I just installed it today, and it seems to work fine. I have around 470 mods installed. I do not have Storywealth. I do use The Rebuild Collection , however. In it, I was able to remove bridge after repairing it. Once it was gone I installed this bridge with zero issues. Another Sanctuary Bridge 2.0 also works fine. I am currently trying to decide which I prefer. Hopefully this helps.
Overwhelmed with Sanctuary bridge mod choices, I decided to test most of them and post my results on the relevant mod pages to aid anyone else making a similar decision. To prevent bloat, I split the list between those importing the pre-war wooden bridge, those using the concrete pillar/iron arch assets, and those with a unique spin. I ignored retextures of the vanilla bridge or mods that edited Sanctuary in other ways. (P= Provisioners, F= Followers, Collision means Settlement Objects can be placed, No Collision means placing SO requires Place Everywhere)
Unique Category: These all offer something no other mod does visually (and in one case functionally.)
This is my favorite out of everything and I will be using in my upcoming playthrough. Looks phenomenal, as a perfectly natural extension of the Sanctuary wall and columns. No Collision but I’ll live with that for this fantastic looking bridge, seeing as having Place Everywhere was never even in question for me.
Sanctuary Draw Bridge by greekrage https://www.nexusmods.com/fallout4/mods/62500?tab=posts Navmesh works for P and F. No Collision, for obvious reasons. The drawbridge function works and is a pretty cool touch. Drawn up bridge resulted in the following: P can’t interact with the bridge control (probably far beyond the scope of the mod to script that) and walks straight up the incline, becoming suspended in midair above and in front of the lip. Brahmin stops on base of incline. Activating bridge once this happens results in P dropping into the river and the brahmin continuing across. I assume this causes no issue with settlement supply lines, but might cause minor issues with traveling merchants, at least while within the same cell as them.
Rickety Restored Sanctuary Bridge https://www.nexusmods.com/fallout4/mods/17489?tab=description Navmeshing appears to work fine. No SO collision. This is the most lore-friendly Sanctuary bridge mod out there, it looks completely in line with most SO’s buildable in the vanilla game. This fills a niche that nothing else currently on Nexus will and is well made,
Results: Endorsement for DEL Sanctuary Bridge and Sanctuary Draw Bridge. I intend to use DEL and the Draw Bridge is just a really cool implementation. I won’t be endorsing Rickety solely on the basis that I don’t personally find it visually appealing and will never use in my game. Nothing wrong with it at all, I’m just not the target audience.
-The underside of the bridge has some strange one-way textures, fairly easy to patch up manually though -Fairly sure (about 90%) that the sides of the bridge aren't perfectly aligned with one-another, they're slightly offset which can make symmetrical buildings on either end, such as gatehouses, very finnicky to construct accurately
Great mod, one of the best if not the best bridge mod.
You should upload a fixed version though, some records shoul not be edited since they are PreCombines, thus your mod will break PreCombines, better delete the following references from you mod to allow for best performance. Best use xEdit for cleaning by hand since the Creation Kit hardly will show you:
[REFR:0001F970] (places NorthBridge [STAT:0001F571] in GRUP Cell Temporary Children of [CELL:0000DD80] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,20) in Precombined\0000DD80_0C84D07C_OC.nif)
[REFR:000219A1] (places RuralRoadEnd02 [STAT:000217F9] in GRUP Cell Temporary Children of [CELL:0000DD80] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,20) in Precombined\0000DD80_3E2F3B7D_OC.nif)
[REFR:000219A2] (places SWCurb4x1Str03 [STAT:0001F125] in GRUP Cell Temporary Children of [CELL:0000DDA1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,19) in Precombined\0000DDA1_0A82376A_OC.nif)
[REFR:0019B3B4] (places SignRoad_CurveLeft01 "Sign" [STAT:00034F35] in GRUP Cell Temporary Children of [CELL:0000DDA1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,19) in Precombined\0000DDA1_7831AAC9_OC.nif)
Best idea for a bridge that I've seen. Problem is the old bridge loads on top. I save the game while inside the cellar, quit game, installed mod, loaded game, same issue.
Same problem. No other mods which could change the bridge. But the old bridge appears on top of the new one. I suspect that something is wrong with your mod.
For some reason, your system does not perceive changes in the vanilla objects of the game. The bridge you have successfully installed is an augmented pre-war bridge. There is an option that I could try to get my bridge installed, but it will be very incorrect in relation to the vanilla version of the game and I really don't want to use it. So, I'm sorry, but I can only recommend you to use those mods that work correctly for you.
