[RELz] Auto Closing/Opening Gates

Post » Fri Feb 18, 2011 11:26 pm

Auto Gates
Auto Opens and Closes the Megaton, Paradise Falls, Rivet City, Citadel and both Little Lamplight Gates.

by WillieSea
version 1.1 - 01/31/2011


Download
http://www.fallout3nexus.com/downloads/file.php?id=15685

Requirements
- Fallout 3

Features
- The Megaton, Paradise Falls, Rivet City, Citadel and both Little Lamplight Gates will now close when you leave its vicinity, and open when you approach them.

Known Issues and Caution
1) Created and Tested with game patch v1.7 installed.
2) If you use this on a game where those gate have been used already, it may take one iteration for them to look and work correctly.
3) There is no close animation on the Rivet City bridge, so it closes 'abruptly'. This should not be noticable since it happens when you are in the 'bridge building' and you cannot see it happen.
4) Not compatible with any mod that alters the gates as featured in this mod above.

CREDITS
WillieSea - Entire mod except resources noted below.
jholdsclaw - Pointing out the Megaton Gate close sound.

And most importantly to:
Bethesda for the game and construction set.

Play Testers
* WillieSea
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 10:52 am

Version 1.2 has been uploaded which fixed a few issues with the Citadel gate.

Version 1.1 had added sound to the megaton gate closing.
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Umpyre Records
 
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Post » Sat Feb 19, 2011 8:06 am

Version 1.3 has been uploaded. Fixed the bug with the Rivet City gate as well as adding the Tenpenny Tower gate to the list of automatic gates.
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SEXY QUEEN
 
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Post » Sat Feb 19, 2011 5:09 am

INSTADL
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Davorah Katz
 
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Post » Sat Feb 19, 2011 7:47 am

Excellent. I always did wonder why Megaton gates opened once for me, but never, ever closed again.It wasn`t exactly realistic and felt like the world revolved only around me. The gameworld does revolve around the Player, but it`s not supposed to FEEL like that. Immersion is about making the Player feel like he`s a small part of a greater whole. Gates that open only for the Player and never close therafter against the things of the world that might attack kinda bursts that immersion.

I also liked the Megaton gate animation too (it made me jump the first time as I wondered what was happening). To see it only once in the whole game was sad.

I`ve only seen this work in Rivet city so far and I`ve seen the bridge closed from the ship view (on deck), and it really brings it home exactly how Rivet City was meant to be: closed to protect from intruders like the nearby super mutants. A castle with its drawbridge.

I wonder why the programmers never made it this way? It`s obvious they could`ve done this. To save time? Or maybe they thought people would be too impatent to wait for the gate or bridge to open every time they wanted in?

Great Mod and thanks, will rate as well.

ps. I just had a thought, I haven`t seen it in your Readme. have you done that Tower in the middle of DC? the one where ThreeDog`s Aerial is? I notice that the gate on that never closes either even though it`s surrounded by Super Mutants with only two Brotherhood guards that sometimes get killed. the Player can close the gate himself, but sometimes I forget and it sits there open forever and nothing happens. Would be nice and more real if the gates were eventually closed automatically (as if by the Brotherhood).
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Luis Longoria
 
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Post » Fri Feb 18, 2011 8:42 pm

I also wondered why the gates never closed and never really liked that about the game. (and thus why I made the mod)

It took several days to get the scripts to work right and many more to test them all. You know, not to open until they have already been 'opened' for the player.
I am glad some people like it and are not too impatient having to wait for them now. :lol:
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Micah Judaeah
 
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Post » Sat Feb 19, 2011 10:59 am

I have to admit the one at megaton is kind of redundant for me. And I like being able to hit the gate running and so the area loads then I must wait for the animation.

But I find also I've been doing a lot of fast traveling anyway lately. So how's that? Install an immersion mod then end up using the least immersive game feature. It has more to do with time allotted to playing actually.
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Jah Allen
 
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Post » Fri Feb 18, 2011 10:01 pm

I also wondered why the gates never closed and never really liked that about the game. (and thus why I made the mod)

It took several days to get the scripts to work right and many more to test them all. You know, not to open until they have already been 'opened' for the player.
I am glad some people like it and are not too impatient having to wait for them now. :lol:



Yea, it`s appreciated. Thanks again.
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Rhysa Hughes
 
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Post » Fri Feb 18, 2011 8:52 pm

After playing using this...I wonder how I played without it!
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Daniel Brown
 
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Post » Sat Feb 19, 2011 4:56 am

Only one slight problem I`ve seen so far. At Megaton after going under the opening gate to Megaton- If you enter Megaton proper while the gate is in closing animation it could cause a crash. I don`t think it`s a big problem as it`s only happened once so far, but I thought I`d best mention it. It might not even be this Mod`s fault.
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djimi
 
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Post » Sat Feb 19, 2011 11:16 am

This mod does NOT close the megaton gate when you are in the entryway. If you have another megaton mod, that is overriding the changes I made to the Megaton gate trigger zone.

You may be able to fix that by loading this mod AFTER all your other megaton mods.
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carley moss
 
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Post » Fri Feb 18, 2011 8:37 pm

WS - I agree with Shield Watcher - it starts to close once I get to the gate to Megaton but dont enter. I dont mind it closing but it does occur with my load order and I do use boss. I have not loaded your newest update yet.

