566 comments

  1. AnomNum
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    Anom's Sanctuary Hills Overhaul FAQ:

    Does this mod work with the Next Gen update?
    Yes, this mod is completely functional with the Next Gen update. Only the native code modding sphere, centered around F4SE, has been affected by the newest update, which this mod does not require. It was also developed on an older version of the Creation Kit, which means it will remain compatible with Last Gen without BASS or downgrading the BA2s.

    Does this mod have Precombined Meshes and PreVis Data?
    Yes, all of the precombined meshes were regenerated, as was previsibility. However, I have since been informed that the latest versions of PRP are completely incompatible with this mod. I do not know how to make a patch for it myself - I will freely admit that the documentation was a bit overwhelming, and I had zero clue where to begin - so until a patch is made by a third-party, this mod will not work with PRP. 

    Are there any prewar changes? Will we ever get a completely repaired version of the settlement?
    The former is outside of my abilities, as I do not have any experience with modeling and texture making outside of nifbashing. The latter is possible, but I'm still not quite sure how to go about it, or if I even want to - I personally really like the fact that my settlement has some damage you need to work around. It has been two hundred years, after all. If anyone would like to make either of these, please, feel free. I would happily link it in the description.

    Does this mod work with _____?
    As stated in the compatibility section of the description, this mod is compatible with A Forest, Sanctuary Bunker Player Home, Journal of the Sole Survivor - Personal Journal, Lootable Crates, and Sim Settlements 2 through patches offered in the Optional Files section. As of right now, I am unaware of any other conflicts, but if you happen to discover one, please do let me know.

    Why is the terrain going through the buildings?
    As far as I am aware, if this is happening, it is a conflict between precombined meshes, where the precombined mesh of another mod is winning. I've been told that terrain data is included in the precombined meshes. If this is happening, your best bet is to try moving the mod around in your load order. If this doesn't work, find the FormID of a cell where this issue is happening (you can use Better Console - F4SE to do this), open up your load order in FO4Edit, and search the ID. It should take you to the cell's record, where you can see which mods are affecting that cell. Attempt to remove some of these mods, and narrow down which one is causing the conflict. I apologize if this seems like a lot, but it's the best way to figure out what conflicts with what.

    I can't find the workbench! And why are there items floating everywhere?
    This is a bug that occurs when you install the mod in the middle of an active playthrough. The only fix is to move the workbench back into position yourself using a mod like Place Everywhere. It is highly recommended that you only install this mod on a new save to avoid issues.
  2. AnomNum
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    After two years of not touching this mod at all, v1.3 has finally released! The amount of changes included in this update is, frankly, absolutely absurd. This mod was the second one I'd ever made for Fallout 4, and I wanted to give it a good freshening up while I still had the motivation to - depression is a b&@*$, who would've guessed? I've fixed a lot of bugs, redid the navmeshes from scratch added a bunch of new content, rewrote all of the terminal entries, and so, so much more. Seriously, I hope you enjoy this new update, I'm far more happy with the state of this mod, now that I've gotten the update out the door. 
  3. Def13
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    Hi, as I said I love this mod, but I wanted to tell you a couple of requests, if they would be possible.
    The first would be to make the buildable area cover the entire bridge. I would like to have some security posts at the entrance and have a water treatment plant under the bridge.
    The other request would be to have the buildable area extend to the fishing shack. I would like to put fishing related items and a fish market in that area.
    1. AnomNum
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      extending the buildable space is a bit outside the scope of this mod, but i highly suggest getting Build High. it not only extends the buildable space to be taller, but also extends the settlement borders significantly further out. i use it in my own load order, and the space it provides allows me to build on both the bridge and the fishing dock.
    2. AnomNum
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      .
    3. Def13
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      I was just going to comment that I found the Build High mod that makes the borders quite big xD.
  4. Def13
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    I like the aesthetics, I find it much better than the vanilla sanctuary, but the problem I see is that the houses are a mess and I do not know how to repair them, when trying to repair the roof of the house of the workshop for example, 1 floor is small, but 2 is too big .... Any advice on how to repair the houses? What floors, walls and roofs to use or what mod to install that has a similar aesthetic?

    Edit: In case this happens to anyone else, I've seen that the Snappy HouseKit mod has things that can be used to repair the houses.
    1. AnomNum
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      a combination of snappy housekit and place everywhere should work well enough, though it won't be perfect. personally, i patch it up using the default wooden settlement set, as it gives the repairs a more wastelandy look. i don't know how to do settlement rebuilding like the rebuild series does, so i didn't add any features like that. 
    2. Def13
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      I do a mix, I like the settlements to have wasteland aesthetics, but for some things I think that, for example, if the same roofs are used so that they have the same slope, it looks better, and then I put planks or other things to make it look repaired. When I have Sanctuary finished I can upload some images.
    3. Def13
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      For some reason the message was sent twice... I have edited this text.
  5. CanadianBaconeer
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    Any chance of a compatibility patch with Atomic World? Suffering from flickering LOD with both mods and PRP (and Atomic's PRP patch on cannibaltoast's repository) loaded.
    1. AnomNum
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      try moving this mod further down in your load order, past prp
    2. CanadianBaconeer
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      It already is the last mod being loaded (along with the SS2 patch). Specifically the area around Vault 111 suffers heavily from flickering.
    3. AnomNum
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      i know for a fact it's not atomic world, because i've been accidentally testing with it enabled this whole time and i've encountered zero issues. it may very well be prp. i was told that prp would be fine if you loaded my mod after it, but i've been getting more reports of it just not working anymore, so i'm inclined to believe something changed and now it just doesn't work with prp at all. 

