Auto Door Closer is a mod that will automatically close doors an actor(NPC or you) has opened, after a set amount of time(10.0 seconds). You can also configure the distance to check for doors that should auto close(32.0), and the distance from player they should auto close when they are considered to be closed(10.0).
But why?
Because I’m a Hessian, and grew up with the popular sentence “Mach die Dür zu es ziehddd!”.
No seriously, because I need mui doors closed. Open…close…open…close?! Why have a door if you keep it open to begin with?
How was it done?
All custom no edits. Timer script checking against a formlist of valid door types, check if the door was in locked state(yes, there are doors considered locked despite being wide open…don’t ask…it just works), and check against the distance to the player when to close. The distance to check which doors to close is also configurable.
Doors will not automatically close during combat!
How to configure?
Either by using xEdit, or by using the console. For xEdit the vars are global: DC_DoorCloseTimer, DC_DoorDistanceform, DC_DoorDistanceCheck
For the console you use(without qoutes): “set xx000801 to value”(for the timer, default: 10.0), “set xx000803 to value”(for the distance to close doors, default: 10.0), “set xx000804 to value”(for the distance to check for valid doors, default: 32.0).
The xEdit configuration is static and can’t be reconfigured on an existing game, so you want to use this before you start playing with the mod regardless if you start a new game all together, or activate the mod in an exisiting playthrough. The console configuration can be changed as many times as you want, but you need to save a game so the changes are baken into your savegame.
If you want to customize the doors to be considered, use xEdit to edit the form list, but notice this target to changes when I’m updating the mod, so you would need to redo it.
Which doors are considered to be closed?
Virtually all doors that are not considered “cell changers” or are in any other way not meant to be auto closed, like for example doors with complex animations like sealed doors in Outposts etc. The Outpost Bio Lab door is an exception because it doesn’t meat any exclusive criteria’s. As a result it will also auto close.
Doors to be considered closing also include the doors affected by the auto door opener mod. I highly recommend using this mod to solve the “damn we can’t open doors with scanner activated”-issue. It still doesn’t allow you to open doors with scanner turned on, but at least you only have to do it once.
How to install?
Done with currently experimental xEdit, so mind the risk!
According to the developers of Mo2 -> drag&drop, Vortex the same. But if you want to do it full yolo hardcore, do it manually this way:
1. download Plugin enabler and install per instructions
2. add this to your load order .txt file(without quotes) “DC_DoorCloser.esm”
3. move the files inside the .zip to your Starfield/Data folder
4. blatantly ignore anything said about MyGames in the past
5. done
Credits:
CrEaToXx