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A door is a special example of an activator. However, it has built in functionality for activation.

  • Animating doors run their animation when activated. Usually this means swinging open.
  • Load doors link to another load door reference somewhere in the game. When activated the actor is teleported to that other reference.

Door Dialog[edit | edit source]

  • ID: Unique indentifier for this form.
  • Script: Selects the script for this object.
    • Script edit button: Opens the script for editing.
  • Name: Display name.
  • Add Destruction Data: Sets the damage states if an object is destructable.
  • Model: Displays the model for this object.
  • Open: Selects the opening sound.
  • Close: Selects the closing sound.
  • Loop: Selects the looping sound.
  • Flags:
    • Quest Item:
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
    • Sliding Door:
    • Hidden:
    • Automatic Door:
    • Minimal Use: This keeps NPCs from using the door as a shortcut (e.g. So if you have a shortcut to Megaton out in the wilderness, and you don't want those traveling merchants using it to get there quicker, you might need to set it to minimal use).
    • Visible When Distant:
  • Randomly Teleports to these Interiors / Worldspaces only:

When there are items in this list, the destination for teleporting is left undecided until the player activates the door. At that time, the destination door is decided and saved with the save game. If the player repeatedly enters and exits the door, he will always go to the same location. However, if he restores to a save game from before he activated the door for the first time, it will generate a new random destination.

If multiple doors can randomly link to the same destination, the game will attempt to pick one that has not been picked yet. For example, if doors A and B both randomly link to cells 1 2 and 3, if door A has been opened and linked to cell 1, then door B will attempt to select cell 2 or 3. If there are more doors than destinations, such as 4 doors that link to 3 cells, the fourth door to be activated will select one of the already linked to destinations. The destination cell/worldspace will be reset, and the door that originally linked to that destination will revert to the random state (the next time that door is opened it will select a new destination).

To add interiors or world spaces to this list, click and drag the cells/world spaces desired from the appropriate window under the "World" tab, and drop it into the list.

Lock Level Skill to Pick
Very Easy 0
Easy 25
Average 50
Hard 75
Very Hard 100
Requires Key N/A