Thanks for this mod, best Player Home IMO and can't play without it :)
I'm using version 2.2 and the only issue I'm having is the annoying flickering textures (z fighting) in the 2-3 Sanctuary houses above the basement, when using "Clean and Simple Sanctuary & RR" mod with this one.
I thought of using MODPOS command or maybe create a patch to move the basement outside of the Sanctuary building area (eg. closer to Vault 111), but I broke things several times because TBH I don't know what I'm doing when it comes to MODPOS or fo4edit
You need to move the two objects (Luke and Character Appearance Marker) in the Creation Kit to where you like it best. After that save the plugin, as you will have to find out the locations of the marker, and it can only be found out through FO4Edit.
After that copy their locations into notepad with these parameters, the hatch and marker need their own text file.
Example location: setpos x -7204.9585 setpos y 47294.8594 setpos z 1264.0000 setangle z -60
These two text files should be placed in the folder Fallout 4.After that, in the game itself click on the hatch and apply txt file bat Hatch command.
With the marker is a little more complicated, as it is invisible. Therefore, you need to find out the formID of the marker. You can find out the formID with FO4Edit. For this you just need to load FO4Edit and find out the form ID. The first two digits will be different, so check with Luke.Now you need to use the console to select this invisible marker by writing in the console “PickRefById 01000800” without the quotation marks and apply the bat mapmarker.
After the "next-gen" update - textures seem to be off. Is there any possible fix to that?
А, ну...можно и на русском. В общем, после обновы все текстуры просто слетели, тобишь везде одна и та же текстура плиток, потресканные стёкла и грязюка. А так классно было в чистоте :с
Можна старая версия? Просто пришлось переустановить все модь, а пупсь, журналь, вся стена обвешана оружие и яшики с патронами, одеждь и ешо оружие, холодильник с едой пропали и нельзя востановить(.
Not sure how the power is supposed to work now. I found the switchbox on the wall. The generator does not appear to do anything.
I see connectors on several walls but do not know how to connect to them without running cables through doorways. Nothing seems to be picking up radiant power unless I place a new radiant power connector connected to the switchbox.
1. Connect the "Fuse Box" to any of the "Electrical Boxes"
2. Enter the workshop mode and move the cursor over the "Electrical Box" and then press the letter "E" on the keyboard to connect the electrical box to the common "invisible" power grid.
3. Apply point 2 to all "wiring boxes" so that they are connected to one common power grid.
In the new version a new power grid based on one model has been applied to which the fixing points for the "wiring boxes" are connected and in order for them to start communicating with each other you have to connect them to these fixing points.
Since the "wiring boxes" are located on the same places where the fixing points are located, connecting them is not a problem.
Translated with www.DeepL.com/Translator (free version)
I redid the wiring, as it worked a little incorrectly in version 2.2. I also replaced the workshop with an external version so that all items would be available for creation. If everything suits you, it's better not to update. To be honest, I didn't think anyone else was using it.
Are you kidding? This is the ultimate Sanctuary player home. It works perfectly with 'Another Sanctuary Cleanup' (after using MODPOS Z -350 on the entrance to bring it down to the new ground level). Lots of room to customize to taste and everything just works. I can even fast travel directly to and from it. I will try the 3.0 on my next playthru. BTW, the only thing I would suggest is its name when sending settlers. There are two Sanctuary Hills in the selection box when a settler is recruited. Doesn't seem to matter which I choose as they always go to the settlement itself. Would be nice if the basement location name was actually Sanctuary Hills Basement. Not sure if I can fix this myself in xEdit. Don't want to screw up my current game to find out. Anyway, this has gained a permanent spot in my load order. Highly endorsed.
At first, i love your Mod. It is my homebase and it runs with out any problems, i have just one little problem. In the first big room in the lower Level i build 8 Power Armor racks to display the best ones.
I place the Power Armor in the rack and put out the fusion Core. When i go out and come back one of the 8 PA's is not standing at the right Position, it moves a little bit to the right. I put it back or change the PA's Position, but every time it is same with the same PA Rack, it's crazy.
And it is a little bit sad that a cannot use the Kitchen things that i can build with CVC Dead Wasteland or the Bleachers Mod. Then i could build a really perfect Base for me...
The version without lights is appreciated. I like to light the place myself. In fact, I created and 'overwrite' .esp to disable the Sign, Power Connectors, Generator and Workbenches. Now its nice and empty at startup. :)
87 comments
I'm using version 2.2 and the only issue I'm having is the annoying flickering textures (z fighting) in the 2-3 Sanctuary houses above the basement, when using "Clean and Simple Sanctuary & RR" mod with this one.
I thought of using MODPOS command or maybe create a patch to move the basement outside of the Sanctuary building area (eg. closer to Vault 111), but I broke things several times because TBH I don't know what I'm doing when it comes to MODPOS or fo4edit
Any idea or advice on how I could fix it?
After that copy their locations into notepad with these parameters, the hatch and marker need their own text file.
Example location:
setpos x -7204.9585
setpos y 47294.8594
setpos z 1264.0000
setangle z -60
These two text files should be placed in the folder Fallout 4.After that, in the game itself click on the hatch and apply txt file bat Hatch command.
With the marker is a little more complicated, as it is invisible. Therefore, you need to find out the formID of the marker. You can find out the formID with FO4Edit. For this you just need to load FO4Edit and find out the form ID. The first two digits will be different, so check with Luke.Now you need to use the console to select this invisible marker by writing in the console “PickRefById 01000800” without the quotation marks and apply the bat mapmarker.
After the "next-gen" update - textures seem to be off. Is there any possible fix to that?
А, ну...можно и на русском. В общем, после обновы все текстуры просто слетели, тобишь везде одна и та же текстура плиток, потресканные стёкла и грязюка. А так классно было в чистоте :с
Not sure how the power is supposed to work now. I found the switchbox on the wall. The generator does not appear to do anything.
I see connectors on several walls but do not know how to connect to them without running cables through doorways. Nothing seems to be picking up radiant power unless I place a new radiant power connector connected to the switchbox.
What am I doing wrong?
2. Enter the workshop mode and move the cursor over the "Electrical Box" and then press the letter "E" on the keyboard to connect the electrical box to the common "invisible" power grid.
3. Apply point 2 to all "wiring boxes" so that they are connected to one common power grid.
In the new version a new power grid based on one model has been applied to which the fixing points for the "wiring boxes" are connected and in order for them to start communicating with each other you have to connect them to these fixing points.
Since the "wiring boxes" are located on the same places where the fixing points are located, connecting them is not a problem.
Translated with
www.DeepL.com/Translator (free version)
BTW, the only thing I would suggest is its name when sending settlers. There are two Sanctuary Hills in the selection box when a settler is recruited. Doesn't seem to matter which I choose as they always go to the settlement itself. Would be nice if the basement location name was actually Sanctuary Hills Basement. Not sure if I can fix this myself in xEdit. Don't want to screw up my current game to find out.
Anyway, this has gained a permanent spot in my load order. Highly endorsed.
I am using the file SBPH (v2.2) (Compatible version) (Without Lighting) (English Version)
I place the Power Armor in the rack and put out the fusion Core. When i go out and come back one of the 8 PA's is not standing at the right Position, it moves a little bit to the right. I put it back or change the PA's Position, but every time it is same with the same PA Rack, it's crazy.
And it is a little bit sad that a cannot use the Kitchen things that i can build with CVC Dead Wasteland or the Bleachers Mod. Then i could build a really perfect Base for me...
On the second point: It is necessary to redo the workshop from the interior to the exterior.