Conan Exiles

Conan Exiles

AutoDoors
55 Comments
Max 20 Sep, 2017 @ 5:54am 
Just FYI, Official Update #30 now auto closes doors and gates albeit after ~ 30 sec.
https://steamhost.cn/news/?appids=440900
Ravyos 11 Sep, 2017 @ 9:16am 
Mod id= 876587249
RAHZEN 10 Sep, 2017 @ 9:38am 
@Tadso PLEASE UPDATE!!! Great Mod would be nice to have time configurable for closing. I'd make doors close after 5 seconds or 4 and gates 9 seconds.
Max 22 Aug, 2017 @ 11:48am 
No need for an update, its currently working, load order in Conan is very important!
I will provide my example collection which is also in order of load order, read the description I made which explains load order in more detail.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117689647
P1nhead 20 Aug, 2017 @ 1:49am 
Is this still working with Frozen North?
HoustonHoosier 18 Aug, 2017 @ 2:55pm 
Guess this mod is dead?
tempz28 5 Aug, 2017 @ 6:40pm 
Could you update Mod please. :-)
liczek 28 Jun, 2017 @ 1:44pm 
Wery useful :) But not working whith Unlock Plus... :(
Finonia 18 May, 2017 @ 1:50pm 
mstrdcd, i have AutoDoors at the end of my list and have had no issues with any other mods or official updates messing with it. I also have the 2 you mentioned, no issues at all.
Tadso  [author] 16 May, 2017 @ 9:41am 
mstrdcd, thanks for the detailed info, as I don't play the game, I have to depend on those infos. I will look into it, also I wouldn't mind if someone else would pick this Mod up to maintain.
Oraibie 14 May, 2017 @ 7:52pm 
Mod was working fine until the last update for two other mods I've used along with yours. Now the game wont even recognise it when I log into the game. I'm not sure which is causing the issue, but Glass Construction and more and the other was Exile Pub. These two mods updated on May 14th and Auto doors stopped being recognised by the game.
Finonia 30 Apr, 2017 @ 1:50pm 
I figured it out. Thank you
Finonia 29 Apr, 2017 @ 9:34pm 
I see no mod code for this one. Can we assume this means it is not working currently? I don't want to add it to my game if I cannot add it to my server as well. Please let me know if it will be back up, and when. as I think it would be great to have on our server. Thank you!
Spit 24 Apr, 2017 @ 5:25am 
Is this mod still working?
Aimron 22 Apr, 2017 @ 9:00am 
i luv this Mod and works fine.. thank you so much for your Work and shared with us :)
Tadso  [author] 20 Apr, 2017 @ 9:49am 
Also, I added a screenshot of what this mod addsto the relevant blueprints:
/Systems/Building/Placables/BP_PL_Door
/Systems/Building/Placables/BP_PL_GateDoor
Tadso  [author] 20 Apr, 2017 @ 9:35am 
laughingowl, I have been looking in to this for some time now, but to be able to set attributes of a door individually I have to send the setting from the client to the server,. This can only be done by modding the "playercontroller", as it is the only entity beeing allowed to send data to the server. Compared with modding an asset like a door, this could also be done by duplicating the assest so you can have the normal doors and the modded version, modding the "playercontroller" would mean editing a unique part of the game and only a single ersion can exist, so no two mods would be able to make modifications to it.
This is basicly why I refuse to do it, as it would most likely cause problems when using many different mods.
laughingowl 19 Apr, 2017 @ 8:07pm 
Overall like this mod alot, one quesiton, would it be possible to tweak (or super grate if customizable some how in game). 2 second I find is a bit fast. Personally I would love to see some how three options, the default 2/5 may a slow, 4/10, and then a left open, that ideally would be set by 'door' not all doors the same. (not sure if this would be possible)
Tadso  [author] 10 Apr, 2017 @ 10:40am 
I was able to reproduce the problem and just rebuild the mod. Can place gates again. Did this solve it for you?
Ensaga 8 Apr, 2017 @ 6:52pm 
I had the same problem as JCVD with the gate being half-way in the ground - both on my server and in solo play - ran all over as admin trying to sorty it out by building in different locations. When I removed this mod it was instantly fixed. The problem started with the patch that fixed stair placement. It seems strange that it would have this effect on some players but not others.
JarvisX75 7 Apr, 2017 @ 4:18pm 
I also have the same problem as Jean-Claude Van Damme.
Tadso  [author] 7 Apr, 2017 @ 12:51pm 
Jean-Claude Van Damme, my mod does not change anything with placing the gate.
Tadso  [author] 7 Apr, 2017 @ 12:49pm 
DeinVadda85, I have no issue with the mod, anyone else has a problem?
RED 7 Apr, 2017 @ 4:01am 
I have try to place a big gate and I was not able to place it it wont not snap and it been place half in the ground so it can not be place.
DeinVadder85 7 Apr, 2017 @ 12:13am 
please update
Tadso  [author] 1 Apr, 2017 @ 2:06am 
Firespark81 well done mod coverage. Somehow I find making more mods for Conan Exiles a bit useless untill we know what will get implemented later.
Firespark81 31 Mar, 2017 @ 2:35am 
I just stopped by to let you know I featured your mod in my new weekly mod series https://youtu.be/fueYVdQY3CY . This is not an ad so feel free to delete it. I just wanted to let you know your mod was in my video. :)
Tadso  [author] 25 Mar, 2017 @ 4:10am 
Giracoon, Im confident I could do it, but as long as I don't have a solid way to make each doors behaviour configurable I will leave it like that, sorry.
Giracoon 24 Mar, 2017 @ 4:05pm 
I love this mod very much, but can you let it open automatically?
CyBurN 24 Mar, 2017 @ 3:13pm 
still kicking ass and surviving all updates! love this mod
Winnie 17 Mar, 2017 @ 1:52pm 
The best mod ever. Thanks for this
CaptainMurphy66 17 Mar, 2017 @ 8:03am 
No trouble here, love the mod!
Nox 15 Mar, 2017 @ 2:40pm 
Hey i added you, to ask if you can tell me how to make the doors/gate auto-close, so i can add it to my Multi-Mod
Nox 14 Mar, 2017 @ 1:20pm 
Yes sorry it was my stacking mod, had to replace it
Tadso  [author] 14 Mar, 2017 @ 1:14pm 
R4GE, I tested the mod with today's update and it's running fine, anyone having trouble? There is no update for the Modding-SDK yet.
Nox 14 Mar, 2017 @ 11:51am 
Update mod plz
StrayDawg 13 Mar, 2017 @ 9:04pm 
Tadso
I want to Thankyou for taking time out from working on a way to set the behaviour for each door/gate individualy. May I say I really like your Mod, In fact I was hoping a Mod like yours and while checking out Mods Yours Pop-Up. Yes I still use it as/is and if no change that will still be GREAT
Again Thank You :)
Tadso  [author] 12 Mar, 2017 @ 2:49pm 
StrayDawg, was thinking of making 2 seperate mods, but i wanted to reduce the number of mods ppl have to take care of. Currently I work on a way to set the behaviour for each door/gate individualy, but I have some problems with keeping the settings persistent. As I mentioned before, this is my first try at UE4.
Also, what day is the best to release an update, so players and serveradmins have best chance for a smooth update?
CyBurN 11 Mar, 2017 @ 4:51am 
i love those doors now.. great idea! good job dude!
Rabblexthree 10 Mar, 2017 @ 6:59pm 
If you click the middle mouse button to open the mod in a new page, the ID is at the top.
--------------------------------------------------------------------------------vvvvvvvvv---------------------------------
(https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=876587249&searchtext=)
StrayDawg 10 Mar, 2017 @ 6:03pm 
Great Great Mod !!!
Your 1st Mod was just Doors Loved It
Updated : 2nd Included Gates Lovet it Also
But can you split them into 2 mods (A) Doors Only / (B) Doors & Gates ?????
I play PVE and love to Keep may Gates Open for the View on Upper Floors :)

