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Changelogs
Version 3.4
********Requires v2.3 or later of The Rebuild Collection - Shared Resources
North Bridge can be scrapped (it must be repaired first). I couldn't make the bridge itself scrappable because it crosses the workshop border, so you need to scrap one of the retaining wall posts instead. See screenshots. *****IMPORTANT: This does not automatically make every bridge replacer compatible with Rebuild Sanctuary. Many of them modify navmesh which will conflict with the navmesh edits required by Rebuild Sanctuary for NPCs to navigate repaired houses. Some also remove references that are part of precombines and can cause previs issues if that mod also regenerates them (and even if it doesn't). This is an unsupported feature. I don't have the time or energy to troubleshoot every Sanctuary bridge mod in existence.
Replaced a few doors with a door that swings the opposite direction as it made more sense.
One of the front doors did not have an enable parent so was always present (even before repairing the house). Fixed this.
Version 3.3.1
Updated Rebuild Sanctuary - Prewar Textures so that the grass along the roads remains dried grass. This is so any grass mods you have will change it instead of it just using the prewar grass which may not look right with other grass mods.
Updated Rebuild Sanctuary - Easy Scrapping: Moved the tool chest so it doesn't overlap with the road repair construction barrier.
Version 3.3
********Requires v1.9 of The Rebuild Collection - Shared Resources
Sorry for another update. I forgot to add the enable parent to a few of the doors so they were present before repairing the house. I think I'm going to take the rest of the day off from updating mods...
Removed Rebuild Sanctuary as a master from Rebuild Sanctuary Easy Scrapping so that it can also be used with the AIO.
Version 3.2
********Requires v1.9 of The Rebuild Collection - Shared Resources
Added scripts to protect the repair feature if using WSFW for importing layouts and City Plans.
Version 3.1
********Requires v1.8 of The Rebuild Collection - Shared Resources
DOORS!! Added interior and exterior doors to all repaired houses. You can scrap them if you want.
The stairs have been moved to line up with the door of the blue ruined house in the circle before the road is repaired.
Updated PreWar textures to include the new doors.
Version 3.0
Renamed the ESP to reflect using the new Shared Resources plugin. DO NOT upgrade mid-save. There are too many changes for this to be safe.
Updated mat swaps so everything works as it should with FO4NG.
Merged in the Workshop house texture fix and the Sanctuary roads wetness shading fix.
Bumped the version number up to 3.0. All Rebuild mods created for FO4NG and using The Rebuild Collection - Shared Resources will now begin at v3.0
Version 2.3
Forwarded PPF fixes (PRP is not needed but ensures fixes are applied if using it.)
Only one patch needed for previs or PRP.
Made sure it will work with Rebuild Red Rocket (see the sticky under posts because load order is important)
Version 2.2
The vine on the corner of the player house will now be removed when the house is repaired.
The vine on the bridge post will now be removed when the bridge is repaired.
There was a floating vine by a privet hedge that has been disabled.
Moved the repaired road piece by the bridge to line up a bit better.
Regenerating previsibines for this has been a pain. I was attempting to affect the least amount of cells possible but it has just turned into a headache to do that (lots of manual tweaking), so I went back to my normal automated process. So now previs and PRP patches are separate again. Main mod now breaks precombines, so choose a patch.
Restored some Navmesh I had inadvertently removed... sigh.
Added WorkshopStackableItem [AVIF:0000033D] to repaired roads so items won't clip through when building on them.
Version 2.1
Roads can now be repaired. Use the construction barrier by the diagnostic cart at the workshop house.
When repairing the road, the old street lamps are removed (so scrap them first if you want the materials). New self-powered street lamps are added.
The vanilla mesh for the prewar bridge had an issue with collision on the right side when facing Red Rocket. There is no easy way to remove part of collision so I placed retaining walls there so it won't seem like you are running into some invisible thing.
When repairing the bridge, the retaining wall is also repaired.
The dead mongrel, blood spatter and raider are removed when repairing the bridge.