There is another option that you can try. This is to put my mod down in the loading order to eliminate conflicts with other mods. But if this does not help, I will not alter the mod to a version that is incorrect in relation to the game.
Thank you for responding. This isn't the first time I had trouble with bridge mods. So which version should I install, esl or esp? I use Vortex mod installer. You said put it at the bottom, meaning load last?
I know this was a while ago but I just had the same issue with the ESL file where the old tattered bridge was still there and protruding through the new one. Even with it LAST in load order. I go change it to the ESP file and it works. I have no idea why the ESL would do that but so glad the ESP works. Ive spent alot of time going over all the bridge options and this one IS the best in my humble option, thank you
Well I like that idea, the problem is that bridge is the Old North Bridge.
https://en.wikipedia.org/wiki/Old_North_Bridge
This choice was a HUGE mistake on Bethesda's part but when have they ever given a s#*!? It means Sanctuary was built on the sit of Minuteman National Park, which had been in existence since the 19th century and would be a HUGE desecration to be replaced by track housing.
If you change the canon that the bridge in question to the Lowell St Bridge, which was first constructed in 1793 and made the Old North Bridge obsolete, this bypasses both problems. Might I suggest, if only as an optional file, to recreate the pre-war Sanctuary Bridge further north. near the northern end of Sanctuary Hill's houses. Because the Old North Bridge is a footbridge, it's on a footpath that could simply have disappeared in the centuries since the bombs fell. Move the Minuteman Statue too. Won't keep Preston from commenting as though it was Old North Bridge, but if you can see the monument from the foot of the current bridge, it might work well enough for government work.
My headcanon would just be that by around 2077 the Old North Bridge had rotted away to the point where it was unsafe, so it was torn down and replaced with a concrete bridge. The wood from the old bridge would've been sent off to a museum for preservation and eventual display but of course the war happened and there that went. It also makes sense with Sanctuary existing since the old bridge would've never been sturdy enough to support vehicles crossing it on the daily.
Of course, I can't get this mod to work anyway so I'm still stuck with the old bridge. It seems no matter what I do or where I place this mod in my load order, the old bridge appears on top of the new one. I tried both the esp and esl versions with no luck.
Except the current Old North Bridge at the Minuteman Park is a reconstruction from what I understand. Built in 1956 according to the wiki. In fact, there was a concrete bridge there for decades between 1909 and 1955 but it was destroyed by Hurricane Diane. So its really not inconceivable that given another 50 or 60 years it could be concrete again, or even that the Americans of a declining dystopian America, on the verge of collapse would plop track housing onto hallowed historic ground. With the housing crisis going on in real life, its pretty easy to imagine.
this is so good... except for the way you can see through the world underneath the bridge where it connects to the hill, and phase through the mesh there
Thank you for an amazing mod, it ended up the overall winner of my test and review of most of the Nexus Sanctuary Bridge mods. I love the design and look. One question, is there any chance you might updated this to include Settlement Object Collision one day? I'm gonna use Place Everywhere but it would be an awesome feature for a great looking mod to have incorporated.
72 comments
I do use The Rebuild Collection , however. In it, I was able to remove bridge after repairing it. Once it was gone I installed this bridge with zero issues. Another Sanctuary Bridge 2.0 also works fine. I am currently trying to decide which I prefer. Hopefully this helps.
(P= Provisioners, F= Followers, Collision means Settlement Objects can be placed, No Collision means placing SO requires Place Everywhere)
Unique Category:
These all offer something no other mod does visually (and in one case functionally.)
DEL Sanctuary Bridge by Delaxys
https://www.nexusmods.com/fallout4/mods/54886?tab=description
Navmesh works for P and F. No Collision.
This is my favorite out of everything and I will be using in my upcoming playthrough. Looks phenomenal, as a perfectly natural extension of the Sanctuary wall and columns. No Collision but I’ll live with that for this fantastic looking bridge, seeing as having Place Everywhere was never even in question for me.
Sanctuary Draw Bridge by greekrage
https://www.nexusmods.com/fallout4/mods/62500?tab=posts
Navmesh works for P and F. No Collision, for obvious reasons.
The drawbridge function works and is a pretty cool touch. Drawn up bridge resulted in the following: P can’t interact with the bridge control (probably far beyond the scope of the mod to script that) and walks straight up the incline, becoming suspended in midair above and in front of the lip. Brahmin stops on base of incline. Activating bridge once this happens results in P dropping into the river and the brahmin continuing across. I assume this causes no issue with settlement supply lines, but might cause minor issues with traveling merchants, at least while within the same cell as them.
