Updated with version 4.0. Some folks were reporting a problem where Garvey and crew would not cross the bridge into Sanctuary. I did not have that issue in my initial testing. Nevertheless, I re-generated the world space navmesh in and around Sanctuary and tested multiple times to make sure they would enter the settlement. I had results where they would cross the river, cross the bridge, or variations of both. Worked with the vanilla broke-ass bridge (no other mods enabled) and using the bridge mod in my playthrough ( www.nexusmods.com/fallout4/mods/54886). Worked every time.
Tried this one on a new playthrough for a couple of hours. Visually, I like the aesthetic the author was going for, but it has too many problems for me. NPCs have massive pathing issues, and often won't go to where they're assigned, walk into all the house walls, and they just group together in the house where the workshop is located. Also, after you get Preston and crew back and speak to Preston for the first time, he wanders off towards Abernathy farm for some reason. It doesn't register all of the inhabitants as available settlers, I had the whole Garvey crew and it only registered 1 person. Then, for me it didn't recognize any of the building of resources that I did, so the part with Sturgis never advanced.
I have over 300 mods, but none that affect Sanctuary directly, so take my criticism for what's it's worth. Had to remove it from my lineup, even though I loved the aesthetic.
I was wondering though, would it be possible to make a cleaned version, so there's not piles of leaves and dead trees & grass poking out the road all over the place? Like, it makes sense, but also; It takes hours just to get every last scrap of stuff in the way scrapped, and it's sooo tedious! @_@
Thank you in advance, and apologies if this comes off as rude to ask you something like this. >-<'
Visually, everything works great on my end. Unfortunately it seems like settlers don't know how to move freely through the space and kinda stand awkwardly inside of random houses when they're not performing their assigned tasks outside. I waited to install this until after I finished the initial Sanctuary quests just to be safe, so nothing is broken there. I experimented with some navmeshing mats from Kuro Tab just to see if it improved the A.I. pathing, but it didn't seem to change much of anything. NPC behavior is unpredictable to begin with so It's not a deal breaker for me, I don't plan on making it a huge settlement and it's still the great visual alternative I was looking for since I ditched Scrap Everything. Appreciate the effort you've put in, I still like the mod.
Installing and enabling after you started the game is probably your main issue. Mods that change an area including the AI Nav-mesh don't always apply the new meshes if you have been to the area. You would either have to have never been there or start a new game with the mod installed.
Hm, while I could see that perhaps being an issue, this particular overhaul and a couple others I tried for Sanctuary stated in the description that waiting until after you've completed some quests to enable the mod is necessary, due to a lot of intricate quest scripts making it difficult to change the landscape for almost the same pathing reasons.. That leaves me wondering how to successfully have the best of both worlds - not breaking the beginning of the game and also having somewhat normal AI behavior.
Unfortunately learning fo4edit conflict basic is not an option if you want to mod you game correctly and find what mod conflict. A simple mod that just add a custom outfit on a kitchen table can conflict with a settlement mod. The way is to search the id of sanctuary on the wiki, open fo4edit. Search the id of sanctuary in fo4edit and search in red/conflict line the other mod that overwrite sanctuary. After, uninstall it or create a patch if you know what you do. Ideally, each time you install a mod, open fo4edit and see if it conflict with another mod.
Started a new game with your Sanctuary, and I love it. I think it looks and feels just right. Unfortunately, Carla's Brahmin got stuck at a corner of the house with the workshop. Tried leaving the cell, coming back, tried fast-travelling away and back, nothing helps. Brahmin has been stuck for days. Meanwhile, Carla is standing next to Drumlin Diner on her own, and you can trade with her even though her Brahmin is in Sanctuary. I don't suppose your mod has anything to do with that (I remember that in the Vanilla sanctuary the Brahmin often got stuck on the roof of the workshop building, but it went away after a short while). Maybe you have an idea what I could do?
Edit: (Tried sth. else: Killed the brahmin, then used console command 'markfordelete'. Travelled away and back, the dead Brahmin was still there. Used console command 'disable' and it disappeared at once. I was hoping it would respawn, but Carla has come back to Sanctuary alone. At least she's still trading. I may play on without Carla's Brahmin...)
Makes sense if its been over 210 yrs the people just tore down the old houses and built this, you did a great job doing it this way really good, will have to try this out.
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I have over 300 mods, but none that affect Sanctuary directly, so take my criticism for what's it's worth. Had to remove it from my lineup, even though I loved the aesthetic.
West Everette estates have the same houses as Sanctuary too. Both towns are located north-side of the map so it could be a local thing
edit: it was load order
I was wondering though, would it be possible to make a cleaned version, so there's not piles of leaves and dead trees & grass poking out the road all over the place? Like, it makes sense, but also; It takes hours just to get every last scrap of stuff in the way scrapped, and it's sooo tedious! @_@
Thank you in advance, and apologies if this comes off as rude to ask you something like this. >-<'
Unfortunately, Carla's Brahmin got stuck at a corner of the house with the workshop. Tried leaving the cell, coming back, tried fast-travelling away and back, nothing helps. Brahmin has been stuck for days. Meanwhile, Carla is standing next to Drumlin Diner on her own, and you can trade with her even though her Brahmin is in Sanctuary. I don't suppose your mod has anything to do with that (I remember that in the Vanilla sanctuary the Brahmin often got stuck on the roof of the workshop building, but it went away after a short while). Maybe you have an idea what I could do?
Edit: (Tried sth. else: Killed the brahmin, then used console command 'markfordelete'. Travelled away and back, the dead Brahmin was still there. Used console command 'disable' and it disappeared at once. I was hoping it would respawn, but Carla has come back to Sanctuary alone. At least she's still trading. I may play on without Carla's Brahmin...)