Fallout 4

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sparks117cpo

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  1. sparks117cpo
    sparks117cpo
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    Updated with version 3.0. Fixed precombines and previs. Had no adverse impact on current game after installing the update.
  2. sparks117cpo
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    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.
  3. DragonPi
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    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.
    1. STR4NGERxD4NGER
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      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.
    2. DragonPi
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      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. 
  4. awfwef
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    using a clean save but the road and old houses keeps flickering in my settlement, can anyone help :D
    1. zed140
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      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.
    2. awfwef
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      i see, i need to learn it first then, but anyways thx for the reply i found out it was only about the load order (plugins) xD 
  5. dw2304
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    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...)
    1. zed140
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      You can eventually test with skk move workshop marker to move carla marker
  6. sirjohn45
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    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.
  7. inkwhiz888
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    Off to great start. I love the look of these, but they all small single room. has anyone chopped them up in to pieces for workshop mode?
  8. oblinkoff
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    Great, but not friendly with bridge mods and furniture is not installed in all houses! The settlers are renovating the walls that do not exist.
    1. Alheithinn
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      That was my big worry, if those markers had been moved/removed. Good to know. It looks great though.
    2. sparks117cpo
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      I've updated the file. Re-located the hammering animations so that they are no longer hammering air molecules... Fixed the issues with objects and the floors of the houses. Garages? Well, fixed that issue as well, I think. Garage floors are now good when running on the Xbox but still having a problem on my PC, the small barn also. Working on it... Just use Place Everywhere for the time being... Replaced the two-story houses with single story ones due to an issue with the model I used for the two-story. I'm using DEL Sanctuary Bridge at Fallout 4 Nexus - Mods and community (nexusmods.com) in my playthrough and have no problems with it conflicting with my mod, although the bridge mod has the ground/object issue (not mine...).
    3. Alheithinn
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      Thank you. Will check out the new version. 
    4. ErikaEmber
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      I used the DEL Sanctuary bridge but Sanctuary got really weird, textures and meshes disappearing and parts of the old Sanctuary houses appearing briefly. I use the ESP version (the ESL had issues with the old bridge on top of the new) and have the two low on my list. I don't know what to do.
      Btw, love this mod, really fun to build it with SS2.
    5. Squanchy666
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      I'm using the DEL Sanctuary bridge mod, ESL version and it's working fine for me. Are you using any "Clean Settlement" mods? (I am slowly weeding them out of my game as they cause lots of issues with other worldspace mods.)

      Ignore this, I was wrong... I did have to remove DEL Sanctuary Bridge from my load order. Sorry for being a dumbass!
  9. Squanchy666
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    Love the mod! Sanctuary has never looked better! Great work sparks117cpo! [Endorsed]

    That said... I can't stand having to fill-out / decorate empty houses. Ugh! Does anyone have a blueprint of the settlement fleshed out that I could humbly ask you to share?

    Thanks!
  10. Brightwing2112
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    An update to my earlier comment: The settlers (2 or 3) that had appeared in Sanctuary came up to the 'main' house(with the workbench),and just stood at
    the little walk right in front of house. Attempts while in workshop mode to order them to "go" anwhere in the house failed. I did not notice any visual/graphical phenomena in or around Sanctuary. And I still had not gone to get Preston,etc. out of Concord. fyi.
  11. Brightwing2112
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    Sanctuary Village solved a bit of a problem for me: I was really tired of rebuilding Sanctuary. So relieved as I walked around and took-in what you had
    created. What a relief. And all of this without a mod requirements list that looks like a rolodex of settlement mods. :D Verrrrrry happy. Thanks.
    Also,for you folks using this mod: I had run around and added-in beds and power,etc.,along with a recruitment beacon installed. Minutes later,I was
    a bit suprised by a settler walking down the roadway thru the houses. I had forgot to turn-off the beacon. (I pre-build Sanctuary and _then_ go rescue the
    Minutemen. Also,I use an alternate start mod,who's scripting may affect the settlers thing...) Cheers.
  12. Brighteyes
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    I like the look and feel of, I think you did a great job.  I did notice that the Crib was floating in the air behind what would be the player house.  I think it was the house with the rood cellar, two cigars were floating in the air and in the garage in front of the armor bench, a wrench and box of cigars were floating in the air.  Over all good job.   Thank you