      have you tried just getting rid of the atomic world prp patch to see if that fixes it? atomic world doesn't touch precombines, so it may be possible to play without that patch, but i've never used prp myself, so i'm not fully certain. if removing that doesn't work, then i'm not sure what else to do, as i don't know how to patch for prp.
    4. CanadianBaconeer
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      PRP is outright incompatible, disabling it was the only thing that fixed flickering.
    5. AnomNum
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      unfortunate, but i'm glad to finally have the confirmation that its now just straight up incompatible. i went ahead and updated the faq to address this. i did see references to an official prp patch suite in the description of prp, so maybe someday soon a patch will be made. 
    6. AnomNum
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      give Max Drechsler's patch a try and see if that works
  6. rextable
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    Any chance of a Terrain Undersides patch in the future? Whilst TU can be configured to accommodate the terrain height changes in this mod, doing so somewhat compromises TU's effect. ;-)
    1. AnomNum
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      the author of that mod has mentioned that there's a way to generate a new set of meshes that are compatible with your personal load order, but i can't seem to find any information on it at the moment. i'll get back to you with more information if the author responds to the comment i left. 
    2. rextable
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      You're a ledge :-D
    3. Zaedic
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      Not sure if you've already found it yourself, but the readme file the author of TU mentioned can be found in the download for the latest version of xLODGen here:

      https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-130-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/

      I tried following the instructions myself, but I couldn't get it to work.
  7. 0plxrz
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    I have a question I have PRP, Desperados Overhaul and badlands with LOD, when i use Desperados patch with Atom some parts flicker like Fens and Trees, what do i do to fix it 

    1. 0plxrz
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      Dont mind the double message nexus glitched it
    2. AnomNum
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      the Desperados Overhaul patch is outdated, as i recently redid the precombines in 1.4 to allow for more scrapping. PRP has also become incompatible as of late - i suspect a recent update to prp made it so placing my mod after it no longer works like it did before. i still do not know how to make patches for it, as there doesn't seem to be a simple step-by-step guide on doing so that i can find anywhere.
    3. 0plxrz
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      alright soo i mess around with all of the mods i downloaded Anom Sanctuary frist then the Desperados Patch secound then it worked but only for the v1.3
  8. 0plxrz
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    I have a question I have PRP, Desperados Overhaul and badlands with LOD, when i use Desperados patch with Atom some parts flicker like Fens and Trees, what do i do to fix it 

  9. ALCRD5670
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    Thanks for the great Sanctuary Mod! top 1 
    1. AnomNum
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      thank you, i'm happy to hear you enjoy the mod!
  10. duskblight
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    This looks amazing! It's the best Sanctuary overhaul I've seen by far. Hopefully someday LOD files confuse me less (I'm a complete idiot w/ mods lmao) so I can actually try it out in game! Endorsed!
    1. AnomNum
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      i'm glad you like it! if you'd like to learn how to generate lods, i'd suggest Luxor's FO4LODGen Guide or the Far Object LOD Improvement Project Guide. both are easy enough to understand if you follow along each step at a time, and i still reference them whenever i need to regenerate my load order's lod. 
  11. BlazeStryker
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    I wanted to say thanks for working on this glory. I'm currently "trapped" by the Rebuild AIO trying to cut down on .ba2 bloat or I'd being installing it immediately. 
    1. AnomNum
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      thank you! i would suggest looking into how to combine ba2s - it's actually a pretty easy process once you know what you're doing. i've been doing it in my load order with all of the commonwealth weaponry guns and the creation club content that came with the next gen update, and it's been a saving grace for avoiding the ba2 limit. 
  12. Ryosuke666
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    This mod is amazing! The only problem is that I use BYOP (great the water is scrappable so I can have an actual functional pool!) but the showers inside the houses are not.

    I've been trying to wrap my head around CK but for some reason I cannot add them to the scrap list, and if I delete them in CK, they just show up again for some reason while I'm in game.
    1. AnomNum
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      i have noticed all the issues with scrapping ever since i got rid of scrap everything - everyone i spoke to said it was the cause of some random crashes i was getting. i know there's a method in the ck to make these items not be included when generating precombines, and i need to go through and do that so mods like Place Everywhere can be used to remove items like those showers. i'm just not sure how to do that yet, but i'll look into it. 
    2. Ryosuke666
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      Thanks man!
    3. AnomNum
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      so, update, i've been looking into this. the concept is simple enough, i just have to add the keyword WorkshopItemKeyword to all of the items that need to be scrapable with place everywhere or any other scrapping mod. however, the process is going a lot slower than i wanted, because a lot more than just the bathroom items need to be marked as scrapable. the update might take a little bit to finish up. 
    4. SRMH19
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      Thank you for taking the time to do so! The geodome and monkeybars are right where i would like to put a small farm lol 
    5. AnomNum
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      alright, as of v1.4, pretty much everything in the settlement should now be scrappable. if something is not scrappable using place everywhere's extra object selection, then it can be removed with the console. the only things not removable are the buildings themselves and the terrain outcroppings in front of the park.