A comprehensive overhaul of Sanctuary Hills, turning it from just some random futuristic neighborhood at the top of the commonwealth to a gated former-military community, with its own visitor center, hotel, and even a lakeside dock.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
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Undeleted all vanilla Navmeshes using the methods outline in AndrealphusVIII's and mnikjom's guides, which should prevent NPC Pathing crashes.
Version v1.4.1
Specified Meshes\LOD\Buildings\Bridge01End02_LOD.nif as the LOD Mesh for AnomSanctuaryHillsOverhaul_Bridge01End03 so it shows up in newly generated LODs.
Removed the various Fog VFX Objects placed underneath and around the bridge.
Fixed a tire that was positioned in the water which would always float down the river.
Version v1.4
Added the Keyword WorkshopItemKeyword to a large number of items scattered across the settlement, allowing them to be scrapped without sacrificing the PreCombined Meshes. Some items may not be scrappable even with Place Everywhere's Extra Object Selection Mode enabled, and will need to be disabled using console.
Added the Keyword WorkshopStackedItemParentKEYWORD to multiple stacked items that were missing it.
Added curbs to the majority of the sidewalks on the inner side, similar to the park sidewalk set. This is a somewhat jank, but functional solution to cleaning up the edges between sidewalk and terrain.
Added some of the furniture present in the Player House to other houses around the neighborhood.
Added a few new wall inserts that hide the windows conflicting with bathroom-slash-kitchen furniture.
Added numerous bushes and shrubs to empty spots all across the settlement.
Added a missing door snap point to the small blue Unnamed Residence across from the Kawthorne Residence. I don't actually know if these door snaps even work.
Minor spelling corrections to a couple terminal entries and plaques.
Minor adjustments to the staircase beside the bridge. The curb now follows the slope.
Replaced some of the wall decal vines with better looking ones.
Removed the duplicated sofa in the Hotel that you likely had no clue was there.
Fixed several spots where grass would clip through house floors, especially when using mods that modify grass like True Grass.
Fixed the Workshop Border Volumes not actually being properly aligned with the Workshop Border, causing some items to be unscrappable.
Fixed a floor mat in the green Unnamed Residence by shifting it up slightly to make it easier to scrap.
Fixed the drawer leaning on the kitchen counter in the green Unnamed Residence that was clipping into the wall.
Fixed the very minor misaligned light that was supposed to be inside of the Rosa Residence's stove. I think this is the only instance of a stove light in the game.
Fixed a misplaced toaster that was sitting in the driveway, which has been bugging me for months.
Fixed an issue that would cause one of the Bloatflies to spawn on the roof.
Version v1.3
Renamed the ESP Files. I normally wouldn't do this for fear of incompatibility, but the typo frustrated me. This may break updating on an existing game.
Fixed several misaligned and misplaced items.
Fixed workshop items sinking through the floors while being placed. This has not yet been solved for the roads.
Fixed multiple of the fake interior acoustic spaces. They now use the proper wood interior acoustic spaces, and are properly sized for the buildings.
Fixed some glaringly obvious z-fighting at the riverside.
Fixed water being present inside of the boat at the dock.
Fixed several markers being sunken into the ground.
Completely rebuilt the navmeshes from scratch, fixing several pathing errors.
Rebuilt all five available patches (sorry, NXGEN Nice Bush) from the ground up.
Adjusted the layout of the Player Home and the Russell Residence to look more natural.
Shifted the tile path in the side yard of the Able House to line up with the fence gate.
Swapped the Kawthorne Residence to a different color scheme to visually differentiate it from the Able House.
Shifted the Kawthorne Residence slightly to the right.
Shifted the Hotel a bit further away from the road.
Removed the redundant second backdoor at the Rosa house.
Swapped the colors around on some of the smaller houses.
Added a dog house to the backyard of the small red house to accompany the food bowl.
Patched up numerous roofs and floors for a better building experience.
Added snap points to (almost) every single doorway, allowing you to replace them.
Revised nearly all instances of writing in the mod, including terminal entries and the Visitor Center's plaques.
Adjusted the road leading over towards the dock to be more obvious.
Lengthened the staircase at the riverside to take up the entire length of the sidewalk.
Replaced all three of the sloped roads with better looking versions.
Added several street lamps, and adjusted the positions of some existing ones.
Added a few park benches and picnic tables to the central park.
