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Brett74

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18 comments

  1. Bernt
    Bernt
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    I very much like this. I can see a lot of work went into it. My only gripe is that the Homemaker houses look very worn on the insides. It doesn't quite fit with the outside aesthetics. I'll probably keep this and use it as base for some new houses of the same architecture.
  2. I love this simple mod for Sanctuary! But there is this one weird bug.

    Once the settlement is built, there is a HIGH chance that all NPCs outside Sanctuary and/or within certain proximity will freeze, including my companion and enemies, unless provoked.

    Examples, like my first trip to meet Dogmeat has all mole rats standing still w/o attacking, unless provoked by coming too close. Or during Vault 81's quest when them mole rats just stand still without attacking me, and even Curie won't advance her next line when she opens the lab door. Exiting the lab via elevator will freeze my game btw.

    Fortunately, I backup my save file with Sanctuary unmodified (aka before porting the blueprint), and try yeeting through both occasions again on God Mode to see what really happens. On both cases, all AIs work just fine.

    Though I'm not sure if it's because of the heavy asset that Sanctuary Blueprint uses. A rare instance outside Commonwealth with this same problem was at Nuka World, specifically during the cleanup quest at Mulligan Mine, as the bloodworms just freeze up in as well. At that time, I did activate the blueprint and built stuff around before heading to Nuka World.

    Maybe, because I'm a cute idiot :3 I continue to build up new assets on newly rebuilt Sanctuary AFTER activating the blueprint, which may or may not cause something to stir up. Should have wait for couple of days before building anything else on the place, though I don't think that's what cause the weird AI bug from the beginning.

    Has anyone encounter this same bug as mine?
    1. EDIT: Nvm, it turns out the issue with MOLE RATS comes from an old thread since 3 years ago 'bout the Scrap Everything mod. I will try to dig through, since folks there have encountered this very same problem.

      In sort, it's not the Sanctuary mod, it's something wrong with Scrap Everything. I will check through them threads carefully.

      Thank you for your wonderful mod VwV
    2. Gatorboy5
      Gatorboy5
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      Finally got it to load without crashing!
  3. manndesfriedens
    manndesfriedens
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    @Brett74

    I have installed requirements. Transfer Settlements, Spring Cleaning, Scrap Everything and Spring Cleaning Compatibility Patch.
    I just want to know how to use your mod exactly:

    You say disable scrap mods, use 'scrapall', re-enable the scrap mods' ESPs.
    Do I have to do it with disabling the ESPs, starting game, using scrapall, ending game, re-enable the scrap mods, starting game, doing manual scrap of the leftovers??? I it correct?
    1. manndesfriedens
      manndesfriedens
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      After beginning to use your mod, followed your instructions with scrap mods, I had weird textures glitches while scrapping Buildings, characters, ground disappeared when I moved, there appeared under the ground water. It happened when I was in workshop mode

      Load orders (they are loaded at very LAST):

      transfersettlements.esp
      sc_expandedscraplist.esp
      scrap everything - core.esp (i installed the 'core' version)
      springcleaningcompatibilitypatch.esp
      bashed patch, 0.esp
    2. Brett74
      Brett74
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      That sounds about right to your first post.
    3. Brett74
      Brett74
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      I also see the odd texture glitch as well. For me they never last more then a couple seconds though. Im not sure why they appear but it only ever happens in workshop mode so i never worried about it.
  4. justcallmedots
    justcallmedots
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    pardon me but is there any way to use this blueprint without the scrapping mods?
    1. Brett74
      Brett74
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      Technically yes but you would have a massive amount of things clipping into eachother. It would look terrible so i dont recommend.
  5. GuyF4wk3s
    GuyF4wk3s
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    I have found a place on the ground that will say to scrap that dormer its like to the right of the house there i find it all the time i want to get rid of that house now the house is not there just walk around looking down and you should find it
  6. Parabellum1901
    Parabellum1901
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    Nice :) TQVM. Sorry, I could not find the changelog, so what's fixed in the new version?
    1. Brett74
      Brett74
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      I didn't bother with a changelog because i just fixed a few items clipping and one un-attached wire.
  7. BlazeStryker
    BlazeStryker
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    How well does your mod get along with BNS? Boston Natural Surroundings has been my standby environs mod for some time now.

    For that matter, how does it impact Codsworth and the bloatflies? (Or any drops by Ketaro's Treasures...)
    1. Brett74
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      I've never used Boston Natural Surroundings but after just looking at it i can't see there being an issue. I imagine the vegatation will look slightly different then my screenshots but that's about it. Like i said in the description section you will want to talk with Codsworth before importing. Would also kill the bloatflies as well.
  8. Veratai
    Veratai
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    this is lookin' nice :) but what makes your ground and trees alive? oO
    1. Brett74
      Brett74
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      Trees are from the "Living Trees" section in "Homemaker-Settlements Expanded" and the green ground may be from "Fallout 4 Seasons Grass-Trees-Plants-Snow". To be honest i havn't played this game in a long time and don't remember what mod does what anymore. Pretty sure that Seasons mod is the one that adds all the color and adds the color and life to the whole commonwealth. I'll link it in the description section.
  9. gorrana
    gorrana
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    this is a lovely quiant looking setttlement, reminds me alot of "tanquillity lane" from FO3