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Cleaner Look SS2 Sanctuary... ;)

Pekkape

Member
Messages
55
Everything always looks so dirty and chaotic, even if I am chaos himself, but after I peeked at this cool series, I thought I combine his cool ideas and tips with SS2 and also get more air into the Settlements. The house is a bit too big but I thought, I build big and we later see how the indoors SS2 plots will fit. Well it is spacy for sure. Sanctuary has so much space anyway... ;)

77985963-1712261874.png

3 SS2 plots here but they are 10 inside all together right now
77985963-1712261964.png

I do wanted a familiar scenery as well included... ;)
77985963-1712262020.png
 
Everything always looks so dirty and chaotic, even if I am chaos himself, but after I peeked at this cool series, I thought I combine his cool ideas and tips with SS2 and also get more air into the Settlements. The house is a bit too big but I thought, I build big and we later see how the indoors SS2 plots will fit. Well it is spacy for sure. Sanctuary has so much space anyway... ;)

77985963-1712261874.png

3 SS2 plots here but they are 10 inside all together right now
77985963-1712261964.png

I do wanted a familiar scenery as well included... ;)
77985963-1712262020.png
I like it, if only all the houses could be rebuilt in sanctuary.
 
It is this mod: https://www.nexusmods.com/fallout4/mods/15773

Yes, there is a mod that will make you able to rebuild sanctuary, unfortunately, the broken meshes do pop up again but I guess we have to disable them in the console or use the scrap it all mod, which I do, but it is in the list of not recommended mods with SS2, so be warned.

Just search for sanctuary at Nexus but the mesh exchanger is this one: https://www.nexusmods.com/fallout4/mods/8610
So when I used it, I did get double meshes after a while, and it is the same if we use a mod that repair the Museum.

I do guess that stuff like the houses comes back when disabled when the cell resets itself, as why otherwise would those meshes pop up again in those 2 mods?
Meshes that we want to get permanent rid off, needs to be followed by markfordelete I guess.

Click at the object in the console
disable
markfordelete

I do guess other mods might be able to add them back too, well conflicts maybe... ;)
 
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My conclusion is to exchange the house meshes directly inside Fallout4.esm (Which is a bit risky really) or set the House upgrader mod in the absolute far end of the load order and if you use LOOT, you need to set it manually in the far end again... I am now moving the new house down to the river next to Red Rocket Bus stop, just below the kids play park.

One thing I really dislike in Sanctuary is all the hedges and it is the same for them, only way to remove them is a mod in the end in the load order or edit the base esm.
 
I just noticed that this house is rain proof as our chars gets wet no matter what type of shelter they try to use, well as far as I know at least but this house keeps them dry.
 
You might want to look into Rebuild Sanctuary or Rebuild AIO, they are much newer mods that still get updates. They will probably let you achieve what you're looking for, without scrap mods or console. Would be more compatible with SS2 and/or PRP (if you're using it) too.
(The sanctuary workshop pieces mod looks interesting though, even if it's from 2016.. it's a pain to find something like that, and I've tried a few times to make the blue and yellow house style work)
 
You might want to look into Rebuild Sanctuary
I did try that mod at an early stage and after I rebuilt a couple of houses and stayed away from Sanctuary for a while and came back, there where double meshes, both the old ones and the new ones so I had to turn that mod off.

I am cleaning up Sanctuary some with CS right now, rebuilt the main house and also removed all bloody hedges that I dislike a lot but one of them act as a quest marker so I leave it. Why on earth would Beth set a hedge as a questmarker??? There are more suitable questmarkers to use for sure and that really suprisede me a lot, as a pure amateur, to see proos make stuff like that?

Backside with my esp now is that it unlocks a lot of objects as scrapable, objects that are not scrapable default, like every house, grass, house grounds, so I am not sure I will release it honestly as I do not know what effect it will have to the game in the long run. I am thinking about remaking some housemeshes with Blender or I can also just make my mod to depend on Rebuild Sanctuary. When I see that all works as intended and stuff do not pop up again, I might release it but add warnings to it and describe the odd side effects.
 
I just noticed that the rebuild Sanctuary mod was updated 5 days ago, so I will giver it a new try out really.
 
I just noticed that the rebuild Sanctuary mod was updated 5 days ago, so I will giver it a new try out really.
Hopefully the update helps. I tried it on my current playthrough and the totally destroyed houses work great. The ones that are damaged and repaired are always flashing so I don't use those.
 
There must be some trick for them to stop doing that. I honestly tried to start a new game with all the mods (and all the exciting new stuff, SS2 or not) but alas, stuck at a black screen lol.
 
There must be some trick for them to stop doing that. I honestly tried to start a new game with all the mods (and all the exciting new stuff, SS2 or not) but alas, stuck at a black screen lol.
I had that happen with this playthrough and had to disable a few building mods, which I added back later. I think it was just too much for the game. I also had to take out multiple followers and haven't been able to add it back. I must have a mod that doesn't play nice with it as it worked in my last playthrough.
 
I did try that mod at an early stage and after I rebuilt a couple of houses and stayed away from Sanctuary for a while and came back, there where double meshes, both the old ones and the new ones so I had to turn that mod off.

If you have old meshes overlapping with the new meshes, it is a load order issue or conflict. You have something overwriting the cell headers and restoring vanilla precombines. If you don't use the Previsibine patch, Rebuild Sanctuary has to be at the very bottom of your load order, but easier to just use the patch.

There is a ton of info in the FAQs for all my Rebuild mods. The link is always in a sticky for every mod. It will tell you why this happens and how to fix it. Just want others to realize that my mod is not broken and this only happens when load order is not correct or another mod rebuilds previsbines for the same cells and is conflicting.
 
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