I found a thing, following the rules of changed precombined data must be between [] with recreated combined files, this mod break them. Because it delete data that are between [] and do not contain the necessary recreated precombined files.
This is an old mod that should be avoided for stability reasons. There's a better alternative, Convenient Bridges, where this and many other bridges are made more "convenient". Better yet, it has a PRP patch - Cannibal Toast's Previsbine Compendium.
Tested it out a bit. The train cars on the bridge are removed but the companions and provisioners behave as if they're still there. Provisioners still climb down the hill to the water and cross there, if you try to coax companions across the bridge with "Go Here" commands they say it's out of reach and then do their little teleportation trick. The stairs on the Graygarden side of the river seem to be working as intended, both Preston and Dogmeat walked them up and down without a hassle, as did my Mr. Handy provisioner. However, the provisioner Brahmin didn't like the stairs at all, got separated from the provisioner and had to find an alternative way up the hill on its own. Tbh I don't really see why there was a need to remove the train cars in the first place if not to make life easier for provisioners. I personally never had a problem walking around them on the space that was available.
Hey thanks for this info. To be honest, I rushed the nav-mesh a bit. I literally spent 10 minutes messing with getting the nav-mesh to work on the stairs. I didn't even bother to look at the nav-mesh on the bridge. I'll take a look in to that!
Don't get me wrong, I think the nav-mesh on the stairs is completely fine, it's just that the brahmin is too wide to fit and probably, yeah, cows don't like stairs. XD
Hate to say it, but, I had to disable so Danse could walk by the steps. Danse stops at the Bus and blue tubes and never moves. Disable this mod and Danse will continue.(V 1.2)
While a mod such as this was sorely needed from day one, my concern is will this conflict with Danse's quest where you need to retrieve the transmitter. You have to run right under this bridge and run into raiders robbing scavengers/settlers right under the bridge. Having stairs is a nice touch, but I was never bothered by having to run around the hill to use the bridge. What was annoying was getting to the train cars and then seeing your follower swimming across the river below you, or with provisioners and bromin fording the river.
None of my provisioners will use the bridge they just stand at the Oberland end and wait, or go down hill from Greygarden and swim across as before. All followers use the bridge as expected.
Ok so what about building settlements on the Graygarden bridge? *IS* that affected by this mod like all the other Oberland-Graygarden bridge mods? What's the scoop? I don't want to risk my settlements
Did a test, was able to place things just fine on the highway without anything falling down, and spawned some settlers up there and they seem to path find just fine. Was using "place everywhere" so maybe this is the key to getting around the high way issue.
So what's the word on the Greygarden highway? Does this interfere with building on the highway? I've tried TWO mods that remove the train from the bridge and it just seems like every time someone tampers with the navmeshes for that area that it causes problems on the highway.
The problems I experienced were a tendency to sink into the highway and a general inability to place settlement parts. Honestly I'm afraid to try this mod though I desperately want it. (or anything that allows transit for me and my provisioners across that bridge)
If there is anything FO4 has taught me, it's that NPCs couldn't care less about what you build for them. Even if it happens to be the utmost simplest of structures, they will still scratch their heads, stick a finger in their nose and go "durrrrrr" then give a wall an apparently much-needed hug.
There is or was a mod that does that, but I never tried it.
So I just looked it up, and it seems there are two, by the same author. I remember now: I didn't try #1 because it had a (pre-vis?) problem, and I never knew about #2. http://www.nexusmods.com/fallout4/mods/15674/? http://www.nexusmods.com/fallout4/mods/18150/?
And here's another I never knew about: http://www.nexusmods.com/fallout4/mods/17200/? Apparently all 3 have issues with screwing up settlement building.
The first 2 have pre-vis issues. Requiring the user to disable preculling with an .ini setting, which isn't optimal. The third one disables pre-vis on cell level at the location itself. Haven't tried the first two, but I have used the third one, and know for sure it's navmesh works for NPC's.
39 comments
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<Warning: Plugin contains 6 deleted NavMeshes which can not be undeleted>
Should I be worried about that?
Don't ask how I know.
or with provisioners and bromin fording the river.
The problems I experienced were a tendency to sink into the highway and a general inability to place settlement parts. Honestly I'm afraid to try this mod though I desperately want it. (or anything that allows transit for me and my provisioners across that bridge)
I don't mind hopping over the train, no problem, but omg the poor pinhead provisioners, And omfg the brahmin. The... brahmin.
Settler AI is unrelated. This has to do with the navmesh over the bridge. There's a similar mod that does allow NPC's to use the bridge.
There is or was a mod that does that, but I never tried it.
So I just looked it up, and it seems there are two, by the same author.
I remember now: I didn't try #1 because it had a (pre-vis?) problem, and I never knew about #2.
http://www.nexusmods.com/fallout4/mods/15674/?
http://www.nexusmods.com/fallout4/mods/18150/?
And here's another I never knew about:
http://www.nexusmods.com/fallout4/mods/17200/?
Apparently all 3 have issues with screwing up settlement building.
The first 2 have pre-vis issues. Requiring the user to disable preculling with an .ini setting, which isn't optimal. The third one disables pre-vis on cell level at the location itself. Haven't tried the first two, but I have used the third one, and know for sure it's navmesh works for NPC's.