Version 2.0 Uploaded... Sorry to say i found the performance issue and it cant be fixed without destroying half of the location. Turns out its the buildings that where made in a test space and moved to this location but some of them or parts of them retained references from their original locations. (example: i grabbed a partial building from Cambridge and edited /rebuilt it in the test space but when i used it on this mod it still links to cambridge..) This is the cause for the Sanctuary Lives issues as well...
Oh well whats done is done...
This version also has some fixes to .. a) npc spawner (npc's now belong to this location and wont wander off ).. b)animals have been domesticated and wont attack c) minor terrain fixes to give it priority of a cell outside of the main gate in case of resets caused by Sanctuary (just in case ) d) water was missing from the top of the waterfall e) fixed the cat that was idle F)Changed textures of the tower steel works to all rusty instead of that lame blue...
Added: 100 power Gen in the main garage Water purifier (50 water)in the generals farm that draws from a small spring and also has a gen next to it Guard markers in the form of a ammo box that sits next to guards feet... Added some street lights again (no fog or shadows) since the lights werent the cause of the lag as we first thought.
Also uploaded a patch for "is this sanctuary" and fort hope if run together... If simply running Fort hope AFTER sanctuary in the load order doesnt work try this and load it LAST I cant test this because i didnt have any issues with both mods at all...
I really like this location. It’s up there with Strong, Sampson and Boston State-prison. I used kitcat81‘s Settlement Activity Markers so I can have Minutemen sprint down that obstacle course. I had a bright idea to put the paintball turrets there but it was a bust since they break after each use (thanks a lot Bethesda!!!)
I’m using them as Enclave themed mods to play along side America Rising II 😂. Getting my bad guy on. The Minutemen stationed there are all wearing XOF or Shadow Company kit.
there isnt any required... Only one mod that requires this mod... Also i suggest using the new version of this mod... https://www.nexusmods.com/fallout4/mods/66415
Great mod! but unfortunately incompatible with Luxor's Summer Pine Trees Edition, can't use it now. Tear up the ground and the trees float in the air. Next time...
Damn, I had a copy of this mod sitting on an external hard drive along with the rest of my mods folder from 2018ish when I stopped playing fallout 4 last, the nexus didn't have any record of me having downloaded it, and I was drinking a lot back then and also modding a lot while drunk, so I at some point renamed nearly everything that could be used to identify what this mod was called to obscenities while trying to figure out what was causing my framerate dips, so it took me forever to find this again, I'm sad to see that you figured out what it was and couldn't fix it either, but I'm delighted to see that your repertoire of locations has expanded since then, and I've got even more places to build military bases on. Keep up the good work, and I hope your situation has improved since you put those things in the descriptions of some of your mods in 2016. ps: is your handle a reference to the first word of the Iliad?
I thought it was a play on μ?νιν or M?nis or whatever it is, which is the first word of the Iliad and I think it might have been the original title as well, although my memory is fuzzy. https://wikiless.org/wiki/Iliad?lang=en#M%C4%93nis
Has anyone else noticed what seems like a navmesh bug with followers when entering the General's house?
I can enter the house but followers just run around the outside. If I put them in Command mode when they are outside and try to command them into the house, they'll walk up to the door and then complain that there's something in the way. If I teleport them into the house they will walk around a little bit.
I suspect there's a navmesh break by the door threshold.
Edited to add: I'm going to file a bug report on this just so it doesn't get lost in the comments.
HI, endorsed! I must be lucky cause I'm using this mod at normal/automatic load order and it works! Even sandwiched between Sanctuary, New Hope, Sanctuary Everglades, Lakeside down to Lakeview no conflicts. My Commonwealth grass just became greener all around. No complaints though. Didn't want to wait another 200 years for that to happen. Just some minor things I'd like to ask assistance with maybe you can help. I can't scrap both vertibirds regardless the load order oh and one duffel bag at the far corner of one of the bunkers (SE Ult and even toggling extra item with PE). Even with console as if they're not there. I tried glitching another vertibird but it's so hard to allign so I gave up :P
221 comments
Sorry to say i found the performance issue and it cant be fixed without destroying half of the location.
Turns out its the buildings that where made in a test space and moved to this location but some of them or parts of them retained references from their original locations. (example: i grabbed a partial building from Cambridge and edited /rebuilt it in the test space but when i used it on this mod it still links to cambridge..)
This is the cause for the Sanctuary Lives issues as well...
Oh well whats done is done...
This version also has some fixes to ..
a) npc spawner (npc's now belong to this location and wont wander off )..
b)animals have been domesticated and wont attack
c) minor terrain fixes to give it priority of a cell outside of the main gate in case of resets caused by Sanctuary (just in case )
d) water was missing from the top of the waterfall
e) fixed the cat that was idle
F)Changed textures of the tower steel works to all rusty instead of that lame blue...
Added:
100 power Gen in the main garage
Water purifier (50 water)in the generals farm that draws from a small spring and also has a gen next to it
Guard markers in the form of a ammo box that sits next to guards feet...
Added some street lights again (no fog or shadows) since the lights werent the cause of the lag as we first thought.
Also uploaded a patch for "is this sanctuary" and fort hope if run together...
If simply running Fort hope AFTER sanctuary in the load order doesnt work try this and load it LAST
I cant test this because i didnt have any issues with both mods at all...
its here .
I would recommend saving away ,uninstalling the old and then installing the new.
before trying it
Also i suggest using the new version of this mod...
https://www.nexusmods.com/fallout4/mods/66415
also with this mod and other mods you made work fine without it
This is ONE mod as you see it...
Everything is flickering and objects pop in and out of sight. Sometimes even the vanilla houses in sanctuary are flickering through your buildings.
Fort Hope looks Awesome but doesn´t work for me unfortunately.
Maybe your mods are not compatible with latest fallout version?
Mods are done using the latest game version a creation kit version....
Its you that has the issue with precombines/previs...
Mods like these should always load after mods that fix/patch previs
i would like to use it with real modded ones, and right now half of the big base is unusable
it does look great though, spend about 20 hours now with ocdecorator for the other 3 shops and replacing all bar bottles with ocd ones,
cant wait to move in :)
ps: is your handle a reference to the first word of the Iliad?
I can enter the house but followers just run around the outside. If I put them in Command mode when they are outside and try to command them into the house, they'll walk up to the door and then complain that there's something in the way. If I teleport them into the house they will walk around a little bit.
I suspect there's a navmesh break by the door threshold.
Edited to add: I'm going to file a bug report on this just so it doesn't get lost in the comments.