Auto Gates Redux

Mod releases and conversions for Current versions of TTW
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RoyBatty
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Auto Gates Redux

Post by RoyBatty » Thu Nov 08, 2018 4:15 am

Auto Gates Redux https://drive.google.com/open?id=1Sy-LA ... TjsWvH0OnT

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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Bottletopman
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Re: Auto Gates Redux

Post by Bottletopman » Sun Nov 11, 2018 4:18 pm

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)>
tp for my bunghole?

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RoyBatty
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Re: Auto Gates Redux

Post by RoyBatty » Sun Nov 11, 2018 6:43 pm

Make sure you have the latest xEdit from github.
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Bottletopman
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Re: Auto Gates Redux

Post by Bottletopman » Mon Nov 12, 2018 12:27 am

Oh wow thanks, never knew it was on github cheers
tp for my bunghole?

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Sanguinem Luna
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Re: Auto Gates Redux

Post by Sanguinem Luna » Mon Nov 12, 2018 5:51 am

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. :)

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Lyaneri
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Re: Auto Gates Redux

Post by Lyaneri » Sat Dec 15, 2018 11:15 am

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.

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RoyBatty
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Re: Auto Gates Redux

Post by RoyBatty » Sat Dec 15, 2018 5:31 pm

I don't think it should cause a problem.
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Lyaneri
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Re: Auto Gates Redux

Post by Lyaneri » Sat Dec 15, 2018 8:12 pm

Cool, thanks.

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RoyBatty
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Re: Auto Gates Redux

Post by RoyBatty » Tue Jan 01, 2019 6:13 am

AGR has been updated.
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Bandy
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Re: Auto Gates Redux

Post by Bandy » Thu Jan 14, 2021 2:13 pm

Late to the party, but many many thanks for this. IMHO, Megaton isn't Megaton without the active wing gates. Cheers!

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