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Prensa

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prensa

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About this mod

Fixes the missing Open & Close sounds on many of the doors in Point Lookout, including the kitchen cabinets. Also corrects the faulty animation on the kitchen cabinet single door that prevented it from animating.

Permissions and credits
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Contents
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(1) Short description.
(2) Long description.
(3) Installing & Uninstalling
(4) Conflicts
(5) QUESTIONS & ANSWERS.
(6) Detailed description, only for those interested in the how & why.
(7) Thanks.

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(1) Short description
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Fixes the missing open & close sounds on many of the doors in Point Lookout, including the kitchen cabinets.

Also corrects the faulty animation on the kitchen cabinet single door that prevented it from animating.


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(2) Long description
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Point Lookout is my favourite DLC, such atmosphere with a map large & interesting enough for continued play.

One annoying problem I noticed a long while ago was the absence of open & close sounds from many of the Point Lookout specific doors.

Particularly noticeable on the big gate outside the Ark & Dove cathedral but also on wooden doors & kitchen cabinets.

Recently I was learning to animate .nif's & as a side effect I figured out what the issue was with the doors. So I fixed them & decided to release it.

Only open & close sounds have been added, no other changes have been made to these meshes.

Apart from the kitchen cabinet single door, the animation has been corrected so that it now opens & closes as well as the sound being fixed.

All sounds used are the vanilla ones that were intended for use with these models.

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(3) Installing & Uninstalling
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Using a Mod Manager:

Download manually, right click on the archive & "Open With" Mod manger (FOMM/NMM).

The mod will now open in your mod manager's Package Manager, left click on it & select "Activate" to complete the install.

There are only meshes so no .esm or .esp will show up in your load order.

To uninstall, open your mod manager, open the Package Manager, left click on the mod & select Deactivate.

Manual Install:

Download manually, unpack the archive, drag the extracted folder & drop it into your Fallout 3 folder (not into the Data folder as the package is already named Data). Say yes when asked to overwrite.

Manual Uninstall:

Go to your:

Fallout 3\Data\Meshes\DLC04\Architecture\BackwoodShacks\ShackInteriors

Delete these two files:

dlc04shackcabinet01door.nif
dlc04shackcabinet01doorsingle.nif

Go to your:

Fallout 3\Data\Meshes\DLC04\Dungeons\Mansion

Delete these four files:

dlc04mdoorbig01.nif
dlc04mdoorsml01.nif
dlc04mdoorsml02.nif
dlc04mdoorsml03.nif

Go to your:

Fallout 3\Data\Meshes\Architecture\Urban

Delete this file:

TenPenGate01.nif


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(4) Conflicts
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No conflicts unless you have a mod that also replaces these models.

None of the textures are changed so a texture replacer will work the same as with the vanilla models.

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(5) QUESTIONS & ANSWERS
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Q: Doesn't the Unofficial Fallout 3 Patch have a fixed kitchen cabinet single door?

A: It does, though it's not used as it's in a folder named "BlackwoodShacks" instead of "BackwoodShacks". This could be intentional as the UF3P version of the mesh has changed it's positioning meaning that if it's used it would need an .esp to correct positioning of already placed instances in game. My fix has retained the original's positioning.

Q: GECK shows the door sounds set for open & close, is that not enough?

A: No, it would seem that doors ignore the sound setting in GECK & only use the sound set within the .nif model. Perhaps because of the Open & Close animation call. The original Tenpenny Gate works seemingly because it's an activator & not a door as the version of it is in Point Lookout.

Q: I want to use these doors in my mod like other vanilla doors, will they work there too?

A: Yes, once the meshes are in place, any use of the doors in GECK will work properly in game. You would need to package the fixed versions with your mod or indicate users need this fix.

Q: So you've modified the Tenpenny Gate, is that going to mess up the original?

A: Point Lookout's Ark & Dove cathedral points to the Tenpenny gate model & uses it as a door but it has no built in sounds so is silent. This fixes that & the result makes no difference to the Tenpenny version back in the wasteland as the open sound is exactly the same & when the gate closes at Tenpenny the player is too far away to hear it. Even if they did hear it close, it's using the correct sound. So no, it's not going to mess up the original.

Q: I have really good hearing & I've noticed a doubling of the open/close sound effect on doors once they've been activated a few times, what's up with that?

A: Well spotted, sharper eared users may pick up on it, I did. It's a vanilla bug that seems to affect all doors & is not limited to these fixed ones.

I've been able to come up with a partial solution that stops the doubling of the sound but has the draw back that the door would be quiet on the first open & close animation, then work normally after. Since it's an imperfect solution & most people don't notice the vanilla bug, I opted to do as the vanilla models do.

Q: Does anyone actually read this far down the page?

A: Probably not, quite possibly no one in the whole wide world is ever going to get this far. If you did, you're either very diligent & should be congratulated on your thoroughness or you're at work/school & bored out of your mind.

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(6) Detailed description, only for those interested in the how & why.
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An extra text key was added to the NiTextKeyExtraData of the Open & Close NiControllerSequences to allow the inclusion of Open & Close sound effects. This is how normal door models work in Fallout 3.

List of files modified:

(The Tenpenny gate model was repourposed for the Ark & Dove cathedral)

TenPenGate01.nif

(The kitchen cabinets)

dlc04shackcabinet01door.nif
dlc04shackcabinet01doorsingle.nif

(The wooden doors)

dlc04mdoorbig01.nif
dlc04mdoorsml01.nif
dlc04mdoorsml02.nif
dlc04mdoorsml03.nif

The mesh dlc04shackcabinet01doorsingle.nif also had its animation fixed as its NiDefaultAVObjectPalette - 14 NiNode was incorrectly named:

DLC04ShackCabinet01DoorSingle NonAccum

When it should have been called:

CabinetDoor03

It then had to be repositioned to line up in game exactly as before so no .esp would be needed with repositioning information for each instance already placed.

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(7) Thanks
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Big Thank-You Kindly to the makers of Nifskope, that magical tool that they created with their blood, sweat & tears that allows us to accomplish so much!

Thanks go to Bethesda for a great game!

Thanks also to the Nexus for providing a home for mods.