Added several terrain blending decals along the roads.
Added multiple short cliff outcroppings to a few steeper segments of terrain.
Added various foliage and trees all across the community.
Extended the deeper section of the river to the other side of the bridge.
Added an entrance gate at the far end of the bridge, tying in with the new gated community angle.
Added a new small house, located between the hotel and the road leading to the dock.
Probably several more minor things I forgot to write down when I did them.
Version v1.2.4
Fixed misaligned name decals for specific mailboxes.
Bound name decals to mailboxes, so moving/scrapping will now carry the name along with it.
Version v1.2.3
Fixed a bug (of the Radroach variety) where a spawner was accidently placed under the staircase of the Visitor's Center.
Version v1.2.2
Fixed spacing issues with the Sanctuary Deed
Fixed the Beds and TVs present in the hotel to be scrapable
Version v1.2.1
Fixed broken Previs Data at Red Rocket, causing it to be visually broken.
Version v1.2
Added furniture to the Hotel.
Added furniture to the Hotel Swimming Pool.
Replaced non-interior houses with interior copies.
Placed Plywood Doors at some houses, can be scrapped.
Fixed an missing part of the lower road's sidewalk.
Fixed a few out-of-place props in the western segment of Sanctuary.
Version v1.1.1
Fixed a small error with the spacing on the Sanctuary Deed note.
Version v1.1
Added the Sanctuary Hills Visitor's Center, located at the front entrance to Sanctuary. Contains three readable plaques, a terminal, and a note.
Added the Drydock, located down the southern road, in response to a small note made by Degenerate Dak in his showcase of my mod.
Added blockades and a skeleton to the upper floor of the Workshop house.
Fixed a missing piece of the lower concrete area.
Version v1.0.1
Fixed an issue that caused Purple Grass to appear between Sanctuary and Red Rocket.
Sanctuary Hills has a very unique building style, specifically known in the real world as the Lustron House (yes, they are actually based on a real building style). It isn't the only place, either - this style of building is featured elsewhere in the wasteland, most notably in West Everett Estates and at Greentop Nursery. However, compared to the grand majority of the game, those houses are rare, which only makes Sanctuary stick out even more. Some people find that interesting - even I do, to an extent - but I wanted to see what it would look like with the far more common Housekit style of houses.
Sanctuary Hills has been completely converted into a gated community, sitting right at the north end of Concord. It features plenty of new lore to fit the community's existence into the overall Fallout narrative. The small community features a lower road that runs along the river, with a large riverside area to walk along. There's a visitor center with informational plaques in front of display cases, as well as a Hotel located on the opposite side of town. There's even a dock located at the lakeside, where citizens can bring their boats down to the water and go fishing. But the main attractions, of course, are the various new houses located all across the community. I hope you like what I've done with the place!
I'll admit, when I started on this project, it wasn't supposed to end up being as big as it was. It was the second mod I'd ever actually made. The Precombines were wonky, the Navmeshes were riddled with bugs, and it seemed like it was incompatible with any mod that came within a ten mile radius of Sanctuary. I've done my best to mitigate those issues with this latest update. Despite how old this mod, it's still one of my personal favorite mods I've ever made, right alongside Anom's Outpost Overhaul for Starbound. The reception this mod received was incredible, and I thank all of you so, so much for the positive feedback and attention. It means a lot to me.
It is highly recommended that you only install this mod on a new save to avoid any issues.
In order to make sure this mod remains compatible with many other worldspace mods, there are no LOD Files included, so you will need to generate your own for your load order using xLODGen. If you do not know how to do that, check out Luxor8071's LOD Generation Guide, as well as GamerPoet's DynDOLOD Video. I personally recommend using the Far Object LOD Improvement Project for the best results.
Make sure to place Anom's Sanctuary Overhaul afterFallout 4 Particle Patch in the load order. Fallout 4 Particle Patch contains a few possibly cell edits, one of which conflicts with the cell containing the Old North Bridge, which causes the old bridge to become visible and clip through the new bridge if loaded after this mod. If you find any other mods that appear to conflict with this mod, let me know, and I'll look into making a patch for it.
Thank you to each and every single one of you incredible people out there, using my Sanctuary Overhaul. This mod was a learning experience for me, and it opened the door into Fallout 4 modding proper. I'm so happy to see that people like it, and it's one of the greatest feelings to see people share casual screenshots with my mod in the background.