Version 1.3 has been released, replacing the clean pre-war textures with ones more appropriate to the wasteland. It also fixes an issue where houses would not correctly be marked as repairable. This only works for new installations - you'll still have to use the shoot/punch workaround to put existing houses into their destroyed state.
Please post your load order if you are having issues.
This mod works fine, IF you follow these steps. I just tested it again with Nuka world installed, and I'm reaching the upper limits of max mods loaded as well. It works. All houses are repairable as is the bridge, but you must do these operations to get it to work properly.
First up, don't use spring cleaning. Use scrap everything. Have scrap everything loaded after this mod (and done so properly). Second, make sure you have plenty of supplies to build all of the houses in one go. Not sure what happens if you leave the worldspace cell with only a few houses repaired.
Follow these steps after you've verified the above. 1. Make sure you're in Sanctuary and that Repair Sanctuary is in your load order, before any scrapping mods, not after. 2. Save and exit. 3. Disable Repair Sanctuary.esp, BUT DON'T uninstall it. 4. Load your game. Ignore the missing esp warning. 5. Save and exit. 6. Re-enable Repair Sanctuary.esp 7. Load your game. 8. The homes and bridge now have the Repair option. Have fun.
IF you repair a home and nothing happens, don't freak out. Exit the workshop, shoot the home or bridge a couple of times, then open the workshop again. You'll be able to repair the home or bridge.
This does work. I've verified it numerous times with all manner of load orders and mods. If you uninstall this mod mid game, well, obviously it's going to screw things up. So...don't.
to anyone who could not get this mod to work properly and uninstalled and ended up with no walls and floating objects, you can undelete the walls that disappeared by entering their id, a period and the word enable, ex. 00022bd8.enable to find the ids for houses have a new save run against the wall then click it while in console and type disable, if wall disappears that is the id for the particular house's wall. hope this helps.
I see a lot of comments here in the past year, many (going by their total numbers of posts) by relative newbies, and mostly having problems. I must tell you all I do not recommend this mod. There are obvious red flags: 1) Most FO4 mods from 2015 to early 2016 which add/repair/remove objects or npcs etc in the game, that haven't been updated since, should come with a health warning in 2023 simply because they predate game patches and DLC. There are rare exceptions of things like UI fonts and some texture replacers - but those don't add/repair/replace objects or places. You get the idea. 2) Ditto but for another reason - back then modders didn't have access/familiarity of game & mod tools. Many old mods will F-up your game. 3) Ditto but for yet another reason - there will very likely be incompatibilites with things like UFO4P and many modern mods. 4) Sanctuary is already sensitvie to mods because it's large (multiple cells), is the first settlement, and tied into the main quest & npcs. 5) This mod and it's supposed fix breaks precombines & previs, which kills FPS in the game's busy areas unless you've a powerful gaming rig. 6) While many mods' bug reports can be bogus or user error, when you've 90 and the modder hasn't addressed any, best stay away.
Then why is this mod still here? Maybe there's a patch somewhere (sorry, I don't know of any). Maybe the modder (and some users of the mod) don't care or got a powerful rig and/or savvy enough to work around the above issues or live with them. My advice isn't to them, it's to most other gamers (especially newbs) playing the game in a regular way.
So if you're like me an installed this mod like a dumbass and cant uninstall it without losing your save, theres a kind of solution. Get the "scrap everything" mod. It will stop the cliping on the repaired houses. If you had the issue where the walls were missing on the houses, the scrap everything mod lets you delete the roof, the lights and everything that was part of the house. The only thing I couldnt remove was the desk in the drug dealers house, but I just decided that I could work with it.
Its not ideal, but it does mean you dont have to start all over again.
yeah i installed it. but i didn't use any of its repair functions yet, so i should be fine to remove it right? all i did was use the scrap everything mod to clean up everything in sanctuary but not scrap the houses including the broken ones, though i did clean up the loose piles of broken house that were around the main broken house structures. eh. imma uninstall it. i'm sure i'll be fine
Woah! I was about to download this thing until I read comments section and the bugs tab, besides the last update was in 2016. Why Site Moderators have not taken action on the matter...
I didn't read the comments and used the mod. It's as buggy as they say. On the bright side, it seems like a non-issue to uninstall after using it. The houses go back to the ruined state and you're out the resources, but the flickering is gone.
779 comments
Please post your load order if you are having issues.
First up, don't use spring cleaning. Use scrap everything. Have scrap everything loaded after this mod (and done so properly).
Second, make sure you have plenty of supplies to build all of the houses in one go. Not sure what happens if you leave the worldspace cell with only a few houses repaired.
Follow these steps after you've verified the above.
1. Make sure you're in Sanctuary and that Repair Sanctuary is in your load order, before any scrapping mods, not after.
2. Save and exit.
3. Disable Repair Sanctuary.esp, BUT DON'T uninstall it.
4. Load your game. Ignore the missing esp warning.
5. Save and exit.
6. Re-enable Repair Sanctuary.esp
7. Load your game.
8. The homes and bridge now have the Repair option. Have fun.
IF you repair a home and nothing happens, don't freak out. Exit the workshop, shoot the home or bridge a couple of times, then open the workshop again. You'll be able to repair the home or bridge.
This does work. I've verified it numerous times with all manner of load orders and mods. If you uninstall this mod mid game, well, obviously it's going to screw things up. So...don't.
you can undelete the walls that disappeared by entering their id, a period and the word enable, ex. 00022bd8.enable
to find the ids for houses have a new save run against the wall then click it while in console and type disable, if wall disappears that is the id for the particular house's wall.
hope this helps.
But your tip work well. Again, thank you.
1) Most FO4 mods from 2015 to early 2016 which add/repair/remove objects or npcs etc in the game, that haven't been updated since, should come with a health warning in 2023 simply because they predate game patches and DLC. There are rare exceptions of things like UI fonts and some texture replacers - but those don't add/repair/replace objects or places. You get the idea.
2) Ditto but for another reason - back then modders didn't have access/familiarity of game & mod tools. Many old mods will F-up your game.
3) Ditto but for yet another reason - there will very likely be incompatibilites with things like UFO4P and many modern mods.
4) Sanctuary is already sensitvie to mods because it's large (multiple cells), is the first settlement, and tied into the main quest & npcs.
5) This mod and it's supposed fix breaks precombines & previs, which kills FPS in the game's busy areas unless you've a powerful gaming rig.
6) While many mods' bug reports can be bogus or user error, when you've 90 and the modder hasn't addressed any, best stay away.
Then why is this mod still here? Maybe there's a patch somewhere (sorry, I don't know of any). Maybe the modder (and some users of the mod) don't care or got a powerful rig and/or savvy enough to work around the above issues or live with them. My advice isn't to them, it's to most other gamers (especially newbs) playing the game in a regular way.
Its not ideal, but it does mean you dont have to start all over again.