Fallout 4

FAQs

The new v3.0+ Rebuild mods are like a new mod so do not to upgrade mid save from an older version.

The new versions were redone to work with Fallout 4 Next Gen but do not require it.


1. Load order?

PPF.esm (This is part of PRP if you are using it)
Rebuild - Shared Resources - Put this high in your load order. It is all new stuff and will not conflict with any other mods.
Rebuild AIO or Standalones
Rebuild Patches (excluding Previsibine patches) - Also check the file description as I normally put load orders there for the patches.
PRP.esp (If you are using PRP)
Rebuild Previsibine patches - Put these low in your load order.

The examples I give are very basic. Rule of thumb:

Rebuild_Settlement_Previs.esp plugins need to be below all other mods!
The order of the previs files if you use multiple standalones does not matter EXCEPT for Sanctuary, Starlight and Red Rocket. The order is Red Rocket, Sanctuary and then Starlight last.

2. What is the Previsibines patch for?

This question deserves its own article. READ IT! 
Previsibines and PRP


3. I have a problem that I can't seem to figure out.

Read the Troubleshooting article.

4. Can I scrap repaired structures?

In some cases, yes. If the structure was repaired all at once, you should be able to scrap it (i.e. Croup manor cannot be scrapped because some parts of it are vanilla pieces that have not been modified). Use Place Everywhere (not functional with FO4NG at this time because it depends on F4SE) extra object selection (Insert key by default) to scrap repaired structures. Note that Place Everywhere's extra object selection is perfectly safe to use as it will not allow you to scrap any items that are part of precombined meshes. Another option is to select the house in console and disable it and markfordelete. 

5. Can I get rid of the repaired Sanctuary Ruined Houses?

If you want to repair some of the Ruined Houses and scrap others, you can use the instructions in FAQ#4 to scrap them. If you don't want any of the ruined houses repaired, use the patch under Misc Files that will revert the ruined houses to vanilla so you can scrap them without repairing them first. 

6. Will this work with Sim Settlements 2?

It will, but some city plans may have items that are placed in areas that are now repaired (i.e. the Taffington Boathouse city plan places a generator in the attic utilizing the hole in the roof which this mod repairs).

7. Is this compatible with ______?

I might make a patch for _____ eventually. But for now I'm focused on getting my mods to work with FO4NG.


8. Will you be creating a Rebuild mod for ______?

Spoiler:  
Show
Abernathy Farm - NOT RELEASED - Not technically a "Rebuild" mod since this location doesn't have anything to "rebuild". Instead, you can demolish everything here. 
Boston Airport- NOT RELEASED - This one will always remain a standalone and will not ever be part of any AIO.
Bunker Hill
Castle
Coastal Cottage
County Crossing
Covenant
Croup Manor
Egret Tours Marina
Finch Farm - Not technically a "Rebuild" mod since this location doesn't have anything to "rebuild". Instead, you can demolish everything here. 
Graygarden
Greentop Nursery
Hangman's Alley - NOT RELEASED. In progress, but might take a while. This is a complicated one and I need to make some new meshes.
Home Plate - No, I looked at this but just don't really want to mess with it. It seems there are already quite a few mods that clean the place up and replace the flooring, etc.
Jamaica Plain
Kingsport Lighthouse
Murkwater
Nordhagen Beach
Oberland Station
Outpost Zimonja - Not technically a "Rebuild" mod since this location doesn't have anything to "rebuild". Instead, you can demolish everything here. 
Red Rocket
Sanctuary
Slog
Somerville Place
Spectacle Island
Starlight Drive-In
Sunshine Tidings
Taffington Boathouse
Tenpines Bluff
Warwick Homestead

Automatron:
The Mechanist's Lair - Nope. I never use this settlement so not sure if I want to spend the time to do anything here. Glitchfinder has a lot of high quality mods and one of them is Mechanist's Lair Pathfinding Fix, so I would recommend it if you use the settlement.

Far Harbor:
Dalton Farm
Echo Lake Lumber 
Longfellow's Cabin
National Park Visitor's Center 

Nuka-World:
Nuka-World Red Rocket

Vault-Tec Workshop:
Vault 88 - NOPE because, just nope. It's a cave and it's huge. I wouldn't even know what to do with it. If you'd like a fix for settler sandboxing, use Vault 88 Settler Sandbox Fix.


9. When will ______ be completed?

When it's done. I won't give any timeframes for anything, so please don't ask. I work on these when I have the time and energy. There may be times that I am not able to work on the mods for a long stretch so I cannot give any kind of timeframe.

10. Roadmap

Currently working on fixing all Rebuild mods for FO4NG. I am also working on combining all of them into one AIO (The Rebuild Collection) which will include every Rebuild mod ever made (or in the works).

Article information

Added on

Edited on

Written by

Aurelianis