When repairing the player house, it will restore the footpath, patio table, chairs and grill just like in prewar Sanctuary.
When repairing the player house, the kitchen bar light is also repaired.
Repairing the house with the duffle bag on the roof will remove the tree leaning on the house and the one on the ground.
The leaves can now be scrapped.
Some behind the scenes stuff, updating how the scripts are used, etc. Nothing that would impact users.
Moved the enable marker for the bridge from Wilderness cell to SanctuaryExt04 which will keep the bridge from resetting after repairing it.
Added stairs to the side door on the first blue house on the right coming into Sanctuary.
Lowered the landscape in the workshop house kitchen so that it doesn't come through the floor.
Painted LDriedGrass01NoGrass landscape texture under all houses to (hopefully) keep grass from coming through.
The side door laying on the ground by the player house has been set to not be part of precombines so that it can be scrapped.
The construction barriers used to repair items now all have the DefaultDisableHavokOnLoad script attached so they won't find their way in walls or move to places where you can't find them.
Moved Sanctuary specific items to AUR_SanctuaryRepaired plugin. Shared Resources is still needed as it uses the brambles, shrubs and other landscape stuff from that mod for scrapping.
Each house now has it's own recipe (will make it easy to update if needed and make the repair costs more realistic).
Version 2.0.3
Added keyword to the navcuts for the ruined houses so they will be scrapped if you scrap a ruined house after repairing it (restores the old navmesh). It may have worked the way it was set up before, but just making the standalone and AIO versions the same.
Version 2.0.2
Removed navmesh edits for Jamaica Plain that should not have been included in this plugin.
Version 2.0.1
Set up the navmesh for the Repaired Ruined Houses so that if you scrap one after repairing, the navcuts are also removed (restores the original navmesh).
Version 2.0
Now requires Rebuild - Shared Resources
Do not upgrade mid-save. FormIDs have been changed.
Requires new PRP and previsibine patches (v2.0)
Navmesh improvements
Main file now includes the Ruined Houses. If you do not want them, use the patch in the Misc Files
All patches have been updated to work with v2.0
Version 1.7.3
A small update so that the prewar textures also work with the yellow houses from the Ruined Houses plugin. Also updated Ruined Houses and Prewar Textures.
Version 1.7.2
Realized 1.7.1 did not fix the NPCs not using houses issue. It happened again after reloading a save. Created a new way to repair the houses in order to fix this issue. Repair the construction barriers found in the front room of the houses to repair the house. Can be updated mid-game.
The new way to repair houses also seems to have fixed the low FPS issue when reloading a save before killing the bloat flies.
Can use v1.7 of the patches.
Version 1.7.1
Seems to fix the NPCs not using the unrepaired houses, but it may require a new game. I've had some limited success with an existing game, but my saves are all testing saves, so hard to tell.
Version 1.7
Added windows to repaired houses
Leaf piles and debris inside houses are now removed when the house is repaired. Also removes vines and the skeleton.
The player house kitchen counters are scrappable.
Lowered the landscape in a couple houses where it was coming through the foundations.
When scrapping the monkey bars, the vine will also be scrapped.
Made some tree saplings in the planters behind one of the houses scrappable.
Previsibine & PRP Patches - Made sure that all privet hedges (especially those outside the workshop border) are not part of precombines so they can still be scrapped.
Version 1.6
Main plugin - Restored Deleted Navmesh
PRP & Previsibine patches - Privet hedges outside of the workshop border that clipped into the yellow ruined house in the circle can now be scrapped using Place Everywhere extra object selection (Insert key be default) or disabling in console.
PRP & Previsibine patches - Fixed Previs issue that was causing a couple of Privet Hedges to disappear too soon.
Version 1.5
Removed unscrapable lamp that would sink down into shelving after repairing the house to the left of the player house.
Made desk in workshop house and player house unscrapable so Raze My Settlement won't scrap them. They can still be scrapped using Place Everywhere or disabled in console.
Changed bridge textures to postwar textures so it still looks old. Plus the prewar textures are awful.
