Open Containers - Animated Resource
⚪ Last updated 2022Preview

🔍 Analysis
- 👍 5.0% endorsement rate — high engagement, a strong quality signal
- 🏆 #21 of 23 Modders Resources and Tutorials mods in this game by downloads
📋 About This Mod
All Hail to the Mighty Footlocker.Most containers can now be fully opened, whether it d be for Interactivity, Immershon, Evil plans, or Decoration.A test room to visit for everyone, an extensive Resource for Modders . 2022 Update.
Open Containers - Resource
Update 28/09/2022All nif have been thoroughly checked and updated following The Bits of NifSkopery guides. No major visual changes, most of the work has been done under the hood to provide a clean, efficient and optimized resource.
Update 07/28
Thanks to insaneplumber, nifs have been updated with correct Face & Smooth Normals and Tangent Spaces.
Update 05/26
- Added a kitchen Cabinet without inner plank, per request.
- Turned the big living Crate body upside down to gain some livable space
Introduction:
All Hail to the Mighty Footlocker!
Most containers can now be fully opened, whether it'd be for Interactivity, "Immershon", Evil plans, or Decoration.
A test room to visit for everyone, an extensive Resource for Modders...
Description:
Almost all game base containers have been made fully openable and closeable, with fitting animations and collisions.
You can open & close them, place manually object inside and retrieve them, without Pip-Boy.
Some containers come with variations (with or without planks inside), there's a restored cut content, and a couple of new meshes (mesh-mashed).
Sounds referenced are Vanilla. Some closing sounds where nonexistent, others are very short. I've tried my best to make things matching with the existing material.
Despite some UV changes, textures replacers should work without problem. (Please report if not).
One potential use is to set object as new traps: placing a grenade inside, a little script and there you have a deadly undetectable device.
If set as Activator in Geck, the object will prompt "Activate", but if set as a Door it will show "Open", and therefore it will be undetectable from the outside. (Both examples shown in the Test Room)
The little script provided and used in the Test room will work with both type, activator or door.
Similar resource exist and some of their elements have been used, often as a base (see credits below). But most of them have been remade while I was learning, going to every possible problems.
Meshes have been modified to have an inside, parts like hinges have been added when needed, some UV map have been modified, Vertex painting has been attempted (Oh! the pain), Collisions have been rebuild (and many headaches collected), sounds and HAV_MAT carefully chosen, animation have been added or remade, everything has been optimized to have minimal impact as much as my knowledge allows (and with great help from Prensa).
Every nif is shown and testable in the Test Room. Script
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Pixelhate
- Version
- V3
- Downloads
- 5,219
- Endorsements
- 259
- Category
- Modders Resources and Tutorials
- Created
- 5/21/2015
- Updated
- 9/29/2022
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