Rickety Restored Sanctuary Bridge
https://www.nexusmods.com/fallout4/mods/17489?tab=description
Navmeshing appears to work fine. No SO collision.
This is the most lore-friendly Sanctuary bridge mod out there, it looks completely in line with most SO’s buildable in the vanilla game. This fills a niche that nothing else currently on Nexus will and is well made,
Results: Endorsement for DEL Sanctuary Bridge and Sanctuary Draw Bridge. I intend to use DEL and the Draw Bridge is just a really cool implementation. I won’t be endorsing Rickety solely on the basis that I don’t personally find it visually appealing and will never use in my game. Nothing wrong with it at all, I’m just not the target audience.
For reviews of the Pre-War Wooden Bridges, see the comments in any of the following:
https://www.nexusmods.com/fallout4/mods/12517?tab=posts
https://www.nexusmods.com/fallout4/mods/19847?tab=posts
https://www.nexusmods.com/fallout4/mods/7722?tab=posts&BH=1
https://www.nexusmods.com/fallout4/mods/9637?tab=posts
For reviews of the Concrete Pillar/Iron Arch Bridges, see the comments in any of the following:
https://www.nexusmods.com/fallout4/mods/22949?tab=posts
https://www.nexusmods.com/fallout4/mods/25945?tab=forum
https://www.nexusmods.com/fallout4/mods/44587?tab=posts
-The underside of the bridge has some strange one-way textures, fairly easy to patch up manually though
-Fairly sure (about 90%) that the sides of the bridge aren't perfectly aligned with one-another, they're slightly offset which can make symmetrical buildings on either end, such as gatehouses, very finnicky to construct accurately
You should upload a fixed version though, some records shoul not be edited since they are PreCombines, thus your mod will break PreCombines, better delete the following references from you mod to allow for best performance. Best use xEdit for cleaning by hand since the Creation Kit hardly will show you:
- [REFR:0001F970] (places NorthBridge [STAT:0001F571] in GRUP Cell Temporary Children of [CELL:0000DD80] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,20) in Precombined\0000DD80_0C84D07C_OC.nif)
- [REFR:000219A1] (places RuralRoadEnd02 [STAT:000217F9] in GRUP Cell Temporary Children of [CELL:0000DD80] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,20) in Precombined\0000DD80_3E2F3B7D_OC.nif)
- [REFR:000219A2] (places SWCurb4x1Str03 [STAT:0001F125] in GRUP Cell Temporary Children of [CELL:0000DDA1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,19) in Precombined\0000DDA1_0A82376A_OC.nif)
- [REFR:0019B3B4] (places SignRoad_CurveLeft01 "Sign" [STAT:00034F35] in GRUP Cell Temporary Children of [CELL:0000DDA1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -19,19) in Precombined\0000DDA1_7831AAC9_OC.nif)
Kind regardshttps://en.wikipedia.org/wiki/Old_North_Bridge
This choice was a HUGE mistake on Bethesda's part but when have they ever given a s#*!? It means Sanctuary was built on the sit of Minuteman National Park, which had been in existence since the 19th century and would be a HUGE desecration to be replaced by track housing.
But look at this map:
https://www.google.com/maps/place/Minute+Man+National+Historical+Park/@42.4683041,-71.3578621,16.57z/data=!4m12!1m6!3m5!1s0x89e39a24c574e48b:0xddb1bac0a6ebb6cd!2sNorth+Bridge!8m2!3d42.4690383!4d-71.3506212!3m4!1s0x89e39c124120f387:0xee078348ced06a3!8m2!3d42.4709229!4d-71.3526122
If you change the canon that the bridge in question to the Lowell St Bridge, which was first constructed in 1793 and made the Old North Bridge obsolete, this bypasses both problems. Might I suggest, if only as an optional file, to recreate the pre-war Sanctuary Bridge further north. near the northern end of Sanctuary Hill's houses. Because the Old North Bridge is a footbridge, it's on a footpath that could simply have disappeared in the centuries since the bombs fell. Move the Minuteman Statue too. Won't keep Preston from commenting as though it was Old North Bridge, but if you can see the monument from the foot of the current bridge, it might work well enough for government work.
But the bridge design is solid and I love it
Of course, I can't get this mod to work anyway so I'm still stuck with the old bridge. It seems no matter what I do or where I place this mod in my load order, the old bridge appears on top of the new one. I tried both the esp and esl versions with no luck.
Love the mod, and thanks for any help you can offer.