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Automatic doors
About This Mod
Have you ever been disturbed by the doors open everywhere in your settlements? The merchant comes to your camp and leaves the gate open for every raider in the Commonwealth, and that infuriates you? I am very much.
Description
Auto Doors 2.0 uses a new way of automating doors and has been rewritten from scratch. New esp, new scripts, some new textures and meshes (well, this is an edited vanilla actually)!
This mod adds craft devices that will automate the doors of your settlements. There are six main types of devices, some with several types:
- The closing mechanism is that the door will be closed automatically after a period of time. It is attached to the wall and should be placed as close to the door as possible. When you place it again, a script connected to this device will find the door and start to continuously scan the door.
- The door opening mechanism is that the unit will open the specified door when the power is applied, and close and lock the door when the power is switched off.
- Door Sensor - There are two types of door sensors, one with an internal power supply (Autonom) and one that must be powered by an external source (External). The external door sensor does not consume power from the power supply, but if it is not powered up, it will not work (mainly like a lamp). Both door sensors attached to the door will continuously scan the area for actors (player or any other NPC) and when one of them approaches a specified distance, open the door once the actor leaves the area, he closes the door.
- Keyboard - There are three types of panels, each of which differs in color: blue, red, yellow. Attached to the door, it will continuously scan the door status and, if it is closed, lock it with a key. You can unlock the door only through this panel if the actor has a specific key card. There are three key cards, one for each type of panel. Key cards can be produced in a chemical laboratory in the UTILITY category. Limited support for NPC. The card panel unlocks the door if the NPC has a card in inventory, but the NPC may not understand it.
- The emergency locking mechanism is a large metal device designed for use on the gate, but can work with all other doors. Requires power and wiring. When turned on, closes and locks the gate (door) until the power is turned off.
- Proximity sensor - operates as a circuit breaker. Turns on when hostile or allied NPCs are within its range, and turns off when NPCs are out of range. Each sensor can be configured to respond to enemies or allies, and the range can be increased or decreased. A wired connection is required.
All devices re-evaluate the target door when creating and/or replacing. The script scans the area for doors within the short range, and if multiple doors are found, it will calculate the nearest one. You can find these devices in the Power->Miscellaneous category in the Workshop menu.
Depending on the option selected, the mod supports vanilla doors, Home Master doors and Snap'n Build doors. Mod also supports ready-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, Starlight Drive In, Sunshine Tidings Co-Op, The Slog, Spectacle Island, Croup Manor, Kingsport Lighthouse, Finch Farm, Coastal Cottage,,.
Global variables to configure:
- AD_fDoorSearchRadius - radius where the script will look for the door. The default value is 350 units.
- AD_fScanTime - Delay between door state scan. The default value is 1 second.
- AD_fCloseTime is the time that the closing mechanism waits before closing a door. The default value is 10 seconds.
- AD_fSensorRadius - The radius at which the door sensor will look for the actual person. The default value is 200 units.
- AD_fLockTime - The time the script waits before locking the newly unlocked door. The default value is 5 seconds.
To change any of these settings, enter the following in the console:
set [global] to [value]
where [global] is a global variable and [value] is a value. The value must be greater than zero.
Installation
If you are using any version of Auto Doors earlier than 2.0, then you need to make a clean save. If you know how to do this, or you're new to this fashion, then skip this item.
Pure save instructions:
- Uninstall the previous version of Auto Doors and all associated compatibility patches.
- Launch the game and download the latest save.
- Save your game and sign out.
- Now you have a clean save and you can set the mod.
Unattended installation: Use any mod manager that supports FOMOD installation.
Manual Installation:
- Copy the .ba2 files to the DATA folder.
- Go to the Core directory and select a language.
- There are four esps in the language catalog:
- AutoDoors-Vanilla.esp - supports only vanilla doors. Plus ready doors from Red Rocket and Hangman's Alley.
- AutoDoors-HM.esp - supports vanilla doors and Homemaker's v doors. 1.33.
- AutoDoors-SnB.esp - supports vanilla doors and Snap'n Build v doors. 1.8.
- AutoDoors-HM-SnB.esp - supports all the above doors.
- Select one and move it to the DATA folder, renaming it AutoDoors.esp.
Extensibility
This mod can support not only craft doors through the workshop menu, but also ready-made ones. But for that I need to add a door to the list of forms, so if you want me to add a door, you have to provide me with her ID in the world space or ID base. I will only add vanilla doors, as well as doors from Homemaker/Snap'n Build, as these mods will be updated.
Third-party doors: This mod can also support doors provided by other mods, with minor edits and without incompatibility. To do this, a third-party fashion author must add the AD_CrossModUniversalDoorSupport [KYWD:xx3000807] keyword from Auto Doors fashion to his or her door. Auto Doors, of course, should be one of the master files for this third-party mod.
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