ThankYou
<Mas-Ca-Ren> 10 Mar, 2017 @ 3:25am 
my 2 Cent to the "ModID-Number"

in anyway i know the Serverconfiguration needs a line with the activated modid's
In case that a server admin has localy a huge amount of mods, for testing, singleplay ect.pp.. he has the same amount of folders, named by modids.
So if he wants to upload a mod he testet successfully, he hav to find out which folder is the right one.
As einstein sais ;) keep things simple
so if a modder will just write down his MODID in the Mod-Description it would be the simplest way ever ;)

Another thing that realy was helpfull would be additinal informations and pretests from modders

like
--> if it is stackable to other mods
--> if there are known problems
--> future plans
--> is a "work in progess" mod and you need just a few betatester

and so on ;-)
Atreyis Lortani 9 Mar, 2017 @ 10:07am 
@Gerpir: We may get our slaves to do it for us, but the question is "when?" It takes a long time to complete the animations for simple tasks; not to mention the sound effects and countless lines of code for everything. Then there's the initial testing to make sure it works (after no compiling/syntax errors are detected by the IDE). There's more as well, but I don't want to write an essay.

It could be months before that feature is implemented, but it will be nice. In the meantime, this mod is a good substitute.
Gorebane44 9 Mar, 2017 @ 7:34am 
1. Why do ppl need the ID? Will add the ID in the future upon first release.

* People need the id for the mod to enable it on server as the server goes off steamworkshop mod ID to run it.

2. When releasing an updated mod you have subscribet to, it will auto update for you, but what about the server, can you still join even tho the server runs the older version?

*The server does not auto update mods. Currently the server controls are very barebones and actually way behind ark survivals. To update the mods on a server you have to manually update it by readding the updated mod. If you don't do this no one will be able to play on the server that has the newer version of the mod as they will get a modmismatch error.

Also thanks for making this mod its awesome =).
Exodusol 9 Mar, 2017 @ 2:10am 
As einstein says keep things simple. thank for doind this
Gerpir 9 Mar, 2017 @ 1:23am 
Nice, but according to Funcom latest vid we're gonna have thralls doing that for us ;)
Tadso  [author] 8 Mar, 2017 @ 9:35am 
I'm new to UE4 and Steam Workshop, but I plan on getting into more intersting modding, so I have questions on my own to get better:
1. Why do ppl need the ID? Will add the ID in the future upon first release.
2. When releasing an updated mod you have subscribet to, it will auto update for you, but what about the server, can you still join even tho the server runs the older version?
oliverwolf249 8 Mar, 2017 @ 6:53am 
ID 876587249
Mr.TopHatMan 7 Mar, 2017 @ 10:01pm 
Mod ID, Please, Thanks!
tempz28 7 Mar, 2017 @ 5:25pm 
BEST MOD EVER !
TY !!!