also is the first gate before the terminal/brick wall part of this mod? After I break the wood planks there is metal gate that says key needed before I get to terminal
love this mod, but figured would post this here for people having issues with the door.
I had the same ones with it. What I did was saved my game, then used the console to disable the mist, vines and then the brick grave wall next to the terminal. It reveals the vault door behind it which the terminal does open.
If you mess up just reload the previous save and do this. Took only disabling 3 things to get it functional.
I want to comment on this mod because I want the author to know the mod's craftsmanship and work is appreciated. Admittedly, I'm not familiar with witchcraft, other than positive portrayals in spooky TV shows and movies and comics. Which inspired a comic book character of mine. I downloaded this mod because I thought it would be a good home for my character.
TL;DR
1. I love the detail put into this. The love put into this mod is clearly seen throughout every inch of the map. There's a lot to explore and room for growth in future updates. I am hoping my comment will hearten rather than disparage. 2. I love the entries explaining the different types of witchcraft, and how they connect to the world that the PC lives in. I assume the classes of witches are there to allow for specialization or to let a player learn everything at a slower pace in future updates. 3. I also love the positive energy I get upon entering. Even though the place is sacred it makes me feel peaceful, like the Archmage's quarters in Skyrim. 4. I like the entrance, but I feel that with some tweaking by the author or some assistance from a fellow modder the entrance could be fixed. I'm really happy with my download.
If you find time to work on this again, keep up the great work. Your hard work is appreciated.
Also having an issue with the wall for the entrance, on my game it's not showing at all, just the vanilla emplacement. I can TCL through like everyone else but no clue where the conflict is making the wall not work in the first place. I'm also seeing a ton of world space edits for the Commonwealth, Nuka, and FH, why is this messing with s#*! all over the map(s)? Every spot it touches the previs data is deleted?
Like the other posts here mention you have to TCL through the door to get into the sanctuary, but for the future I just clicked on the door in console and disabled it. Easy. The other parts don't seem to work exactly either, like unlocking the archive, but that's okay. This place is awesome.
It's a little hard on the system with all the assets in the main room, (I use a couple 4k statue replacers so that's probably part of it) but with a dark ENB it looks even better than the pictures. The only real downside I can see is the inability to teleport into the sanctuary directly, and no workshop to customize the place. Really though I think I have enough settlements to defend. This is just a great, moody, lore-friendly looking player home that I think is a really appropriate reward for exploring the museum.
The terminal hidden behind the vines indicates there is a path that opens. Nothing to be found anywhere. I'm guessing that there is supposed to be a secret door in the rear wall. Oh well, dead end.
Update: Used tcl to get through. Ok, the rest of the Sanctuary is there.
Except for the bugging wall, this is definitely The Most Detailed Player Home I've ever seen! This mod also captures the witchcraft vibes and aesthetics very well plus cherry on top there's some secret to explore also!
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That's putting it overly mildly.
also is the first gate before the terminal/brick wall part of this mod? After I break the wood planks there is metal gate that says key needed before I get to terminal
I had the same ones with it. What I did was saved my game, then used the console to disable the mist, vines and then the brick grave wall next to the terminal. It reveals the vault door behind it which the terminal does open.
If you mess up just reload the previous save and do this. Took only disabling 3 things to get it functional.
TL;DR
1. I love the detail put into this. The love put into this mod is clearly seen throughout every inch of the map. There's a lot to explore and room for growth in future updates. I am hoping my comment will hearten rather than disparage.
2. I love the entries explaining the different types of witchcraft, and how they connect to the world that the PC lives in. I assume the classes of witches are there to allow for specialization or to let a player learn everything at a slower pace in future updates.
3. I also love the positive energy I get upon entering. Even though the place is sacred it makes me feel peaceful, like the Archmage's quarters in Skyrim.
4. I like the entrance, but I feel that with some tweaking by the author or some assistance from a fellow modder the entrance could be fixed. I'm really happy with my download.
If you find time to work on this again, keep up the great work. Your hard work is appreciated.
I'm also seeing a ton of world space edits for the Commonwealth, Nuka, and FH, why is this messing with s#*! all over the map(s)? Every spot it touches the previs data is deleted?
It's a little hard on the system with all the assets in the main room, (I use a couple 4k statue replacers so that's probably part of it) but with a dark ENB it looks even better than the pictures. The only real downside I can see is the inability to teleport into the sanctuary directly, and no workshop to customize the place. Really though I think I have enough settlements to defend. This is just a great, moody, lore-friendly looking player home that I think is a really appropriate reward for exploring the museum.
Update: Used tcl to get through. Ok, the rest of the Sanctuary is there.
This mod also captures the witchcraft vibes and aesthetics very well plus cherry on top there's some secret to explore also!
Kudos to you Su6jectSix!