Anxious to absorb your magnificent 'looking' work into my game brother... but I can't dare install those glass cement walls mods lots of reports THAT mod corrupts workshop menus
so i tried WITH buildings verions and got a CTD on fast travel i guess cuz i dont have the cement with glss mod...
and after that i was too scared to try the WITHOUT BUILDINGS version because it is still reporting that the cement glass is required :(
When does it report that the without buildings version needs the cement glass? It's an ESP and only a requirement for the ESP with buildings. Leave it out and it will crash, that's how the game works.
Try activating the No buildings version on a save before you downloaded this mod.
Better yet have some patience, there are a few other things with the mod that are not critical but simply just not good enough. I made some minor mistakes i am correcting now and playtesting. Give it a week or so and i will have a completely new expanded and hopefully much better version up and running.
it's the 'Vortex' mod manager reporting the requirement of the Cement walls with glass mod and the other ones to so somehow the REQUIREMENTS got baked into my sanctuary or something I'll try again... soon as you say to, no sweat captain ;) I have been waiting for YOUR mod almost 2 years in this playthrough so.. dearly.. patient .. thanks
A new and expanded version should be up by thursday, playtesting it right now with a ton of mods loaded to see how it performs and check for any preculling issues.
It will be an empty version, still in doubt about making a version with buildings since i dont like to add to much requirements outside of the already most popular build mods almost everyone is/should already be using anyway.
It wont be compatibile with this version so you might want to hold back building ;-)
thanks for the info... I could never get EITHER version to load anyways ii went straight to a CTD every time... hopefully you won't expand to far into the Red Rocket cell... because I have a 'pride and joy' build there at the vanilla RR that would be destroyed by a reset :(
Man than you SO much for making this! up until now i hadn't even bothered making settlements as i found it tedious working with all the ruins of the old world and shanty town style building materials, but this! this gave me room to build at sanctuary and even gave me a good basis for a military base! and i find myself setting up checkpoints, Barrackses, Roadblocks, chokepoints, command centers and more! THIS MOD IS AWESOME!!!! simply because it gives the player room to build!
Only through the CK :-) ;-) But why would you? Poor Codsworth has been taking very good care of those hedges and mowing the grass for 200 years to keep it all pristine and green :-)
But if you want to, open the ESP as active file in the CK, go to landscaping, select a texture and paint away. But be aware, i had to replace quite a few textures to avoid straight lines between grids. A grid can only have 7 textures but in some cases applying an extra texture even if there are only 4 originally wont even work. It''s one of Bethesda's mysteries and you'll have to trial and error and dont get frustrated while trying.
hello. is the file "sanctuary clean with root cellar v0.2" supposed to require the same masters as your file that includes buildings? the reason i ask is because i wanted to try the clean (no buildings) file, but mo2 is telling me that i'm, missing masters.
edit: nvm. i'm a dummy. i see that its just snap n build that is required for that file and that is what i need.
Hmm, the clean with rootcellar should not have any 3th party master dependencies.
I'll clean the file from it and re upload. Though Snap 'n build should have been made offical DLC long ago. Any serious settlement builder has it in their loadorder though default ?
i used to use it a while ago, i might have to revisit it. i have many settlement kits in my lo but i must've skipped over it for one reason or another. i guess this was a good reminder for me :)
edit: thanx for removing the master and for the update!
Looks lovely and must have taken a good deal of work, thank you very much for sharing.
Personally though, I don't think removing the Root Cellar was a good idea and will probably put some people off using this mod, me included, because it is essential to various other mods such as companion Ivy etc.
Still a great looking mod which I would love to start using one day if the Root Cellar is put back, cheers.
You are right, i'm putting it back in both version as we speak only relocated more to the edge so it does not interfere to much with available building area.
New versions with Rootcellar back in place and uploaded. The version without buildings is downloadable, the version with buildings is still in the proces of being uploaded by Nexus.
Great cleanup ! Time to rebuild Sanctuary for the 1000th time XD *Note: idk if its just a me problem but all the doors are still there and cannot be scrapped. Selecting it with the console shows that the doors are located in the FPSL.esp so just a headsup for other fpsl users
have you tried loading this mod last ? Also note doors among many other things in the game have a "persistent" value attached to them... Any mod that references those objects will re-enable them...
Hmm, i have not been able to reproduce that issue, do let me know. As for references i came accros some weird stuff. For instance the frieplace in the player home has a reference to the Arcjet BOS quest!?
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New version
Sanctuary and Abernathy Rebuild?
but I can't dare install those glass cement walls mods lots of reports THAT mod corrupts workshop menus
so i tried WITH buildings verions and got a CTD on fast travel i guess cuz i dont have the cement with glss mod...
and after that i was too scared to try the WITHOUT BUILDINGS version because it is still reporting that the cement glass is required :(
Try activating the No buildings version on a save before you downloaded this mod.
Better yet have some patience, there are a few other things with the mod that are not critical but simply just not good enough. I made some minor mistakes i am correcting now and playtesting. Give it a week or so and i will have a completely new expanded and hopefully much better version up and running.
I have been waiting for YOUR mod almost 2 years in this playthrough so..
dearly.. patient ..
thanks
It will be an empty version, still in doubt about making a version with buildings since i dont like to add to much requirements outside of the already most popular build mods almost everyone is/should already be using anyway.
It wont be compatibile with this version so you might want to hold back building ;-)
I could never get EITHER version to load anyways ii went straight to a CTD every time...
hopefully you won't expand to far into the Red Rocket cell...
because I have a 'pride and joy' build there at the vanilla RR that would be destroyed by a reset :(
but you can't please everyone, no sweat :)
But if you want to, open the ESP as active file in the CK, go to landscaping, select a texture and paint away. But be aware, i had to replace quite a few textures to avoid straight lines between grids. A grid can only have 7 textures but in some cases applying an extra texture even if there are only 4 originally wont even work. It''s one of Bethesda's mysteries and you'll have to trial and error and dont get frustrated while trying.
edit:
nvm. i'm a dummy. i see that its just snap n build that is required for that file and that is what i need.
I'll clean the file from it and re upload. Though Snap 'n build should have been made offical DLC long ago. Any serious settlement builder has it in their loadorder though default ?
Thanks for the notice
edit: thanx for removing the master and for the update!
Personally though, I don't think removing the Root Cellar was a good idea and will probably put some people off using this mod, me included, because it is essential to various other mods such as companion Ivy etc.
Still a great looking mod which I would love to start using one day if the Root Cellar is put back, cheers.
*Note: idk if its just a me problem but all the doors are still there and cannot be scrapped.
Selecting it with the console shows that the doors are located in the FPSL.esp so just a headsup for other fpsl users
Also note doors among many other things in the game have a "persistent" value attached to them... Any mod that references those objects will re-enable them...