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Simple Doors & Keys Mod - Guide
By biedaktokox
This guide contains all the informations about Simple Doors & Keys Mod. This includes IDs, how to create own doors and list of all models.

If you need any help or have some questions, visit my discord server:
https://discord.gg/vETzHtsdrd
   
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Basic information
All objects use DM prefix in editor.

Every door has three variants: (No Key), (Item Key), (Object Key)
- (No key) - doors can be opened without any keys
- (Item Key) - player needs to have item key in the inventory to open doors
- (Object Key) - player needs to pick up object key that needs to be placed through editor on a map

Object keys have two variants: (Pickup), (Put back)
- (Pickup) - player can interact with object to "pick it up", it disapperas after interaction and player can't lose this key, it allows player to open doors with (Object Key) in name
- (Put back) - if player has previously picked up an object key, he can put it back by interacting with this object
Reuploading the mod
Firstly, you have to locate the mod folder, it should be in this folder:
...\steamapps\workshop\content\304930

The "304930" folder contains all mods that you have downloaded. In this folder you should have a bunch of folder named with random numbers. Search for "Doors & Keys Mod Showcase" folder.

After you find it go to ...\Doors & Keys Mod Showcase\Bundles and copy "doorsmod" folder and put it in "Bundles" folder inside of your map folder.

And you are done! Now you can edit mod to your own needs.
Creating own doors
Now that you have reuploaded the mod, you can create doors with your own requirements!

In folder you've copied there is "Your Project" folder with door example, item key example and object key exmaple that you can copy and edit to your own needs.

You can chose what model do you want to use by editing Bundle_Override_Path. Below you can find list with all model paths. Proper example:
Bundle_Override_Path /Objects/Doors/Heavy Black

If you're wondering what you can put in .dat files or what certain things do, you can checkout this site with all modding assets:
https://docs.smartlydressedgames.com/en/stable/about/getting-started.html



Here are some ready templates:

- Door with item requirement
... Interactability_Conditions 1 Interactability_Condition_0_Type Item Interactability_Condition_0_ID 16520 Interactability_Condition_0_Amount 1 Interactability_Condition_0_Logic Greater_Than_Or_Equal_To Interactability Binary_State Interactability_Delay 7 Interactability_Hint Use ...

- Door without any requirements
... Interactability Binary_State Interactability_Delay 7 Interactability_Hint Use ...

- Door with object key requirement (Flag Bool ID)
Door
... Interactability_Conditions 1 Interactability_Condition_0_Type Flag_Bool Interactability_Condition_0_ID 16520 Interactability_Condition_0_Value True Interactability_Condition_0_Logic Equal Interactability Binary_State Interactability_Delay 7 Interactability_Hint Use ...
Key
... Conditions 1 Condition_0_Type Flag_Bool Condition_0_ID 16520 Condition_0_Value False Condition_0_Logic Equal Condition_0_Allow_Unset Interactability Quest Interactability_Effect 7 Interactability_Rewards 1 Interactability_Reward_0_Type Flag_Bool Interactability_Reward_0_ID 16520 Interactability_Reward_0_Value True ...
ID/Model List
*All objects (things you put through editor on your map) have same ID (16500). Object IDs don't really matter so objects can use the same one without casuing any issues


⠀Door

⠀Key
Item ID /
Object Flag⠀
Bool ID

⠀Door Model Path

⠀Key Model Path
⠀⠀16500
Object:
/Objects/Doors/Heavy Black
Object:
/Objects/Keys/Heavy Black

Item:
/Items/Keys/Heavy Black
⠀⠀16501
Object:
/Objects/Doors/Heavy Blue
Object:
/Objects/Keys/Heavy Blue

Item:
/Items/Keys/Heavy Blue
⠀⠀16502
Object:
/Objects/Doors/Heavy Green
Object:
/Objects/Keys/Heavy Green

Item:
/Items/Keys/Heavy Green
⠀⠀16503
Object:
/Objects/Doors/Heavy Red
Object:
/Objects/Keys/Heavy Red

Item:
/Items/Keys/Heavy Red
⠀⠀16504
Object:
/Objects/Doors/Lab Black
Object:
/Objects/Keys/Lab Black

Item:
/Items/Keys/Lab Black
⠀⠀16505
Object:
/Objects/Doors/Lab Blue
Object:
/Objects/Keys/Lab Blue

Item:
/Items/Keys/Lab Blue
⠀⠀16506
Object:
/Objects/Doors/Lab Green
Object:
/Objects/Keys/Lab Green

Item:
/Items/Keys/Lab Green
⠀⠀16507
Object:
/Objects/Doors/Lab Red
Object:
/Objects/Keys/Lab Red

Item:
/Items/Keys/Lab Red
⠀⠀16508
Object:
/Objects/Doors/Prison Black
Object:
/Objects/Keys/Prison Black

Item:
/Items/Keys/Prison Black
⠀⠀16509
Object:
/Objects/Doors/Prison Blue
Object:
/Objects/Keys/Prison Blue

Item:
/Items/Keys/Prison Blue
⠀⠀16510
Object:
/Objects/Doors/Prison Green
Object:
/Objects/Keys/Prison Green

Item:
/Items/Keys/Prison Green
⠀⠀16511
Object:
/Objects/Doors/Prison Red
Object:
/Objects/Keys/Prison Red

Item:
/Items/Keys/Prison Red
⠀⠀16512
Object:
/Objects/Doors/Standard Black
Object:
/Objects/Keys/Standard Black

Item:
/Items/Keys/Standard Black
⠀⠀16513
Object:
/Objects/Doors/Standard Blue
Object:
/Objects/Keys/Standard Blue

Item:
/Items/Keys/Standard Blue
⠀⠀16514
Object:
/Objects/Doors/Standard Green
Object:
/Objects/Keys/Standard Green

Item:
/Items/Keys/Standard Green
⠀⠀16515
Object:
/Objects/Doors/Standard Red
Object:
/Objects/Keys/Standard Red

Item:
/Items/Keys/Standard Red
6 Comments
Bray 11 Jan @ 7:09pm 
Would it be possible to make a lever that you flip to open a door?
biedaktokox  [author] 23 Oct, 2024 @ 10:33am 
What is broken?
10stargeneraljax 22 Oct, 2024 @ 7:14pm 
Mod is broken. please fix.
flashcraft66 13 Jul, 2023 @ 9:03am 
atrau 4 May, 2023 @ 2:24pm 
:ujel:
Professor Prostate 4 May, 2023 @ 1:44pm 
:ujel: