1.1 Changelog: Keycard craftable in chembench under Utility. 1.2 Changelog: Fixed minor issue with FormID. 1.3 Changelog: - Linked the turrets to the workshop so they add to the defense rating. - Added the keycard to the docks cabin. - Added LOD files (Look at pictures) so that walls don't disappear when far away. 1.4 Changelog: Fixed Front Gate Position
I have tried building walls along the border of Sanctuary Hills and Abernathy farm before. I found my game FPS has dropped. Is there a different principle between this mod and my “Handmade wall”? I don't know if there is any difference in the effect of mod buildings and self-built buildings on FPS.
Needs a PRP patch for v74. Loaded before disappearing parts of gate behind certain houses. Loaded after bridge disappears and so does half of the entrance. Fell right off the bridge. Without PRP truly my fave simple Sanctuary overhaul
I noticed that this mod reintroduces piles of leaves where I had previously scrapped them otherwise this is a great Mod that must have taken hours of grief to make..
If I might make a suggestion, would you consider reversing the orientation of the vault doors?
IRL, you wouldn't have
1) the handle that opens the doors accessibly to enemies, 2) the bolts that secure the door to the frame similarly vulnerable to enemies who might try to cut them, and 3) doors opening inwards, and therefore lacking any resistant support from the door frame. Ideally, you want any force applied to the door to force it into contact with the door frame, rather than force them apart.
You could also consider inverting one of the doors, so that both are hinged on the outside, but that's a purely aesthetic choice.
I agree. Matter of fact, I tried that first when making this, but the doors just clip through the walls and the bridge when they open. The way I justified it in my head is the fact that in many places in the vanilla game, the vault door handle is facing outwards (like the vault in The Switchboard that opens with a terminal). So I just assume that it opens with a terminal/keycard, then the handle is locked and can't be turned by hand.
Using Place Everywhere and Workshop Plus, I placed some walls up close to the original Sanctuary stonework, and was able to place the security door within the Covenant gateway.
I can see two things that are issues if it bothers you.
1) The concrete frame is thicker that the upper part of the Covenant gateway, meaning you'll never be able to completely hide it inside.
2) The moving door part of the security door is taller that the vertical gap in the covenant gateway, meaning that you're always going to have clipping.
If you're prepared to ignore these two, it's still possible to place the security door so that it doesn't clip through the bridge.
Here's what I got:
I've also saved this a Transfer Settlements blueprint, which you can download here. along with some more pictures.
Looking at this more, I think you'd be better off with just the single security door; you can't put two doors together to make a single, larger opening, and there probably isn't enough traffic to justify the two.
If the difference in wall thickness is a major problem, you could revert to vanilla concrete walls, and get your barbed wire from here.
Is there something weird about FO4 that modders consistently insistent that an intricate electronic device can only be built on a chemical bench where people just swirl around fluids? Is there something about FO4 that it is not possible to place an intricate electronic device or holotape on the character even those other mods do?
The key should be obvious. And yes I followed advice but I still have to travel to Red Rocket. Ok, a quest would be great.
I ask because chem station Sanctuary is about the most obscure station to find in Sanctuary and it doesn't help when that station gets moved by popular mods like SS2. I would think Workshop is the most obvious place and the one station least likely to be moved by popular settlement builders. And I ask because so many mods were able to load into player inventory.
It would make more sense to me if there was a hook to vault 111 to make a fun story, or just a quality of life thing when there it is in inventory.
This is just a great mod but I do not understand why there is no story reason to make it obscure.
the chem bench is just more convienient without getting leeches crying about the lore friendliness factor because they got it after going out 111 or having to make a really boring and forced quest to obtain said item. and no one can be arsed wanting to find or buy the item if they just want it then and there which is what most people want.
i dont make content mods though, mainly because i CBA, so i could be wrong.
Unless you have a mod that adds other workbenches, the only 2 choices for mod authors to put craftable items is the chem bench or cooking bench. Chem bench makes more sense out of the 2.
That being said, I use "Stand Alone Workbenches" and make patches for mods I use to move craftable items from the chem/cooking benches to one added by that mod. I haven't released any of the patches I've made yet, but I might in the future.
Awesome Mod, love the use of key cards and the addition of the fishing office as well. i use this bridge mod , no clipping or prp problems and it finishes it off nicely. https://www.nexusmods.com/fallout4/mods/54886
If your curious, it would be very interesting to go for these super big industrial doors and use these as entrance door, one big super door (IndMetalDoorHuge01). Then use the industrial concrete structure, like the fundament of Corvega to create the wall (IndBldShellOutWall01). These was probably used by any high tech culture in the end with some exceptions to seal the inner city core.
I'm currently using Edmond's Rad Radio Revolution, which adds a holotape and a letter to the top of the workstation in Sanctuary in order to unlock access to its radio stations.
After installing that mod, the houses in Sanctuary have come back (most of them anyway) and can not be deleted with console, nor can they be targeted in build mode to scrap.
I'm assuming this is a compatibility issue and have moved your mod after that one in my load order, yet the problem persists when I load back into game. Do you have any advice for me or could we make some kind of compatibility patch?
Update, I removed the radio mod and reinstalled yours. Houses are still standing inside my Sim Settlements 2 plots :) .
my mod does not touch the sanctuary houses at all, by default, you shouldn't be able to select the houses at all using console. If you're using any mod that edits the houses such as a scrap everything mod or the rebuild collection, then you need to load those last in your order, otherwise it'll restore vanilla precombines and make the houses reappear
107 comments
1.2 Changelog: Fixed minor issue with FormID.
1.3 Changelog: - Linked the turrets to the workshop so they add to the defense rating.
- Added the keycard to the docks cabin.
- Added LOD files (Look at pictures) so that walls don't disappear when far away.
1.4 Changelog: Fixed Front Gate Position
P.S Fixed it by changing Mod load Order.
IRL, you wouldn't have
1) the handle that opens the doors accessibly to enemies,
2) the bolts that secure the door to the frame similarly vulnerable to enemies who might try to cut them, and
3) doors opening inwards, and therefore lacking any resistant support from the door frame. Ideally, you want any force applied to the door to force it into contact with the door frame, rather than force them apart.
You could also consider inverting one of the doors, so that both are hinged on the outside, but that's a purely aesthetic choice.
Other than that, it all looks good.
I started a new profile, using Zebrina's Workshop Devices and Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement). Even if they're not the mods you're using, I'm presuming that they use the same models you are.
Using Place Everywhere and Workshop Plus, I placed some walls up close to the original Sanctuary stonework, and was able to place the security door within the Covenant gateway.
I can see two things that are issues if it bothers you.
1) The concrete frame is thicker that the upper part of the Covenant gateway, meaning you'll never be able to completely hide it inside.
2) The moving door part of the security door is taller that the vertical gap in the covenant gateway, meaning that you're always going to have clipping.
If you're prepared to ignore these two, it's still possible to place the security door so that it doesn't clip through the bridge.
Here's what I got:
I've also saved this a Transfer Settlements blueprint, which you can download here. along with some more pictures.
Other mods required:
Mod Configuration Menu
Settlement Menu Manager
Workshop Framework
HUDFramework
Transfer Settlements - Shareable Settlement Blueprints
Looking at this more, I think you'd be better off with just the single security door; you can't put two doors together to make a single, larger opening, and there probably isn't enough traffic to justify the two.
If the difference in wall thickness is a major problem, you could revert to vanilla concrete walls, and get your barbed wire from here.
The key should be obvious. And yes I followed advice but I still have to travel to Red Rocket. Ok, a quest would be great.
I ask because chem station Sanctuary is about the most obscure station to find in Sanctuary and it doesn't help when that station gets moved by popular mods like SS2. I would think Workshop is the most obvious place and the one station least likely to be moved by popular settlement builders. And I ask because so many mods were able to load into player inventory.
It would make more sense to me if there was a hook to vault 111 to make a fun story, or just a quality of life thing when there it is in inventory.
This is just a great mod but I do not understand why there is no story reason to make it obscure.
i dont make content mods though, mainly because i CBA, so i could be wrong.
That being said, I use "Stand Alone Workbenches" and make patches for mods I use to move craftable items from the chem/cooking benches to one added by that mod. I haven't released any of the patches I've made yet, but I might in the future.
i use this bridge mod , no clipping or prp problems and it finishes it off nicely.
https://www.nexusmods.com/fallout4/mods/54886
https://www.youtube.com/watch?v=fb5gdyGacn0
After installing that mod, the houses in Sanctuary have come back (most of them anyway) and can not be deleted with console, nor can they be targeted in build mode to scrap.
I'm assuming this is a compatibility issue and have moved your mod after that one in my load order, yet the problem persists when I load back into game. Do you have any advice for me or could we make some kind of compatibility patch?
Update, I removed the radio mod and reinstalled yours. Houses are still standing inside my Sim Settlements 2 plots :) .
of course teleporting helps too .