Fallout 4

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sbryndin

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sbryndin

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101 comments

  1. Jmoran4070
    Jmoran4070
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    You have to remove the highway over goodneighbor, its causing crashes and conflicts because it definetely conflicts with goodneighbor mods. 
  2. Clarky346
    Clarky346
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    This mod feels like it was made specifically for my Drivable motorcycle mod. My god its amazing.

    Playing Galac tac dressed as a mandalorian, playing crush 40 live and learn on my pip boy whilst hurtling towards boston on the highway at 70mph,.

    Mods like this really make bethesda games shine!
  3. pizzaost
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    Suggestion:

    Connecting some of the roads with makeshift stuff would look way more (pun intented) interesting.

    Firstly, because its beyond weird how the road is both broken and intact at the same time in some locations.
    Secondly, because wasterlanders connecting broken highways to make safe routes above the dangerous wasteland below, would be some really cool world-building ;)

    I read further down in the comment section that removing the original highway will cause fps drops.
    Making makeshift looking connections between the broken sections of highway would "fix" this, as you wouldnt have to remove anything, and more importantly, it would fix the road being both broken and intact at the same time in certain locations, which completely removes all sense of immersion by instantly reminding you that this is a mod, in a game, which is just a shame, as the mod is super cool otherwise.

    And now that the roads are intact, it would also make sense for creatures of all sorts to wander up there, maybe to lair, or simply by chance.
    Just a thought.

    And where did all the cars go? A file with the original cars still in place would be absolute top tier content.

    Much love, this is amazing work for what it does right. Thank you.

    I would love to see even more highways, and even some that are still broken would be very nice, as long as another way around still exists.
  4. KodamaOM01
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    Love the concept of this mod (so amazing job there!), but it would be great to see a version with all/most of the original cars still present on the highway. I like the added immersion that comes with driving and moving around stationary vehicles as an obstacle, and it adds cover options if you end up in combat on the highway itself.

    This is already great for most players. Just chiming in as an immersion player. :)
    1. pizzaost
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      I miss the cars on the highways too :')

      I would love to see them back. Even when driving with a car mod, it would be nice with some obstacles and blockades, and ways to get around them.
      The roads look super empty now, which is a shame.

      Maybe even a version that added some enemy spawns?

      Anyway, its still an amazing mod for what it does well.
  5. robed12
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    hey bro thanks for the mod. Hope you update it soon, i will keep it off till the goodneighbor crash is fixed or updated. This mod really does make me stop using fast travel and it got me to explore the map more often.

    10/10
    1. sbryndin
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      This mod does not touch the Goodneighbor. Goodneighbor is a separate cell. Only Faneuil Hall section of the highway sits high above and away from what would be the Goodneigbor cell placeholder. Anyway I was never able to replicate that crash. This mod does not have any logic or scripting and all it is just adds a few extra static meshes to the overall area. But I only have this mod installed when I test.
    2. robed12
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      i experienced some crash but its probably just my mod list. its when i fast travel to goodneigbour or closing in goodneighbour
      I have the goodneigbhour expanded mod,outcastremnants,depravity and some grass mods and idk maybe my pc just dodoo
      ryzen 3600
      3600mhz 16gb
      sdd 1tb
      gtx 1060 3gb

      i will have a deeper look to see if the mod is the one really crashing my game, i think it might be other mod but since when i installed this mod, its been crashing 2/4 times around goodneigbour or fast travel
    3. Hakha94
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      Hi I can confirm that this mod was provoking this crash for me too, after disabling the mod crash was gone, most likely is an incompatibilty with some other mod but haven´t been able to find which either, most likely it has to do outcast remmnants depravity or simmilar since on my old playtrough I didn´t have them and highway runner didn´t cause crashes.
  6. comatosedragon
    comatosedragon
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    Awesome, totally underrated mod.
    Be sure to scroll down in the comments to see how to make this compatible with Nuka-World.

