just installed it and first thing i came across is that an npc is standing in a fire barrel. poor mate. missplacing or a game machanic spawn glitch? or by pupose?
i assume the two npcs on the bridge are added by your mod, because i got a german version of the game and the unnamed npcs are all called "harbor-resident" (harborman for an female npc sounds wired).
besides that - great work!
Update: due to another mod conflict (not with this mod) i loaded a "non mod" profile over nexus mod manager which disabled all the mods. by enabling them again and starting up the game thoes two npcs disapeared. no wandering npcs on your bridge mod - sadly
just tried it out, very nice, very simple...nothing much to say about it...except maybe a few fishing tools (nets, cages etc) as you said, here and there if possible...other than that its a pretty neat bridge
maybe make the corner left turn of the bridge a bit wider to make space for objects to be added there.....like maybe, if possible, a chair with npc fishing animation on it....a bit of fishing clutter here and there....even more space for npc's to walk around there....just throwin out ideas here
Yes this is a sound design idea since it will make it easier for NPC Brahmin supply lines traffic to connect Longfellow's settlement to FH. Will download this as soon as you've got it fully navmeshed.
Another small piece of logical immersion design which Beth failed to add in the game :\
Thanks! I added a decent amount more decoration and idles, but am stuck getting 2 of my NPCs to actually stand on the bridge and not spawn in the water -_-
It's actually mostly nav-mashed in the last update, there are some gaps however as for some reason I can't connect the old nav-mesh to the new one I created. But NPCs will walk on the bridge now!
BE AWARE. This mod does trigger the "cell reset" bug and the "disabled sprint" bug unfortunately. Not uncommon for mods like this that edit cells. Great mod though! Just what I needed! I'll just have to park my power armor somewhere else though.
35 comments
or by pupose?
i assume the two npcs on the bridge are added by your mod, because i got a german version of the game and the unnamed npcs are all called "harbor-resident" (harborman for an female npc sounds wired).
besides that - great work!
Update: due to another mod conflict (not with this mod) i loaded a "non mod" profile over nexus mod manager which disabled all the mods. by enabling them again and starting up the game thoes two npcs disapeared. no wandering npcs on your bridge mod - sadly
Gonna try that out.
Another small piece of logical immersion design which Beth failed to add in the game :\
I'll be updating again soon, I've just been busy working on another mod.
Great mod though! Just what I needed! I'll just have to park my power armor somewhere else though.
[Gameplay]
fPlayerDisableSprintingLoadingCellDistance=0
I already had the edit so I didn't notice. I'll update the description.
I thought I was going insane when I couldn't sprint.
unfortunately, I need to sprint more than I need a bridge between two nearby towns.