Is it just me or does anyone else have the issue where their settlement border walls are removed? My companions keep ending up at sanctuary even though I sent them to other places...
idk if the mod is out of date of if ive done something wrong or what i spend several hours trying to fix a ctd found out that the bridge patch was the cause fixed that loaded in with the sanctuary plug in loaded was happy enough although had made plans to cover over the half house that wasnt deleted discovered that the ws was missing not a big issue its usually in the way and texture popping of things that no longer exist still i can live with it
but then i start the sim set quest leave the area make it to red rocket and a lot but not all is missing and there is a maze of invisible hitboxes where the building is and i hadnt yet loaded the red rocket plug in yet it really kills me that this seems to have bugged out because i had really liked the look of sanctuary
So... Has anyone else had the problem of not being able to access any workshops after activating the sanctuary bit of the AIO bundle?
[edit] It's actually possible that it was simply causing error messages to not show up properly, I deleted the bundle and downloaded the standalone sanctuary version and it turned out the workshop I was trying to access was putting up a "There's still a hostile somewhere" message that I simply wasn't seeing with the other version...
Hey. The mod is nice, however is there an option to get it with workbench location not ammended. I'm using it for tenpines and I want to be able to move the workbench to my location and your mod every time resets workbench to location designated by you. It also triggered relocation of workbench in Sanctuary.
Hey Laurenann777, Cool concept, love the idea. Personally, I striped the main.ba2's and texture.ba2 due to them not being completely new locations. Only wanting a flat piece of land to build on. I use sim settlements, scrap everything with zero issues and sometimes "scrapall" in console commands. Navmeshing needs a bit of tweaking here and there on most, but that's Besthesda as well. Oh, and have all of your Esp's activated all at once. Thank you for making these.
I love your mod as it makes building so much easier. I'm seeing one odd thing and I'm not sure what is causing it. 1. I take control of a settlement. 2. I then saved the game and exit FO4. 3. I activate the flattening mod for the specific settlement. 4. Restart FO4 and continue the last save. 5. When I build the recruitment beacon, I get the message that the beacon is heard on the radio. 6. BUT the quest does not acknowledge the beacon was built, and the quest does not update. Has anyone noticed this before?
I'm going to try deactivating the flattening mod, reloading an older save, retake the settlement and just just build the beacon and see if the quest advances.
I get the same problem without the mod activated, sorry to bother you
what quest are you talking about?? if you build a generator and a recruitment beacon and connect them, it should work fine. are you using Sim Settlements Rise of the Commonwealth? if so it won't work with my mod.. if you mean the vanilla quest where Preston wants you to set up a beacon then there must be a conflicting mod somewhere..
Oh. I noticed that the house in Sanctuary was missing walls so I was hoping it was just that. I guess I'll be going without scrap everything though I can't use some of the settlements from this mod because there are structures from other mods in the way.
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but then i start the sim set quest leave the area make it to red rocket and a lot but not all is missing and there is a maze of invisible hitboxes where the building is and i hadnt yet loaded the red rocket plug in yet it really kills me that this seems to have bugged out because i had really liked the look of sanctuary
[edit]
It's actually possible that it was simply causing error messages to not show up properly, I deleted the bundle and downloaded the standalone sanctuary version and it turned out the workshop I was trying to access was putting up a "There's still a hostile somewhere" message that I simply wasn't seeing with the other version...
Cool concept, love the idea. Personally, I striped the main.ba2's and texture.ba2 due to them not being completely new locations. Only wanting a flat piece of land to build on. I use sim settlements, scrap everything with zero issues and sometimes "scrapall" in console commands. Navmeshing needs a bit of tweaking here and there on most, but that's Besthesda as well. Oh, and have all of your Esp's activated all at once. Thank you for making these.
1. I take control of a settlement.
2. I then saved the game and exit FO4.
3. I activate the flattening mod for the specific settlement.
4. Restart FO4 and continue the last save.
5. When I build the recruitment beacon, I get the message that the beacon is heard on the radio.
6. BUT the quest does not acknowledge the beacon was built, and the quest does not update.
Has anyone noticed this before?
I'm going to try deactivating the flattening mod, reloading an older save, retake the settlement and just just build the beacon and see if the quest advances.
I get the same problem without the mod activated, sorry to bother you