    Endorsed.
  7. Enriador
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    Hey @sbryndin, could you please update the mod on Xbox? We still lack the last update which finally added LODs to the newly-repaired highways. :)

    Also, congratulations for 32 thousand downloads on Xbox and 12 thousand here on Nexus. You deserve it, the mod is amazing!
  8. shinji93
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    a recommendation for several points connected by this mod, i wish you can change some road bodies used to connect the highways with something else that was more likely be there and usable as a ramp to safely go up or walk down the highway without completely blocks the path way up

    e.g. the broken highway right south of corvega car factory that was connected with "extra" highway body while the vanilla highway was laying right below it, not to mention it was really hard to go up due to the "extra" highway body was completely blocks the way up unless you have jetpack (or mods to allow you to do similar action). i wish you can change it with some "about to be installed" steel girders/frames and some big ad boards like those decorating some parts of the highway. lore wise, those steel girders/frames and ad boards were being delivered from one point in the city to its destinations across Commonwealth, in the day nuke dropped in Boston.

    for some other places, a simple and narrow steel frames that barely connects two points of the highway, is a rather nice touch that can give some thrills for players that dares to venture without enough preparations, though it might not be enough should she/he fell from the highway was as high as the skycrapers around Goodneighbours
    1. sbryndin
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      I left the original broken highway sections in place because removing them will kill FPS. Its rather technical Previs and Precombine optimization used by the game engine where hundreds of static meshes combined into one to do just 1 draw call instead of 100. So even nudging the part of pre-combined mesh by one pixel (let alone removing it) will split the pre-combined mesh back into 100s pieces that really kills the FPS. That is why the original landscape is left undisturbed.

      Removing the previs'ed data will leave gaping hole on the world. It can be recombined and re prevised, however the mod size would become that of the size of the game data itself (few Gigabytes) which is totally impractical for the mod. 

      Just as an example: the mod size was 170 Kbs. But when I added the LOD the size went to 106 Mbs (roughly 1000 times). Rebuilding previs and precombine would alter all of the game data that I would need to include. I am pretty sure it rebuilds cubic maps for each world cell. So its just not very practical for a simple mod imo.
    2. JarinArenos
      JarinArenos
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      That makes sense. But it also means it's actually *more* difficult to get onto the highway than vanilla, because there's multiple points where old fallen highway that used to slope onto the upper level now is just flat blocked by new highway.

      Also, unrelated, the support pillars for the new highway seem to screw up pathing for companions sometimes.
    3. BenRierimanu
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      Did a brief check with the method I use on my mod. The total mesh size count is about 70mb (45mbish for compressed geometry, 40mbish for supporting mesh files), visual files would likely inflate this, but I didn't generate further.
  9. angryglock
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    Are these xedit errors anything to be concerned about:
    Spoiler:  
    Show

    [00:00] Checking for Errors in [01] highwaysfix.esp
    [00:00] [CELL:0000DF74] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -24,5)
    [00:00]     CELL \ XCRI - Combined References \ References \ Reference \ Reference -> [0100A94B] < Error: Could not be resolved >
    [00:00]     CELL \ XCRI - Combined References \ References \ Reference \ Reference -> [0104ADAF] < Error: Could not be resolved >
    [00:00]     CELL \ XCRI - Combined References \ References \ Reference \ Reference -> [0104ADB0] < Error: Could not be resolved >
    [00:00]     CELL \ XCRI - Combined References \ References \ Reference \ Reference -> [0104ADB1] < Error: Could not be resolved >
    [00:00]     CELL \ XCRI - Combined References \ References \ Reference \ Reference -> [0104ADB2] < Error: Could not be resolved >
    [00:00]     CELL \ XCRI - Combined References \ References \ Reference \ Reference -> [0104ADB3] < Error: Could not be resolved >
    [00:00]     CELL \ XCRI - Combined References \ References \ Reference \ Reference -> [0104ADB4] < Error: Could not be resolved >
    [00:00] Done: Checking for Errors, Processed Records: 275, Errors found: 1, Elapsed Time: 00:00
    1. BenRierimanu
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      The mod author needs to copy them from their DLCNukaWorld.esm to replace the incorrect references in that specific cell.
  10. Viru4896
    Viru4896
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    Honestly installed this to kinda just to try it out when i saw it in the new section last year.
    Now its one that is always in my mod list because its a small addition that makes a huge qol improvement
    Thank you so much for this <3