The I-Wing was already there in the vanilla game, I'm just swapping in DarthParametric's remodeled version. I always assumed it was the Sandrals' personal ship or something like that.
(Screenshot stolen from Wookieepedia)
Just a question: why would there be a I-Wing there?
I'm sure I'm missing something... 🤔
But great work, WildKarrde! I like the transparent glass myself.
The cause is actually fairly straightforward: The OnLoad script for the Yavin Station module, yav50_load.nss, includes code to close all of the doors whenever loading the station, except when loading from a saved game. For my hangar mod, I extended that to include my new airlock doors too. I haven’t played Sleheyron, but based on the source scripts, it looks like it reopens the original doors with the script open_yav.nss. In theory, a compatibility patch should be as simple as adding the following lines to open the station-side airlock door too:
object oDoorHangar = GetObjectByTag("wk_yavhgr_door01");
AssignCommand(oDoorHangar, ActionOpenDoor(oDoorHangar));
Attached is an edited version of the script and source code. I haven’t tested it, but try putting open_yav.ncs into Override and seeing if it works. Not knowing when the script is triggered, you may need to backtrack to a save from before you finish the quest and return to the station.
What’s puzzling is that you should be able to open the airlock from the station side using the console to the right of the door in the corridor. I included it as a fail-safe in case I missed a case where the player might get stuck like this. Does that console show up for you as something that can be interacted with? If you’re truly stuck, you can always use the cheat console to warp directly back to the Ebon Hawk (warp ebo_m12aa).
Yavin Station Hangar Compatibility Patch (Beta).zip