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Auto Gates Redux
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Auto Gates Redux
Auto Gates Redux
https://www.nexusmods.com/newvegas/mods/75960
This mod makes all the animated gates, doors and rivet city bridge animate when you approach and leave. It is inspired by WilliamSea's mod for Fallout 3, and we completely made from scratch.
Update 1
- Fixed the bridge not opening.
For those updating from the first release, click on the bridge and type in the console
set bForceOpen to 1
Update 2
- Made the Megaton gate stay open from a bit longer distance so you can trade without it closing
- Fixed the Rivet City Bridge to open for Dad so he doesn't go swimming
https://www.nexusmods.com/newvegas/mods/75960
This mod makes all the animated gates, doors and rivet city bridge animate when you approach and leave. It is inspired by WilliamSea's mod for Fallout 3, and we completely made from scratch.
Update 1
- Fixed the bridge not opening.
For those updating from the first release, click on the bridge and type in the console
set bForceOpen to 1
Update 2
- Made the Megaton gate stay open from a bit longer distance so you can trade without it closing
- Fixed the Rivet City Bridge to open for Dad so he doesn't go swimming
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- Posts: 117
- Joined: Thu Jan 05, 2017 12:28 am
Re: Auto Gates Redux
You wouldn't happen to know why I get the following error in FNVEdit only when loading this plugin would you? Just for a quick test I tried loading the animated sleeping plugin and it seems to work fine. Wanted to see if I could merge auto gates redux to cut down my load order.
[02:37] Background Loader: Fatal: <EAssertionFailed: Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 11385)>
[02:37] Background Loader: Fatal: <EAssertionFailed: Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 11385)>
tp for my bunghole?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
-
- Posts: 117
- Joined: Thu Jan 05, 2017 12:28 am
- Sanguinem Luna
- Posts: 4
- Joined: Mon Nov 12, 2018 5:31 am
Re: Auto Gates Redux
I didn't even know this was a mod until TTW 3.2 came out and I was looking for updated mods. Glad I found it! So annoying to talk with guards at Tenpenny to open the gate and it always seemed weird that Rivet City kept the bridge folded away when people weren't entering/exiting the city (before the Lone Wanderer arrived) as a security measure, but as soon as the Lone Wanderer arrived, they said "Screw it, keep it extended". Now it feels a lot more realistic and how it felt when you first discovered the city. Like a super safe settlement.
- Lyaneri
- Posts: 99
- Joined: Sat Dec 15, 2018 11:07 am
Re: Auto Gates Redux
Howdy. I'm planning on nuking Megaton so I'm just double checking if it's compatible.
So, it's safe to nuke Megaton? Scripts will not brake?
Also, I'm doing full evil playthrough with female character so imma report bugs or oversights from that side of game.
So, it's safe to nuke Megaton? Scripts will not brake?
Also, I'm doing full evil playthrough with female character so imma report bugs or oversights from that side of game.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
-
- Posts: 67
- Joined: Sat Sep 03, 2016 1:23 pm
Re: Auto Gates Redux
Late to the party, but many many thanks for this. IMHO, Megaton isn't Megaton without the active wing gates. Cheers!