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I tried messing aroun with Sanctuary with just the disable/markfordelete commands. It quickly because a huge mess anywhere the houses sat because it would distort everything if you use any line of sight through them. Using Scrap Everything to remove them actually resolves this issue.
I recently used Sanctuary Lite which prescraps everything for you and restores the bridge. Later on I kept getting CTDs in Sanctuary every time I got near your house. After removing the mod and starting over I had no issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=1529041680
https://steamcommunity.com/sharedfiles/filedetails/?id=1529041609
Those screenshot were after removing Sanctuary Lite and starting over. I had one freeze during the time it took to build all that (which is about 80% over the budget.)
The other common issue with Sanctuary mods is the modders didnt clean up the long distance textures for the houses. So you can run back to the settlement and see ghost houses that have really crappy textures. Even when you are in workshop mode with Homemaker the ghost houses appear as you select certain objects.
Honestly I would not advise using anything more than just Scrap Eveyrthing and Place Everywhere for Sanctuary. There is quite a few mods out there that still have the duplicated cell issues where stuff disappears.
Other mods I use are OCdecorator, Settlement Markers and Immersive Settlers.
The only real problem I am having is the bedrooms in that house.
And the crops being all dead most of the time. But that is a script problem, I think.
For example when I started messing around with Sim Settlements I had an issue placing the 2x2 plots in Starlight Drive because they kept hitting something invisible. Once I installed Place Everywhere and remembered to launch with the icon instead of Steam that issue went away completely.
Like Eagle said, some mods that change settlements did leave those rendering glitches or tried hiding them. Sanctuary Lite had a thing where the circle portion fo the road wiht the big tree the meshes had a gap. The gap was "hidden" by placing plants over it.
That is a good thing and a bad thing.
It is good because by breaking up those meshes it stops the render issues we just discussed.
It is bad because it takes what is normally one texture and breaks it up in a bunch, which causes more stress.
I mean if you use scrap eveyrhting and strip a settlement bare the amount of uncombined textures left over are very minor.
If you use Scrap Eveyrthing and leave the majority of the stuff in a settlement then it is going to cause issues due to the fact you probably tripled the amount of textures in the settlement.
Scrap Everything will mess up navmeshes (Scrap Everything will mess up a lot because it breaks merged meshes, which is a big no-no that can break the game,) Immersive Settlers is notoriously incompatible with a lot of settlement mods and hasn't been updated in over a year, so that's very high on the list of probable culprits as well. Most settlement-related mods that are actively maintained/updated say up front that they aren't compatible with Immersive Settlers.
For example I scrapped the screen at starlight drive but forgot about the npc lean idles (they are are only visible when targeted in workshopmode using the mod) at the top npc settlers would warp up there to do the idle then fall to their deaths when finished.
Certain meshes such as nav meshes or ones connected to hiding blocked views as a building or wall was supposed to prevent us from seeing the place are probabably the same when using the mod in some areas. Not to mention that buildings that had no intention of us entering them will only have textures on one side of their walls so we can walk right through them from inside as well as see through them just tcl inside some of the downtown buildings to see the same effect.
This shows as vanishing textures what appear and disapear or apear to be holes that suddenly clear up when we get closer or change the angle we look at them to one that would not have been blocked etc.