Spudzzy03, if you are still developing this mod and have PRP as a dependency, you might want to specify what branch you built against, so the userbase knows which version to download.
Showing 'Latest' would be a bad idea as the built precombines would eventually have to be rebuilt to match PRP development. (eg: Build against PRP 65, then PRP 69 comes out and the user base downloads the update, your mod hasn't updated for it, thus conflict/object flicker)
?I'm having an odd issue where the road and houses randomly pop in and out depending on where i walk in sanctuary.
It's not a new save file so that may be the issue but i was hoping this would be kind of a "plug and play" kind of thing, though for me at least it seems like it's not which is kind of disheartening seeing as when sanctuary is rendered in fully your mod makes it look 100X better than vanilla.
?in vanilla the area looked as though NOBODY has ever attempted to clean anything(especially after you have a settlement in full swing), but the other "clean" mods i have tried makes it look like the bombs never fell(which obviously doesn't fit the game world). So your mod is like the perfect level of both.
?If you'd like images i could send you some screenshots i have taken, and i could send you a screenshot or 2 of my mod list if that would help. I just don't want someone to have the problems i'm having
This is the first I've heard of this happening. I did update the mod so theres a chance I may have messed up somewhere with the previs. Thanks for the kind words and your load order would be great in seeing if it is an issue with this mod or a conflict.
Also what version did you download?
I have found out why this is happening and am trying to fix it asap.?
hi is there an update for this? this mod looks like it does the perfect job of cleaning sanctuary and the scrap everything mods always stress me out. unfortunately i have the same issue with OP so i cant use it :(
I tried fixing the issue but couldnt figure out how to, the fix for it is using PRP (now a requirement) to stop it from happening. Sorry I couldn't fix it within the mod but this is a good a fix.
Thank you for all your hard work. I always like to build sanctuary as my capital, but there is no perfect sanctuary mod on nexus, I have downloaded and tested every mod related to sanctuary. My dream sanctuary should have repaired roads and bridges, removal of all existing houses, a slightly deeper river around it, and a slightly larger buildable area. I wish you could make a more perfect sanctuary.
I believe these mods should be compatible with the current version of the mod. I am currently trying to fix the previs for the mod and will certainly integrate the STOP mod into this.
Looks great and would really like to try it. The only problem is whether this mod is compatible with "Previsibines Repair Pack", my weak computer has to have "Previsibines Repair Pack" enabled to behave properly.
taking a cluster loaded as a single object and breaking it into its original separate parts wont be that beneficial since it will need more memory... Also note .. When we break a precombine of a cell we also disable the previs which basically means that game will now render stuff that wasnt visible (out of site ) adding to the load hence performance drops...
There is a lot of discussion of the effects of Scrap Everything and its required ini edits on Reddit and the Sim Settlements forums, among other places. There are also alternative mods that provide some of the benefits of that mod, without breaking the precombines and previsualzation in the game.
When I get chance to fix my creation kit and have the time to do so, I am planning on fixing some of the bigger issues like this. Thanks for bringing it up and informing me of it.
Is there any way to leave the sanctuary hills sign unscrapped? Also, this mod does a weird thing with the green sanctuary border, it places it extremely high up into the sky.
The border being moved up must be due to an incompatibility with another mod as it is perfectly fine when I test it. Do you have any other mods that change the Sanctuary border?
As for the Sanctuary sign, it is moved to the other side of the bridge but I can make an optional patch that restores it to where it is normally once I get the chance to do so.
24 comments
Showing 'Latest' would be a bad idea as the built precombines would eventually have to be rebuilt to match PRP development. (eg: Build against PRP 65, then PRP 69 comes out and the user base downloads the update, your mod hasn't updated for it, thus conflict/object flicker)
It's not a new save file so that may be the issue but i was hoping this would be kind of a "plug and play" kind of thing, though for me at least it seems like it's not which is kind of disheartening seeing as when sanctuary is rendered in fully your mod makes it look 100X better than vanilla.
?in vanilla the area looked as though NOBODY has ever attempted to clean anything(especially after you have a settlement in full swing), but the other "clean" mods i have tried makes it look like the bombs never fell(which obviously doesn't fit the game world). So your mod is like the perfect level of both.
?If you'd like images i could send you some screenshots i have taken, and i could send you a screenshot or 2 of my mod list if that would help. I just don't want someone to have the problems i'm having
This is the first I've heard of this happening. I did update the mod so theres a chance I may have messed up somewhere with the previs.Thanks for the kind wordsand your load order would be great in seeing if it is an issue with this mod or a conflict.
I have found out why this is happening and am trying to fix it asap.Also what version did you download?
?I always like to build sanctuary as my capital, but there is no perfect sanctuary mod on nexus, I have downloaded and tested every mod related to sanctuary.
My dream sanctuary should have repaired roads and bridges, removal of all existing houses, a slightly deeper river around it, and a slightly larger buildable area.
I wish you could make a more perfect sanctuary.
"Sanctuary - Lights Out" remove the default light source that can't be scraped
"STOP... Hammer time - Removed sanctuary idle markers" remove default house repair animation
"sanctuary navmesh fix" fix the wrong navmesh
"Another Sanctuary Bridge" new repaired bridge
"Sanctuary Water Overhaul" deeper river
Considering that many people are building sanctuary as their main settlement like me, these features are necessary.
The only problem is whether this mod is compatible with "Previsibines Repair Pack", my weak computer has to have "Previsibines Repair Pack" enabled to behave properly.
Read up on precombined objects etc...and the issues we have as a result of breaking precombined object clusters.
Also note ..
When we break a precombine of a cell we also disable the previs which basically means that game will now render stuff that wasnt visible (out of site ) adding to the load hence performance drops...
As for the Sanctuary sign, it is moved to the other side of the bridge but I can make an optional patch that restores it to where it is normally once I get the chance to do so.