automatic door
自动门
Screenshots 8 screenshots
About this mod Machine translation
introduce
Was every door in your settlement ever opened? Does it make you angry that traders come to your camp and open the door to every raider in the joy of the Commonwealth? I'm very.
describe
Auto Doors 2.0 takes a new way to automate doors and was rewritten from the ground up. New esp, new scripts, some new textures and meshes (this is an edited vanilla)!
This mod adds craftable equipment that can automate your settlement gates. There are three main types of equipment, some less common:
Door Closing Mechanism – The device will automatically close the open door after a certain period of time. It slides on the wall and should be as close to the door as possible. When (re)placed the script attached to this device will find the door and start scanning its status continuously.
Door Sensor - Type for door sensor, one has internal power source (Autonom) and one should be powered from outside (External). The exterior door sensor does not consume power from the unit, but it will not work if there is no power (mostly like a light). Two door sensors when connected to the door will continuously scan the area for the actor (player or any other NPC) and when one approaches a set distance it will open the door and once the actor leaves range it will close the door.
Key Card Panels - There are three types of panels, each with a different color: blue, red, yellow. When connected to a door it will continuously scan the door status and lock it to the key if closed. If the actor has a specific keycard, this door can only be unlocked through this keycard panel. There are three key fobs per panel type. Keycards that can be made on chemlab in the UTILITY category. Limited NPC support. The keycard panel will unlock the door when the NPC has the appropriate card in inventory but the NPC may not understand it. Maybe there will be a way to change that when the F4SE comes out full throttle.
Emergency Locking Mechanism - Large metal device that should be used on gates, but can be used with all other doors. Requires power and wire connections. Turning the power on will close and lock the gate (door) until power is removed.
Proximity sensor - used as an automatic switch. Opens when an enemy or allied 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 target gates when crafted and/or replaced. The script will scan the area for doors over a short distance and if several doors are found it will calculate the closest one. You can find this device in the Power->Miscellaneous category of the workshop menu.
Depending on the option selected, the mounting module supports vanilla doors, Homemaker's doors, and Snap'n Build doors. 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, Slog, Spectacle Island, Croup Manor, Kingsport Lighthouse, Finch Farm, Coastal Cottage.
Global variables set:
AD_fDoorSearchRadius - The radius in which the script will search for doors. Default: 350 units.
AD_fScanTime - Delay between gate status scans. Default value: 1 second.
AD_fCloseTime - How long the door closing mechanism will wait before closing the door. Default value: 10 seconds.
AD_fSensorRadius - The radius in the door sensor that the actor will be looking for. Default: 200 units.
AD_fLockTime - The amount of time the script waits to lock the newly unlocked door. Default value: 5 seconds.
To modify any value type in the console:
Set [global] to [value]
Where [global] is a global variable and [value] is value. Value should be higher than zero.
Install
If you are using any version of Auto Doors below 2.0 then you will need to make a clean save. If you know how to do this, or you are new to this mod, …
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.