripted, bugged or horizontal doors.
The dynamic replacer with what we have sounds good too since that is only a visual thing then a gameplay. And the special cases can be fixed by an optional add-on.
mostlyimplemented the synchronized opening (if both doors are unlocked and untrapped, they open and close at the same time), but that currently only works if they are aligned with the world x and y axis (which all doors in vanilla Morrowind are, and probably most in TR and other mods, as there is not really any reason to build dwemer ruins at angles other than 90 degrees - but I'll try to find a solution for other angles as well). As for the problem of not knowing if the side that gets replaced is obstructed, I don't have a solution yet. But I guess I could add a way to manually switch them around if there is an issue, that should not be too hard.MWSE Dwemer Double Doors
Just like we have doors for entry and doors for exit at lots of buildings.
This fix is way better!
Does TES Arena have double doors? Unfortunately, I'm not familiar with TES Arena, including modding it. Daggerfall has some strange doors, levers etc. witch were annoying me, so in such case I'll do for this first.
An interesting thing, before that I was trying to synchronize actions for the pair via script. Almost works, but now I can't finish this because of an unclear behavior.