Added Snap Points to all houses.
Added optional file that adds doors to the workshop. Requires v1.5 of the main mod and Settlement Menu Manager. ESL flagged ESP.
Updated Previsibines and PRP patches for use with v1.5.
Added stairs to some of the side doors in the Ruined Houses plugin.
Version 1.4
Recreated collision on all roofs and houses. Placing stuff on walls and ceilings should be much easier now.
Fixed the texture on the 3 small dormers on Res01Modern05RoofRR
The Rebuild Sanctuary - Dormer Texture Hotfix has been rolled into this version so you can uninstall it.
Version 1.3
Kitchen Bar and Kitchen Bar Light are scrapable.
Now repairs all parts of the house at once so that visual issues from repairing each individually no longer occurs.
Fixed the small square windows on the exterior of the player house. They were transparent showing the blue siding underneath when they should be black.
Added an optional download that allows you to repair the ruined houses as well. Required v1.3 of the main mod.
Fixed the textures on the vents on the ceiling of the player house.
Changed the textures on the roofs and ceilings to those without holes. I mean, are they really going to repair them and leave holes?
Removed leaves from inside the houses.
Made all the ugly plants scrapable (replacers will still work)
Version 1.2
v1.1 broke the repair function. Thanks to Glitchfinder for the scripts needed to get it working again.
Version 1.1
Removed Has Distant LOD as this was causing LOD textures to show when repairing.
Increased costs to repair items.
Removed linked reference to workshop as this could potentially cause issues.
All Rebuild mods are provided as-is. I am no longer supporting them.
If you install this in an existing save and have already been to this location, be sure to be far away from there before installing.
Works with Fallout 4 Next Gen but does not require it.
All Plugins are ESPs flagged as ESL: So none of them will take up a spot in your load order.
Repairing Structures is Immersive: In workshop mode, highlight the construction barrier inside the house and hit Enter to repair it.
Snap points on houses for doors: Use Rebuild - Workshop to add custom sized doors made specifically for this mod. There are some custom sizes as the door openings were odd sizes in the old houses. As of v3.1, these doors are added when you repair the house.
Roofs Stop the Rain: Finally, no more rain indoors. Unfortunately, even though you won't see actual rain coming through, items inside the houses will still appear wet. There is nothing I can do about this.
North Bridge is Repairable: Same as with the houses, from workshop mode, highlight the construction barrier and hit Enter to repair it. It will be replaced with the prewar version (the vanilla textures for the prewar version are horrible so I would recommend finding a texture replacer for it). Also be sure to loot the dead mongrel and raider before repairing the bridge as repairing it removes them.
Lore-Friendly: I've tried to keep this as lore friendly as possible. I created all new meshes and kept the post war textures, so things are still rusty and look old but with straight walls.
Blueprints/City Plans: I tried to keep all the walls in the same spots and the houses all occupy the same location as vanilla. This is so existing blueprints and city plans can be used. The only issue might be with the repaired shelving.
Picket Fence Scrapping Fix: Those pesky picket fences that couldn't be scrapped because they were outside the workshop border can now be scrapped.
Trash Pickup: I removed all the trash and debris and removed the leaves from the houses.
Scrap More Items: Many items that could not be scrapped can be now. Those ugly Privet Hedges and other ugly plants, bathroom fixtures, HVAC units, kitchen bar light, kitchen bar, and playground equipment. Leaf piles can be scrapped, but be careful as some of them hide unsightly seams.
Navmesh: Fully navmeshed thanks to VilanceD'sSanctuary Navmesh Update. I used this as a base and created navmesh cuts for the Privet Hedges so when they are scrapped, NPCs can walk there. If you are already using his mod, it is fully integrated into this one so you can remove it.
g2mXagent - For the Oberland Station switching station mesh and Sunshine Tidings Cabin pieces from G2M - Workshop.
Glitchfinder - The scripts for repairing structures and Jamaica Plain Pathfinding Fix. And for answering my incessant questions when I first started using the scripts.