Auto Doors
Ever been bothered by open doors everywhere in your settlement? Are you angry that traders come to your camp and open the door to every raider in the Commonwealth? Me too.
Screenshots 8 screenshots
About this mod Machine translation
Ever been bothered by open doors everywhere in your settlement? Are you angry that traders come to your camp and open the door to every raider in the Commonwealth? Me too.
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Introduction:
Ever been bothered by open doors everywhere in your settlement? Are you angry that traders come to your camp and open the door to every raider in the Commonwealth? I am very.
describe
Auto Doors 2.0 takes a new approach to automating doors, rewritten from the ground up. New esp, new scripts, some new textures and meshes (well, it's actually edited from the original)!
This mod adds craftable equipment to automate your settlement gates. There are six main types of equipment, and some come in several types:
Closing Mechanism - This device will automatically close an open door after a certain period of time. It can be clipped onto the wall and should be placed as close to the door as possible. When a script connected to this device is (re)placed, a door will be found and a continuous scan of its status will begin.
Door opening mechanism - This device will open the designated door when powered and will close and lock when powered off.
Door Sensor - There are two types of door sensors, one has an internal power source (Autonom) and the other should be powered by an external power source (External). The exterior door sensor does not draw power from the unit, but it will not work (mostly like a light) without power. When attached to a door, both door sensors will continuously scan the area for actors (players or any other NPCs) and when one approaches a set distance, the door will open and once the actor moves out of range, it will close the door.
Key Card Panels - There are three types of panels, each with a different color: blue, red, yellow. When attached to a door, it continuously scans the door status and if the door is closed, it locks it to the key. If the actor has a specific keycard, this door can only be unlocked through this keycard panel. There are three key cards, one for each panel type. Keycards can be crafted in the Chemistry Lab under the UTILITY category. Limited NPC support. The keycard panel unlocks the door when the NPC has the appropriate card in their inventory but the NPC may not understand it.
Emergency Locking Mechanism - Large metal device that should be used on gates, but works on all other doors as well. Requires power and wire connections. When powered on, the gate (door) will close and lock until the power is turned off.
Proximity sensor - used as an automatic switch. Opens when an enemy or friendly NPC is within range, and closes when the target NPC is out of range. Each sensor can be adjusted to react to enemies or allies, as well as increase or decrease range. Requires wire connection.
All devices will re-evaluate their target gate when crafted and/or replaced. If several doors are found, the script will scan the area for short distance doors and it will calculate the closest door. You can find these devices in the Power->Miscellaneous category of the Workshop menu.
The installation mod supports Vanilla Doors, Housewife Doors, and Snap'n Build Doors, depending on the option selected. The mod also supports pre-made vanilla doors from: 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 for setting:
AD_fDoorSearchRadius - The radius in which the script looks for doors. Default: 350 units.
AD_fScanTime - Delay between gate status scans. Default value: 1 second.
AD_fCloseTime - The time the closing mechanism waits before closing the door. Default value: 10 seconds.
AD_fSensorRadius - The radius at which the door sensor looks for actors. Default: 200 units.
AD_fLockTime - The amount of time the script waits before locking …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.