The MultiOwnersdoor 2.0 is here! Now updated to fit patch 1.17!

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The MultiOwnersDoor 2.0, by Clemeaux The Multi Owners Gate !


The new MODoor comes in nine different flavors:

1 - The Luxury Door ( aka "The Barricade", single door)
2 - The Egypt Door (single door, EP1 required)
3 - The Lucky Door (single Door)
4 - The Sliding (glass) Door (double door)
5 - The Stenciled Glass Door (single)
6 - The Prank Proof (glass) Door (single)
7 - The "ADoorable" Door (single)
8 - The French Double (double door!)
9 - The Modern Door


New (10.24.2010):

10 - The Insta Door (single)
11 - MODoor - Monster-Pack: 9 Doors in one File. - All Doors except No.2 "Egypt Door"


All but the "Egypt" Door are base game compatible.

The MO-Gate Collection:
These Gates need to be run on game version 1.17. DON'T use in version 1.15 and below!

1 - The Picket Fence Gate (single)
2 - The Redwood Fence Gate (double)
3 - The Value Concrete Gate (single)
4 - The Tall Metal Gate (single)
5 - The Royal Gate (double)

6 - Five Gates In One Package (all of the Gates above)

I added a screen shot to show what these gate models look like.




Short Description :

In the "Set Owner" menu choose any Sim from a list containing all Sims currently staying at your (active) lot (exception : service Sims that are currently doing services at the lot!).You can pick as many Sims from the list as you like and make them key holders (one by one, of course). When you have assigned the first owner, a new entry saying "Remove" appears the next time you click on the door. By clicking on a name in the "Remove" - menu the key will be removed again from the respective Sim.
As a new feature in Version 2.0 of the MODoor you can now allow "Private Service" - NPCs to use the Door. You can do this only in general for each door. Setting the key for "Private Services" from the "Set Owners" menu will give a permission for any of these NPCs to enter or exit the door.
Okay, now it is time to explain what the term "Private Services" means: These are Service NPCs like maids, babysitters, repair-service! These people can be generally permitted to use a MODoor. However "Private Services" are NOT firefighters, police personnel, the repo-man, burglars or social workers. All of the NPCs mentioned above can enter the door at any time as opposed to "Private Service" NPCs!
If you assign at least two key holders to the door you will get an extra option in the "Remove" - menu saying: "Remove all Sims". This will at once clear the whole list of key owners who have been assigned by clicking on their names in "Set Owners" before. However it will NOT remove the general permission for "Private Services" (if set before). You have to do that separately in the "Remove" menu.
If you have visitors at the lot their names will also appear in the "Set Owners" menu. This means you can allow them to use any of your MODoors. Visitors however will lose their key when they leave the lot - while household members will keep their keys even when they go out to town.
Be careful when you ask a ("private") service NPC to hang out with your Sim. This will convert the Sim from a service-NPC to a normal visitor. Next time you click the door you will find the name of the Sim in the "Set Owners" menu. When the Sim is inside a room that he/she entered as Service Sim through a MODoor... he/she will be trapped because now the Sim is referred to as a visitor. To allow the Sim to leave the room you have to choose the name from the "Set Owners" menu and assign a key.
The number of assignable keys is limited to 8. When you click on the "Set Owner..." option you will find another (additional) entry at the top of the menu, saying: "Unlock For All..". If you select it the door will be open for everybody while key holders will NOT lose their assigned permissions and will keep them until you click on the door again. This time there will be only a single entry: "Key Owners only". This sets the door back to its original state.

Compatibility: This is not a core-mod. The original script files of the game (like Sims3GameplaySystems etc.) have not been altered, are not included and remain untouched. This Mod is an independent assembly attached to the respective door object class.
Tested with newest patches (1.15.34/2.10.5/3.6.6). Should also work with EP2/SP2.

A word about the MODoor 1 and the MODoor 2.0:
First of all - they are not identical. Of course V. 2.0 is an upgrade of V.1 as being a result of a progressive development. But V.2.0 is not only an upgrade. The fact that "special" NPCs (firefighters etc.) can always pass makes it fundamentally different from the original MODoor. Thus it makes sense to keep the MODoor 1 in your game, just in case you need a door with MO-functionality but don't want NPCs to use that door.
You can mix MODoor 1 and 2 in your game to your liking since they are fully compatible and will not cause conflicts neither with any original EA-door nor with each other.
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