Now fixed: -the lighting issues -not being able to place furniture inside the house -Fix flickering textures (credit to Cronosus)
Still to do: -Allow roof to be built on (also no idea why this isnt working but i recommend Place Everywhere in the mean time)
An optional mod file has been added that will "repair" the other houses in sanctuary hills. I would prefer to replace them all with their pre-war counterparts but that would require significant object and texture work.
I have released a much more complete roof overhaul here, please note that it will likely not be compatible with the optional roof file found in this mod
if someone sends you the LL file to make sanctuary prewar would you make a optional file for your current mods that would just revert everything to pre-bomb drop?
Hi! Try installing this mod manually, it solved my problem, and about the precombines I didnt encounter precombines related issues, so is fair to say is more than safe to use.
That would mean the textures are missing. If you can manually download the mod check that the files in the zip match the ones you have in your data folder. If there are any missing just copy them over and it should be fine.
If that didn't work the only other thing I can think of is there is a mod conflicting, try loading mine last.
Didn't check it out yet, but my guess is that the flickering texture is simply z-fighting from a decal. Just reposition the decal plane to have a bit more distance from where it's placed on and it will stop flickering. Just guessing here, i'll know more when i checked it out in game.
Can you send me that nif file? As long as the flickering is dealt with I'll be happy, I could also look at changing the ones that look stretched directly but I think that is less of an issue with it being in the corner.
I found a mod on Loverslab that fix the house makes it new like it never been touch when bomb has dropped. here is web site https://www.loverslab.com/files/file/3018-prewar-home-by-xenic/
well. theres also those: https://www.nexusmods.com/fallout4/mods/6825 https://www.nexusmods.com/fallout4/mods/17239 https://www.nexusmods.com/fallout4/mods/8610
and maybe more, like homebuilder that allow you to build your own sanctuary house
but all of them have some problems with compatibility with mods that alter sanctuary (i have it), so if mod repair only roof, ceilings and walls, then i think its better
I'll be sure to keep a list of any potential mod conflicts on the main page as they pop up, but i would imagine sanctuary mods should be fine as long as they don't alter the models/textures of the houses.
well other mods that alter sanctuary are example sanctuary leftovers and Project Apocalyptic Commonwealth (those two dont work together, so i'm using only apocalyptic now) but i think those alter only area and maybe insides, not houses
but those three listed above alter houses directly.. one only roof, one whole house, and one make complete swap so i'm 100% sure, they are incompatible
This only changes the "player" house, I plan on changing all of the non collapsed houses (to be least conflicting) in the future when I figure out the sun through the roof problem.
Also I don't know what an ESL is so that's the reason haha
well. in FO4EDIT you can easily make one if file support that (not sure about cell editing files). its possible make also in CK. so, if you dont know, then i might look if it is possible
anyway, ESL is lightweight wariation of ESP, but its not counted in load order, then you can have more els files, than esp (ESP is max to 255, ESL is max to ~1400)
but i know one thing, and that is, you cant make esl from cell editing master file. (mod requiring that file will not work)
.ESL's also have a limit to their sizes, unlike .ESP's. That's why the Creation Club stuff is not as big, as the free, fan made stuff, that is published outside of the Creation Club.
- Creation Club stuff is .ESL only... Smaller mods only. - Fan made, free stuff. That is not in Creation Club can be Either .ESP or .ESL, but its mostly .ESP's... Any sized mods. That can be .ESP's, or .ESM's. ( Standard Plug-ins, or Master Plug-ins.)
Reddit post about it... https://www.reddit.com/r/FO4mods/comments/9qvqs3/esp_vs_esl/
I prefer .ESP's, as you can make your mod as big as you want. People with a gazillion mods installed, like the .ESL's, as they are not counted towards the Plugin Limit...
i'm used to have around 1000-2000 mods at once on FO/SK/SKSE.. so i prefer esls, but i also know how to merge, it was necessity before esl introduction xD
32 comments
-the lighting issues
-not being able to place furniture inside the house
-Fix flickering textures (credit to Cronosus)
Still to do:
-Allow roof to be built on (also no idea why this isnt working but i recommend Place Everywhere in the mean time)
An optional mod file has been added that will "repair" the other houses in sanctuary hills. I would prefer to replace them all with their pre-war counterparts but that would require significant object and texture work.
If that didn't work the only other thing I can think of is there is a mod conflicting, try loading mine last.
And if those didn't work then I'm out of ideas.
Just reposition the decal plane to have a bit more distance from where it's placed on and it will stop flickering.
Just guessing here, i'll know more when i checked it out in game.
EDIT: I've played around with different textures and the same flickering happens, I assume it has something to do with the model
edit: its easy, but lot of work.. theres soo many clippings....
i tried to edit few overlaps and look
https://prnt.sc/v5uhrc
but as i looked into model, theres much more of them (i edited 8 places), and still on some places texture looks weird anyway
https://prnt.sc/v5ujs2
https://mega.nz/file/dBQXzQZI#0syU2tinlugGvfjy-oyIp4TA7WIeRicp2J06s0b9240
yes, you can try yoursel, or just tell me (message is better, i'm not looking into all posts in mods xD )
and good choice about this bridge.. i use it too, its nicely lorefriendly, but because of Apocaliptic comm i edited it to fit
https://www.nexusmods.com/fallout4/mods/6825
https://www.nexusmods.com/fallout4/mods/17239
https://www.nexusmods.com/fallout4/mods/8610
and maybe more, like homebuilder that allow you to build your own sanctuary house
but all of them have some problems with compatibility with mods that alter sanctuary (i have it), so if mod repair only roof, ceilings and walls, then i think its better
but i think those alter only area and maybe insides, not houses
but those three listed above alter houses directly.. one only roof, one whole house, and one make complete swap
so i'm 100% sure, they are incompatible
i used repaired roofs until now, but i like this one with also walls repaired, so thanks fo it, ill switch
and what about make esl?
Also I don't know what an ESL is so that's the reason haha
so, if you dont know, then i might look if it is possible
anyway, ESL is lightweight wariation of ESP, but its not counted in load order, then you can have more els files, than esp
(ESP is max to 255, ESL is max to ~1400)
but i know one thing, and that is, you cant make esl from cell editing master file. (mod requiring that file will not work)
- Creation Club stuff is .ESL only... Smaller mods only.
- Fan made, free stuff. That is not in Creation Club can be Either .ESP or .ESL, but its mostly .ESP's... Any sized mods. That can be .ESP's, or .ESM's. ( Standard Plug-ins, or Master Plug-ins.)
Reddit post about it... https://www.reddit.com/r/FO4mods/comments/9qvqs3/esp_vs_esl/
I prefer .ESP's, as you can make your mod as big as you want. People with a gazillion mods installed, like the .ESL's, as they are not counted towards the Plugin Limit...
As I am directly editing the sanctuary hills cell I would imagine that this wouldn't work.
In the ck see what markers are around.
its probably an object thing (house lighting), you'd have to mess with it yourself and fix the mesh.
but this is a great mod for anyone whos f*#@ing tired of having to put up wood walls or get a mod that makes the whole sanctuary prewar clean.