Are you trying to say that this mod conflicts with something ? Because all this mod has is recipes for stuff in the vanilla game that arent available to the player in the workshop......nothing else... Also note all items have unique form IDs meaning they cant conflict with vanilla items..
the only way to maybe find out...is loading all 4 in FO4edit and looking for conflicts...
Also note simply disabling a mod doesnt tell you anything if youre testing on the same save....
and again i remind you that this mod only has recipes ( a list of constructible objects).... like a building mod
Load order tells the game how and in which order to load plugins... Example: if we have 2 mods that conflict...The last one to load overrides the other.
The thing that bothers me is that "mod missing or not installed" message... That message means that a mod that is a dependency of another mod isnt loaded or was overridden .. This could be due to a conflict and load order...
Your mod manager should tell you what each mod depends on to work... If its another mod and you dont have it...The game might start even without it but the mod wont work..
OK lets put it this way.... The plugin from this mod is the same one you were using...nothing has changed...Hence anything you added after it is causing the issue.. I cant possibly know whats going on with your setup because i have no idea what mods youre using ,ini tweaks or not,data folder contents,game version etc... Its virtually impossible for a third party to tell you whats wrong... Use FO4edit and look for conflicts... Thats all i can suggest...
these are loose files(where everything is written in the description)...No main menu...If you cant see anything then one your building mods is overwriting everything...
Hi,it's a shame that you took out the mod "Wallington Refuge". It's an absolutely top notch mod. I've been using the mod for six months with no problems. I've installed 345 mods and your mod is compatible with EVERYONE ... I have no idea what people do with it ... I love this mod, it's great and 100% compatible ...
Hi. The dumb4$$ who can use a mod is back again. I cant seem to find the roads etc. Also,the menus you said in your description are non exsistaint. And before you say i need a dlc for it, i have the contraption dlc,the wasteland workshop dlc and vault tec dlc. All help is greatly appreciated
He has all the files and versions .... wonky. If you are using NMM, you'll need to manually download a couple of his files and place them into your mod manager directory, manually.. Then refresh and activate them.
I don't know why he did it this way, I'm half tempted to rework with, because it's the only mod out there that really handles sanctuary roads.. You would think there would be a mainline popular mod by now for this.
I agree, this should be a mainline mod. Would you provide more detail about how you got this to work properly? I'm specifically interested in the road files. Which files did you have to manually add, and to which directory paths? Thanks in advance for any help you can provide.
Im pretty sure this mod is still broken. And I still dont understand why there are no mods where you can place roads, even when there are over 500 million mods for Fallout 4 on Nexus. Im pretty sure 2/3 of the mods are just body presets made by horny teens.
no way to lose structures with this mod...it doesnt add any menus etc... to be able to edit menu structures and to cause the slightest issue when removed...
You have another issue probably with mods like homemaker.SKE etc... THAT DO edit menus and can cause loss of categories etc...
If you are missing workshop categories, refer to this mod. The directions to use it are in the description. I have personally used this mod alot, and it is a life saver. https://www.nexusmods.com/fallout4/mods/22205
Over all, the mod is indeed a great mod, the only issue I have with it is that when you first place down some of the initial road pieces, they are tilted and it takes some time to fix them, all in all though, great mod.
well the mod was offered if only for the items. that are rare or unavailable via other mods etc. Ive all ways used a placing mod that makes building a lot easier... In the case of the road pieces a placing mod is a must since youre not going to find the "perfect"and flat land to place them hence tilting etc will be needed.... Also note: most of the road are pieces of the sanctuary hill location and were pre-tilted bythe game devs.
70 comments
PROBLEM: With Cyber Arms (Cyber Arms - Male - Female - Body Slide at Fallout 4 Nexus - Mods and community (nexusmods.com)), Unofficial Fallout 4 Patch (Unofficial Fallout 4 Patch at Fallout 4 Nexus - Mods and community (nexusmods.com)), GreekRage's Picks (GreekRage's Picks at Fallout 4 Nexus - Mods and community (nexusmods.com)) the Sanctuary road plug-in, and Vault 88 Subway Station (Vault 88 Subway Station at Fallout 4 Nexus - Mods and community (nexusmods.com)) installed I get a conflict.
CONFLICT: Game starts out fine, but once I save, exit, and try to re-enter, a pop-up says that a needed mod is not installed. (It's the last one on the Plug-in List) If I go ahead and load anyway, the sound made when a holo tape is picked up, occurs and my SS is now missing all CC clothing, armor, etc.
QUESTION: Is this a Load Order thing or what? I am NOT tech-savvy, so some assistance would be greatly appreciated.
Are you trying to say that this mod conflicts with something ? Because all this mod has is recipes for stuff in the vanilla game that arent available to the player in the workshop......nothing else...
Also note all items have unique form IDs meaning they cant conflict with vanilla items..
Also note simply disabling a mod doesnt tell you anything if youre testing on the same save....
and again i remind you that this mod only has recipes ( a list of constructible objects).... like a building mod
Load order tells the game how and in which order to load plugins...
Example: if we have 2 mods that conflict...The last one to load overrides the other.
The thing that bothers me is that "mod missing or not installed" message... That message means that a mod that is a dependency of another mod isnt loaded or was overridden .. This could be due to a conflict and load order...
Your mod manager should tell you what each mod depends on to work... If its another mod and you dont have it...The game might start even without it but the mod wont work..
The plugin from this mod is the same one you were using...nothing has changed...Hence anything you added after it is causing the issue..
I cant possibly know whats going on with your setup because i have no idea what mods youre using ,ini tweaks or not,data folder contents,game version etc... Its virtually impossible for a third party to tell you whats wrong...
Use FO4edit and look for conflicts... Thats all i can suggest...
These are what you would call a modders resource...
So using the stuff requires a placing mod...
I don't know why he did it this way, I'm half tempted to rework with, because it's the only mod out there that really handles sanctuary roads.. You would think there would be a mainline popular mod by now for this.
I agree, this should be a mainline mod. Would you provide more detail about how you got this to work properly? I'm specifically interested in the road files. Which files did you have to manually add, and to which directory paths? Thanks in advance for any help you can provide.
but i deactivate and my structures folder are lost -,-
how i can uninstall this???
You have another issue probably with mods like homemaker.SKE etc... THAT DO edit menus and can cause loss of categories etc...
Also note: most of the road are pieces of the sanctuary hill location and were pre-tilted bythe game devs.
Installed via Nexus Mod Manager and uninstalled.
Installed via Vortex and uninstalled.
Worked fine.
What I think people are missing is, there is no icon showing on some or the wooden house.
Go to Concrete, then MISC and start scrolling to the end. There is both Post and Pre war versions there.
@Greek, nice little mod, Thank You.