It's been a couple years since I checked in on this mod. Haven't played the game in a long time, but I fired it up just to make sure the mod still worked as intended. And it does.
It requires either a scrap mod, like Scrap Everything, or the ini edit described in the description. If you have one of these but the mod isn't working, I can't help you, because it has never not worked for me with either of these. If you don't want to use either of these things, then you can't use this mod. It's a simple mesh replacer, and because Bethesda combined all meshes, you need a way to uncombine them, hence a scrap mod or the ini edit. If you use a scrap mod, load this mod after the scrap mod.
As far as I'm concerned, this mod has done what I set out to do, and I see no reason to update it or change anything. I made this before the Creation Kit was even released for this game, I don't even know how to use the Creation Kit and I don't want to spend time learning.
If anyone wants to take this mod and make something with it, be my guest. Don't bother sending me messages asking, because chances are I'm not going to see them, as I am only on this site maybe 2 or 3 times a year now.
I did some experimenting with this mod and discovered that the current version works perfectly without the esp file, I figure this could be helpful to someone with a tight esp count
i confirm that it works perfectly without the ESP file : just put all .NIF files manually in your game. \Steam\steamapps\common\Fallout 4\Data\meshes\Architecture\Buildings
If you want a "clean rusty" version of the roofs using the mod "Patch Job - fill those holes" do the same with the .DDS files found in the "Buildings" folder, put them manually in your game. \Steam\steamapps\common\Fallout 4\Data\textures\Architecture\Buildings
Thanks to the author for this mod and DRAGONJOE69 for his experiments giving me the same idea for saving a preciousESP space !!!
The base mod worked fine, at first, but the second I installed Patch Job, it reverted all the settlement roofs to unrepaired versions. Now after uninstalling both and reinstalling Repaired roofs, it just doesnt work at all.
I have completely uninstalled all related mods, loaded back to a previous save, and tried reinstalling. It just suddenly decided it was no longer going to work at all. Lol.
Sucks. Guess Ill have to accept shitty roofs. Not risking my save.
Does anyone know how to get the "repaired" Sanctuary Bridge to Show? Or am I missing Something? It (The Mod Description) says Optional Bridge Fix, but does not advise how to implement it.
I tend to use the "Rickety Restored Bridge" anyway, so I am not Overly worried about it, but I want to avoid any conflicts. (Note) I disabled it bofore I enabled this mod; until I saw that the bridge was not fixed.
For some reason, some houses roofs are fixed, and a couple others are left unaffected such as the main work house with the workbench, the old player home, etc.
I have a modest question, what is the purpose of the *.esp? When I look at the ESP in FO4Edit the entries are identical to the Fallout4.esm. There is nothing overwritten or rewritten.I have disabled the "Repaired Roofs.esp" in my loadorder now for 2 days and still it works.
246 comments
It's been a couple years since I checked in on this mod. Haven't played the game in a long time, but I fired it up just to make sure the mod still worked as intended. And it does.
It requires either a scrap mod, like Scrap Everything, or the ini edit described in the description. If you have one of these but the mod isn't working, I can't help you, because it has never not worked for me with either of these. If you don't want to use either of these things, then you can't use this mod. It's a simple mesh replacer, and because Bethesda combined all meshes, you need a way to uncombine them, hence a scrap mod or the ini edit. If you use a scrap mod, load this mod after the scrap mod.
As far as I'm concerned, this mod has done what I set out to do, and I see no reason to update it or change anything. I made this before the Creation Kit was even released for this game, I don't even know how to use the Creation Kit and I don't want to spend time learning.
If anyone wants to take this mod and make something with it, be my guest. Don't bother sending me messages asking, because chances are I'm not going to see them, as I am only on this site maybe 2 or 3 times a year now.
EDIT: to get it working you will need to go into fallout4custom.ini and add
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
i confirm that it works perfectly without the ESP file : just put all .NIF files manually in your game.
\Steam\steamapps\common\Fallout 4\Data\meshes\Architecture\Buildings
If you want a "clean rusty" version of the roofs using the mod "Patch Job - fill those holes" do the same with the .DDS files found in the "Buildings" folder, put them manually in your game.
\Steam\steamapps\common\Fallout 4\Data\textures\Architecture\Buildings
Thanks to the author for this mod and DRAGONJOE69 for his experiments giving me the same idea for saving a preciousESP space !!!
I have completely uninstalled all related mods, loaded back to a previous save, and tried reinstalling. It just suddenly decided it was no longer going to work at all. Lol.
Sucks. Guess Ill have to accept shitty roofs. Not risking my save.
Or am I missing Something? It (The Mod Description) says Optional Bridge Fix, but does not advise how to implement it.
I tend to use the "Rickety Restored Bridge" anyway, so I am not Overly worried about it, but I want to avoid any conflicts.
(Note) I disabled it bofore I enabled this mod; until I saw that the bridge was not fixed.
I have a modest question, what is the purpose of the *.esp? When I look at the ESP in FO4Edit the entries are identical to the Fallout4.esm. There is nothing overwritten or rewritten.I have disabled the "Repaired Roofs.esp" in my loadorder now for 2 days and still it works.
P.