I actually would say there is a game mechanical reason, except a few ones, for doors to be locked- especially those where you have to get a key for. I'd at least restrict that for doors which are not quest or progress dependend.
I also would love if the game actually had tactic shooter realism. Not only for doors to be able to destroy them, but even being able to penetrate them and walls, like wooden walls/Doors or objects to be easily penetrated, but iron or concreate walls and inferrior barricades restriced for just large rifle bullets and massive barricades or Vaulteck walls/Doors and else no pen in the end.
But for this game it's simply not intended for such game mechanics. (And I guess the stoneage game engine doesn't work well with it anyway) I know without testing this will conflict with quests and would be like cheating in several ways, not only easily getting access to some areas but also against enemies.
To check mods open with FO4Edit expand CELL records and WORLD records PLACED OBJECT are not precombine objects [PLACED OBJECT] are precombine objects FO4Edit can also filter search for precombines for you
Any [PLACED OBJECT] records changed by mods should be removed from mods After removals right click mod header and select CHECK FOR ERRORS If you got no errors the mod is safe to use You can also try to fix any errors
Note: Most good PCs will get good FPS with broken precombines in smaller CELLS like the Sanctuary Basement Another note: FO4Edit checks PRECOMBINES, ERRORS, DIRTY EDITS, and CONFLICTS. EVERY load order NEEDS this.
Doesn't work for me; I've put it near the bottom of the load order, I've disabled all the mods and tried it in new game, I've also set the door health as low as possible but the doors are still intact.
Haven't tried the Splinterz version of this but I've been using this mod for a while and it works great, can confirm that doors respawn as well. I always quicksave before breaking a door just in case, due to the visual glitch that can happen, but for the most part long as you ignore cell doors it works fine.
Story time: Chased by mole rat with bomb, run into USAF Olivia, turn and close metal door. BOOM! Door down, flying debri, two wild dogs charge in biting, trying to shoot through black smoke cloud. Mole rat gone, dogs down, smoke cleared, health low heart pounding here comes the raider that would have been on the other side of a door with 2 dogs and a mole rat.
Missing Doors: 193fc3 PaintedWoodDoorWinA01 is not included but 193fc2 PaintedWoodDoorA01 is. You can copy the missing door to this mod then drag the destructible data from 193fc2 into 193fc3. This is not for one specific door but for all 193fc3 doors.
Option: This mod is awesome. We all know some doors have visual blanks if removed. I suggest this easy change. Add the mod to break locks. Open this mod and delete all doors except shack, bath stalls, and wood doors. This will restore/fix most doors with visual blanks when destroyed. Metal doors,elevator doors,etc that go no where will not break. Metal doors, elevator doors,etc that go somewhere and are locked can have the lock broken and you can access.
I have two problems. After the door is damaged, the scene behind the door will often cause problems, which will flash or the model will be lost. In addition, the damaged door cannot be regenerated. If I destroy all the doors, I will not be able to see them again. I hope the door will appear again in a period of time
hi,tnx for the comment. maybe you missed this part of the mod descriptions:
2-this might be the downside to this mod, i'm not sure that the broken doors will respawn, they might do, or don't... meaning when you break a door to have access to some room, the next time you visit that location, there may be no doors to unlock or break... again,i'm not sure! they might respawn...
although.in later updates, i included a script to re-enable/respawn the doors, if the script isn't doing it's job, then it's beyond my expertise,so i'm sorry about that...
3- some inaccessible doors in interior cells, have nothing behind them,they are just hiding a whole lot of nothingness! it has nothing to do with this mod,i'm just letting you know so that you won't be shocked or disappointed when this happens later...
So, the "Nothingness" i was talking about, is what you see as white bright flashes. there is nothing i can do about them really, some doors just aren't meant to be breached.
you could tag those door ids in a script so they don't break/take damage as a solution. Maybe allow people to add to this list themselves for mod compat purposes... just a idea.
i've been enjoying this better than splinterz - breakable doors so far. solid solid mod, super fun. I also use breakable locks and hacking science. somtimes an exploding door will unlock nearby stuff :D
46 comments
I'd at least restrict that for doors which are not quest or progress dependend.
I also would love if the game actually had tactic shooter realism. Not only for doors to be able to destroy them, but even being able to penetrate them and walls, like wooden walls/Doors or objects to be easily penetrated, but iron or concreate walls and inferrior barricades restriced for just large rifle bullets and massive barricades or Vaulteck walls/Doors and else no pen in the end.
But for this game it's simply not intended for such game mechanics. (And I guess the stoneage game engine doesn't work well with it anyway) I know without testing this will conflict with quests and would be like cheating in several ways, not only easily getting access to some areas but also against enemies.
To check mods
open with FO4Edit
expand CELL records
and WORLD records
PLACED OBJECT are not precombine objects
[PLACED OBJECT] are precombine objects
FO4Edit can also filter search for precombines for you
Any [PLACED OBJECT] records changed by mods should be removed from mods
After removals right click mod header and select CHECK FOR ERRORS
If you got no errors the mod is safe to use
You can also try to fix any errors
Note: Most good PCs will get good FPS with broken precombines in smaller CELLS like the Sanctuary Basement
Another note: FO4Edit checks PRECOMBINES, ERRORS, DIRTY EDITS, and CONFLICTS. EVERY load order NEEDS this.
Chased by mole rat with bomb, run into USAF Olivia, turn and close metal door. BOOM! Door down, flying debri, two wild dogs charge in biting, trying to shoot through black smoke cloud. Mole rat gone, dogs down, smoke cleared, health low heart pounding here comes the raider that would have been on the other side of a door with 2 dogs and a mole rat.
Missing Doors:
193fc3 PaintedWoodDoorWinA01 is not included but 193fc2 PaintedWoodDoorA01 is. You can copy the missing door to this mod then
drag the destructible data from 193fc2 into 193fc3. This is not for one specific door but for all 193fc3 doors.
Option:
This mod is awesome. We all know some doors have visual blanks if removed. I suggest this easy change. Add the mod to break locks. Open this mod and delete all doors except shack, bath stalls, and wood doors. This will restore/fix most doors with visual blanks when destroyed. Metal doors,elevator doors,etc that go no where will not break. Metal doors, elevator doors,etc that go somewhere and are locked can have the lock broken and you can access.
maybe you missed this part of the mod descriptions:
2-this might be the downside to this mod, i'm not sure that the broken doors will respawn, they might do, or don't... meaning when you break a door to have access to some room, the next time you visit that location, there may be no doors to unlock or break... again,i'm not sure! they might respawn...
although.in later updates, i included a script to re-enable/respawn the doors, if the script isn't doing it's job, then it's beyond my expertise,so i'm sorry about that...
3- some inaccessible doors in interior cells, have nothing behind them,they are just hiding a whole lot of nothingness! it has nothing to do with this mod,i'm just letting you know so that you won't be shocked or disappointed when this happens later...
So, the "Nothingness" i was talking about, is what you see as white bright flashes. there is nothing i can do about them really, some doors just aren't meant to be breached.
I also use breakable locks and hacking science. somtimes an exploding door will unlock nearby stuff :D