For those asking, it's the following door located under -
Placeables - Building Adornments - Balcony Door (there are two listed).
When placed in the toolset, their Z-axis is 0.00, but the placeable is up high in the sky - balcony level - so it has to be dropped to at least -5.00 to meet a standard city street level with no raised terrain.
Not sure if this helps you - but if you place down a tile that has a door, then adjust the door location by right clicking it on the left-side area list, you can then later delete that tile and the door will remain. That allows you to use all door appearances anywhere you want and working as actual doors.
I've been fiddling around with this, but once you lower the door itself and try to position it elsewhere, such as a wall along an alley, it reacts like a regular door and cannot be placed anywhere on the wall, unless the wall has a door frame. Neat trick though. After all these years, I never knew this was possible.
For a regular placeable, you can lower the model and walkmesh by adding something like this to the root nodes:
position 0 0 -5
However, I wonder whether there's more going on here; I don't see why changing the z-axis in the toolset would change the height of the use nodes relative to the door. I'm not familiar with the doors in question, but do they work if the player is at balcony height?
I don't know if they'd work either. When originally placed in the toolset, their Z-axis is 0.00 by default. The blue arrow is on the ground at 0.00, but the placeable door itself is within the second story tile fade region. In my case, to make them be at street level, I'm dropping them to -5.00. Clicking on them as a useable object with an OnUsed script does nothing. I'm unable to interact with the door. Changing the placeable to a Doorway placeable works fine.
It should be no problem to make a copy of the model without the parts you are hiding and adjusted z position. I could take a look at it tomorrow.
I'm okay with using the Doorway placeable, but it doesn't offer much variety is all. Don't rush into this. I just thought it was odd that Bioware (or whoever created the doors), would make them this way without the ability to make full use of them.
FP!