However, your mod is a must have for all for immersion! I cannot believe gamesas didnt do this and I did endorse on nexus.
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Charles Mckinna
 
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Post » Sat Feb 19, 2011 12:01 am

This mod does NOT close the megaton gate when you are in the entryway. If you have another megaton mod, that is overriding the changes I made to the Megaton gate trigger zone.

You may be able to fix that by loading this mod AFTER all your other megaton mods.



I don`t have any other Mod that affects the Megaton gate- At least not that I can tell. There`s only one Mod that affects Megaton and that`s the one that changes people`s clothing sometimes for more variety.

But the gate defintely starts to close after I pass it just before I go into Megaton proper. I thought the closing bit was cool actually, until it opened again! I`ve even seen it start to open again if I just stand and watch. Could it be my following Companion NPC causing it maybe? Cos she sometimes is a bit slow to catch up and maybe forcing the gate to act?

I will move the Load order towards the bottom anyway just in case a Mod I have is affecting your Mod.

p.s. Actually your Mod is already pretty close to the bottom (I just checked), only two up from my realistic blood mods which is lowest. I don`t think it needs moving any further down. I can post my load order if that helps.

It hasn`t been a big problem anyway.
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Taylah Haines
 
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Post » Sat Feb 19, 2011 2:13 am

SW and WS - when I leave Megaton proper, the gate normally just starts to open. If I am entering Megaton proper, it will close before I enter. If I decide not to enter and move towards the gate again, it will reopen so I am never stuck.

WS - I would recommend "not" changing the triggers either - I think its far more realistic to open and close this way.

However, I don't CTD like SW when entering or exiting so SW I don't agree that it is this mod that is causing your CTDs. I have all the FWE mods plus others adding up to 100 so far.
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Damian Parsons
 
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Post » Sat Feb 19, 2011 8:57 am

I experience the same thing as Shield Watcher and Chakka in regards to the gate closing again when you get close to the insider gate - I assumed it was just cause the distance to the gate door is just enough to trigger the close script.

Granted, I have always considered this a feature, much like Chakka, as I have never experienced the CTDs that Shield Watcher mentioned having - and I know that I have entered through the city door while the gate was running its close animation many times before.
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Chris BEvan
 
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Post » Sat Feb 19, 2011 12:56 am

SW and WS - when I leave Megaton proper, the gate normally just starts to open. If I am entering Megaton proper, it will close before I enter. If I decide not to enter and move towards the gate again, it will reopen so I am never stuck.

WS - I would recommend "not" changing the triggers either - I think its far more realistic to open and close this way.

However, I don't CTD like SW when entering or exiting so SW I don't agree that it is this mod that is causing your CTDs. I have all the FWE mods plus others adding up to 100 so far.



I actually prefer the way it is as well, so i don`t think anyone should worry about it- Like I said before, I only had ONE CTD, not enough to change the Mod for. I`ve been in megaton a few times since with no crash, so I reckon we can leave it as it is.

The ONE CTD might not even be the Mod`s fault. It might have been a coincidence that just happened while the gate was closing.

I just mentioned it as a headsup, but no worries, m8. Next time I`ll wait for better confirmation (like repeatable CTDs) before posting.
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Rachyroo
 
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Post » Sat Feb 19, 2011 12:34 am

The Megaton gate also causes me OCCASIONAL crashes...but I love the Gate too much to worry about it.
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Catherine N
 
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Post » Sat Feb 19, 2011 5:15 am

I increased the trigger zone in the mod to encompass the entire inside of the entryway. And it does not close on me when I get close to the megaton teleport door. It 'is' closed when I exit the megaton teleport and it promptly opens.

It has been mentioned to me that several megaton mods interfer with this triggerzone, even if they are loaded before this mod. So that is probably the issue you are all having. I dunno since it works fine for me and my measly 11 mods including all the DLC.
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Josephine Gowing
 
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Post » Sat Feb 19, 2011 4:02 am

I increased the trigger zone in the mod to encompass the entire inside of the entryway. And it does not close on me when I get close to the megaton teleport door. It 'is' closed when I exit the megaton teleport and it promptly opens.

It has been mentioned to me that several megaton mods interfer with this triggerzone, even if they are loaded before this mod. So that is probably the issue you are all having. I dunno since it works fine for me and my measly 11 mods including all the DLC.


You are probably right in that it is caused by another mod since I have over 100 loaded...however, you mod didnt cause any CTDs for me as I cant remember the last time I had a CTD around Megaton.
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Prue
 
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Post » Sat Feb 19, 2011 10:59 am

Looking over some things in FO3Edit, it appears there is a script conflict with this mod and FWE, I explained it more over here in the http://www.gamesas.com/index.php?/topic/1098111-relz-boss-f-thread-2/page__view__findpost__p__17302061 because it is an issue easily resolved by loading Auto Gates later than the FWE Main File (it appears the FWE Main file has the script from the Fallout3.esm for the Rivet City Gate in it, and BOSS currently tosses Auto Gates before the FWE plugins). Not anything that needs to be resolved on this mods part, obviously, but figured this may have been the source of some issues for people possibly.
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TIhIsmc L Griot
 
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Post » Fri Feb 18, 2011 10:30 pm

Thanks Red Eye, that should help out a lot of people.
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marina
 
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Post » Fri Feb 18, 2011 9:20 pm

Basically, I put it too early in the masterlist :blush:
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Epul Kedah
 
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Post » Fri Feb 18, 2011 8:30 pm

Yes, this mod is mostly just scripts, so it probably should go towards the end of your mod list.

I use very few mods so that explains why I did not have any troubles with it. :lol:
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Kathryn Medows
 
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