Unofficial Fallout 4 Patch

  • Status New
  • Percent Complete
  • Task Type Bug Report
  • Category Meshes
  • Assigned To No-one
  • Operating System Windows PC
  • Severity Low
  • Priority Very Low
  • Reported Version Fallout 4: Vault-Tec Workshop DLC
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: Unofficial Fallout 4 Patch
Opened by XunAmarox - March 04 2017
Last edited by BlackPete - March 04 2017

FS#22098 - Missing Vault 88 Door Switches + Fix

The doors included for Vault 88’s Vault-Tec Workshop DLC appear to be missing the switches to their doors, likely as an oversight by Bethesda. You can seea report from one user about this and another regarding the same oversight.

You can see this oversight here:

I have also attached the image for your convenience.

The door panels have placeholders for the panels on the left side of the door on each side (e.g. opposite sides). This leads one to believe that Bethesda had originally intended to use Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2 but instead for whatever reason ended up using Meshes\Interiors\Vault\Doors\VltDoorRes01.nif - I call it an unintentional oversight, or a bug.

The offending object in question is DLC06_workshop_co_VaultDoor [COBJ:010049FB] which creates DLC06workshop_VaultDoor01 “Door” [DOOR:010049FA] and uses DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif for its model (basically a copy/paste of VltDoorRes01.nif included in DLCworkshop03 - Main.ba2).

The solution is a simple matter of copy/pasting and renaming. The process follows...

1. Extract Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2
2. Rename VltDoorRes01B.nif to VltWorkshopDOOR01.nif
3. Relocate the new nif file to Data\Meshes\DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif

Fixed. Tested in-game, now works as intended.

XunAmarox commented on March 04 2017 03:21 PM

Update: It seems my initial assessment was a bit hasty. Simply copying and renaming the door results in the loss of snap functionality during construction. The door frame is also missing (albeit largely unnoticeable in-game). (Note: The following problems are not present at this point, only loss of snap functionality)

As such the frame will need to be copied over along with snap information. Unfortunately, the override box's bhkNPCCollisionObject will then prevent going through the door even while opened. Removing the override box's bhkNPCCollisionObject fixes that particular issue but the override box itself loses functionality and animation. So it "sort of" adds it, but not functionally.

Someone better at Nifskope than myself will likely need to figure out how to make it so the override box's bhkNPCCollisionObject is, er... not a collision object... while retaining the override box's animation and functionality. I'm working on it but the outlook isn't good. I've never been all that great with NifSkope.

edit: I'm making someheadway. It seems the problem is related to the Frame somehow. After copying over the BSConnectPoint::Parents CPA and NiNode WorkshopConnectPoints the snap functionality is restored while the override panel works as intended, and the door also works as one would expect a door to work. Now to see about that frame...

XunAmarox commented on March 04 2017 03:43 PM

ahaha... The solution was so simple now I feel a little embarrassed. All I had to do was remove the bhkNPCCollisionObject from the frame and "ta-da!" suddenly everything works flawlessly as intended. I'm attaching the fixed door that includes the override boxes (switches), frame, snapping points, and proper collision. Pretty much what I assume Bethesda intended from the beginning but left out in oversight.

XunAmarox commented on March 04 2017 05:53 PM

Update... It seems that the Vault-Tec doors vanish once opened and these do not. Not sure what to do about that. I could copy over the override box into the Vault-Tec nif and delete its collision (it causes CTD on load for some reason otherwise) but then the override box would be non-functional as well as unanimated.


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