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Some way to open doors?

The Typical Idiot Fan

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This is not an issue with WS+ but has been since vanilla: In workshop mode, you can't open a door. You can select it and move it out of your way (then put it back when you go through), but without mods like Place Anywhere, some of the element doors added aren't pick-up-able by vanilla workshop mode. I know you said you didn't want to turn on true TCL and wanted to still have collision elements in place, but some of the city plans have lots of doors.

I suppose I could just turn off auto-door close and open everything, but immersion man! I don't know if there is some way to make doors openable while in workshop mode, but just an idea.
 
Niffty idea.. and a would be a welcome feature. But would have nothing to do with immersion. That ends in instant you enter WS mode. or talk to Codsworth the first time.. LOL
 
Niffty idea.. and a would be a welcome feature. But would have nothing to do with immersion. That ends in instant you enter WS mode. or talk to Codsworth the first time.. LOL

Codsworth is the pinnacle of immersion. A British Robot Butler! This is just a squishing of several already existing concepts: British, British Butlers, British Robots (which is to say Parliament), and Robot Butlers (Parliament's butlers). It just works!
 
Niffty idea.. and a would be a welcome feature. But would have nothing to do with immersion. That ends in instant you enter WS mode. or talk to Codsworth the first time.. LOL
Not if you imagine you're using the G.E.C.K (Garden of Eden Creation Kit), which incidentally is the namesake for the CK. The G.E.C.K can make stuff appear just like magic(or some kind of augmented reality + replicator sort of thing) and was made by Vault-Tec so that they can rebuild afterwards. IMO it's like the Tesseract from Marvel, or the Infinity Stones so it's not unbelievable IMO that it could also do stuff like this. I'm pretty sure the G.E.C.K from Fallout lore was the origin of the idea of the Settlement system in Fallout 4. So it doesn't harm my own immersion at all. In a way, modding itself is like having the Infinity Gauntlet. Elder Scrolls literally has stuff in the lore

"At the top of the hierarchy is the Godhead" -obviously Godhead = Todd Howard.
"It's arguable that all of the main heroes of the Elder Scrolls are capable of reaching a state known as CHIM, realizing that all of existence is a mere dream, but simultaneously maintaining a sense of individuality despite shown otherwise, granting one vast control of it. Amaranth is the next step and above said state." -Heroes=Players, ascension in this regard being a Meta analogy for being a modder. A player beginning to create their own stuff to add to the world. CHIM = awareness of the game systems, knowing about the CK, 3D stuff, scripting, etc. I think Amaranth is an analogy for those who interact with the games as creators of content and have fun with creating content.

It's certainly a change in mindset to gain awareness about all of these systems that make it for the games so It Just Works(usually) and for me it makes the game a lot more fun. I think this is precisely how people play thousands of hours of TES/Fallout games and do not get bored. That is how it is for me because the games are ever evolving and as a player I can try to learn to create things that I want as a player and contribute to it. Even after thousands of hours, they stay feeling fresher than anything else for these exact reasons.

The Vaultec Tools addon (https://www.nexusmods.com/fallout4/mods/31591) has an option included for opening all doors when building. It's found in as a terminal option when you build the Overseers Desk. Havn't thought to try it outside of Vault 88 yet.
That's extremely cool! I might have to look at how he did it, experiment with it on my own and perhaps try to do it for my addon.
 
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