I just ran the mod through FO4Edit Cleaning Mode as was suggested. Thats the last update this mod will receive, if theres an issue, just dont use the mod, you will find alternatives on the nexus.
Great mod, okay 3 sidewalk parts were made a slope but with the cleaner mod its easy to delete them, now my Sanctuary looks a loot better with that mod, i like the lore friendly part of it, now it looks good when i drive thru my Main village.
I never bothered with one of these, so many conflicts with cleaning mods so i had no idea that the "broken" sidewalks were just sidewalks on top of sidewalks tilted lol. Interesting. Anywho... awesome mod, just wanted to drop by and mention that it's a great addition to my ever growing mod list.
Just wanted to put this in here for documentation purposes, in case anyone was having the same problem I was having.
If you use the mod "The Sanctuary Bridge" by Killroyics (http://www.nexusmods.com/fallout4/mods/22949/?), you must edit the metadata in LOOT so that this mod loads AFTER the bridge mod, IE:
The Sanctuary Bridge.esp Sanctuary Cleaner Roads.esp
LOOT does not do this automatically, and for whatever reason, if the bridge mod loads after Clean Roads, you will still get dirt poking through. This may well be true for other mods that deal with the bridge, but I haven't done any testing to confirm it. Hope it helps someone!
I did notice some extra items showing up, that I can not even select in console, and disable, that show up when this mod is enabled.
From the bridge looking into Sanctuary, the house on the left, second one in that's yellow:
Back corner there are two bushes, garden hose, and blue plywood where the chemistry station is.
Inside the same house, in the front main area, there is a ceiling light that shows up.
These show up only when the mod is enabled. If the mod is disabled they do not appear...after removing them but once the mod is re-enabled, they return.
Because of how beautiful the roads are I will keep it active, but it's killing my ocd a bit more than it should, considering this is a bugthesda game.
I'm using the 'cleaner roads' version. I haven't checked the other version. Same results even if it is loaded last.
Again thank you for this mod. Also you might want to edit your description, as your mod is now more up to date than commodor777's mod
Copied my comment from another mod's thread as it's the same exact case:
This mod contains Deleted records, instead of Initially Disabled, which means that if any mod refers to these records (and it's Sanctuary, which is changed by tons of mods), IT WILL CAUSE A CTD.
xEdit saves the file automatically (now atleast, can't remember if it was that way to begin with) on exit without prompting, so no need to manually.
The mod recommended on this mod's description page is safe to use and has no Deleted records. This one is fine too, after the cleanup, but requires one to do that first, so the choice is yours.
so i have the mod "Scrap Everything" and ended up accidently deleting several of the pieces of road through Sanctuary. If I installed this mod, would those deleted pieces come back? Or am I screwed?
If you see tears in the terrain then you have a load order issue. Logic should dictate that 1,647 people didn't endorse a mod that destroyed sanctuary.
You need to account for any mod you have that alters sanctuary then adjust your load order.
Love this mod, the vanilla roads are horrible to look at. Is there any way to make this compatible with Sanctuary Water Overhaul? Currently I can only use one or the other.
I have done significant testing and i can say that this mod will break roads. Here is what happens. NPCs wont walk on certain parts of the roads. You will find that when a companion is following you they will divert around areas that are normally dirt and have been fixed.
Also the area by the bridge bugs out really bad causing Carla to have trouble crossing that section and companions will tell you they cannot go to the bridge if you try to direct them to it. I have tried to build platforms around the area by the bridge and it helped a little but not enough to justify the frustration this causes all over sanctuary.
72 comments
If you use the mod "The Sanctuary Bridge" by Killroyics (http://www.nexusmods.com/fallout4/mods/22949/?), you must edit the metadata in LOOT so that this mod loads AFTER the bridge mod, IE:
The Sanctuary Bridge.esp
Sanctuary Cleaner Roads.esp
LOOT does not do this automatically, and for whatever reason, if the bridge mod loads after Clean Roads, you will still get dirt poking through. This may well be true for other mods that deal with the bridge, but I haven't done any testing to confirm it.
Hope it helps someone!
(still useful 6 years later)
I did notice some extra items showing up, that I can not even select in console, and disable, that show up when this mod is enabled.
From the bridge looking into Sanctuary, the house on the left, second one in that's yellow:
Back corner there are two bushes, garden hose, and blue plywood where the chemistry station is.
Inside the same house, in the front main area, there is a ceiling light that shows up.
These show up only when the mod is enabled. If the mod is disabled they do not appear...after removing them but once the mod is re-enabled, they return.
Because of how beautiful the roads are I will keep it active, but it's killing my ocd a bit more than it should, considering this is a bugthesda game.
I'm using the 'cleaner roads' version. I haven't checked the other version. Same results even if it is loaded last.
Again thank you for this mod. Also you might want to edit your description, as your mod is now more up to date than commodor777's mod
Happily endorsed. Many, many thanks! <3
This mod contains Deleted records, instead of Initially Disabled, which means that if any mod refers to these records (and it's Sanctuary, which is changed by tons of mods), IT WILL CAUSE A CTD.
Quote from another thread of a mod with Deleted records from user exploiteddna:
http://www.nexusmods.com/fallout4/mods/20662?tab=posts&BH=1
xEdit saves the file automatically (now atleast, can't remember if it was that way to begin with) on exit without prompting, so no need to manually.
The mod recommended on this mod's description page is safe to use and has no Deleted records. This one is fine too, after the cleanup, but requires one to do that first, so the choice is yours.
You need to account for any mod you have that alters sanctuary then adjust your load order.
Also the area by the bridge bugs out really bad causing Carla to have trouble crossing that section and companions will tell you they cannot go to the bridge if you try to direct them to it. I have tried to build platforms around the area by the bridge and it helped a little but not enough to justify the frustration this causes all over sanctuary.