Definitely one of the better attempts. I find it difficult to accept how unrealistic most of them look. Contrary to your concept, I'd like a bride that actually looks both used and worn.
Okay, I posted an alternate version of each that uses vanilla worn wood textures. Make sure not to use both the clean and worn versions of each one at the same time.
You can mix and match, however. Like say, Worn Castle and Clean Warwick, at once. That's fine.
Out of morbid curiosity, would a version where the bridge sections are "floated" using barrels along the sides prevent the busting of the previs? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Snake oil salesman: *As Josey airs carefully at the heavily soldier-laden ferry* There is such a thing as justice! You can't possibly shoot all those men. Josey (Wales): I'm gonna show them there is such a thing as a Missouri boat ride. *shooting the rope the ferry is pulled along, causing the raft to break loose and go downstream shedding the excess horses and soldiers all the while*
if you activate your console '~' and then enter: 'TWS' this will toggle all the Water off and you will likely see that the reason it zigzags is because it runs between HIGH points of land on the water bottom :) .. I am just assuming .. but i will SO take a look just to check :)
You mean in the Warwick file? I wanted to place the bridge pieces in a way that makes contact with the ground underwater, and not have any of it seemingly too short. The only way to increase the height of the pieces is to increase the scale, but since that would also increase the width and length, it would make each piece look freakishly huge, and not fit with the scale of the Castle bridge pieces.
I also wanted to only use concrete for the supports in the middle of the bridge, or if the end points have to make contact with rocks, IE: Like in the Castle file.
I know there's a shack foundation extention piece that I could've used, but Clean Shacks doesn't have one of those, and since I originally made this mod using that mod's meshes, it wouldn't look great if placed next to eachother.
There's also the problem of the Mirelurks around there. I wanted to try to avoid them as much as possible, while simultaneously staying out of Warwick's farm area/build zone, and trying to keep a somewhat direct path to Spectacle Island's center marker at the same time.
No plans currently, but honestly I don't think it should be too much of an issue having broken precombines around there. Since the immediate area is pretty rural and empty, the sum of all of the un-precombined objects shouldn't really put too much extra strain on the game engine. Afaik, broken precombines are more of an issue when there's too many objects needing to be rendered, so breaking precombines in places like rural/empty areas and most interiors shouldn't cause too much of an issue performance and stability-wise.
This is pretty amazing, and I love that you made alternate combine-able versions from the Castle and Warwick both. Gives some nice flexibility for other mods like Revived Settlements - Warwick Homestead to be used... Will test this out and see if the Warwick version plays well with Revived or not. I use Femshepping's entire list of Revived Settlement mods, they're fantastic quality and play nicely with other mods as long as they're at the bottom of your load order. So far tested & working with APC Transport, Lux'O'Home, Red Wave Reloaded & v3, The Road Warrior, and Diamond City Expansion (I tried Femshepping's DCX but it was causing visual glitches and CTDs outside DC even with the compat patches in place).
it looks real good, except the part where it cuts into the warwick shore build zone...at least in my game it would. and maybe that was done so not to agro the mirlurks to the south but 3 or 4 plot spaces (or More) further south should have still been safe. and a couple gun turrets would easily take care of that. build space it a precious commodity. Warwick is one of my main 'farms' food, water, and ...Fish. it's boston why the hell didn't beth put fishing as part of the game, thank goodness for modders. that also means YOU.
did i miss pics of the Castle version?? that is something new and i could really get behind, with the worn look and a little higher off water. also why is the clean version so much larger than the worn version?? 3.5mb > 556kb
So, the pics of the Castle version are there. I'll name them properly in a few. Just so people can differentiate between them.
I probably should've thought of build zone expanding mods. Not much I can really do now, however. It already took me way too long to set up, let alone navmesh, so I'm not going to make any big changes, or any changes that would involve re-making the navmesh, in general.
The file difference is because the clean version uses assets from Clean Shacks, while the worn version just uses vanilla assets.
thanks, so do they play well together or would it drain the frame. (had to forgo a few 'downtown' mods because of the heavy load). and if i remember there is a bit of bog-down around spectecle island area too..... ahh whatever, will prob try anyway.
21 comments
You can mix and match, however. Like say, Worn Castle and Clean Warwick, at once. That's fine.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Snake oil salesman: *As Josey airs carefully at the heavily soldier-laden ferry* There is such a thing as justice! You can't possibly shoot all those men.
Josey (Wales): I'm gonna show them there is such a thing as a Missouri boat ride. *shooting the rope the ferry is pulled along, causing the raft to break loose and go downstream shedding the excess horses and soldiers all the while*
and then enter: 'TWS'
this will toggle all the Water off and you will likely see that the reason it zigzags is because it runs between HIGH points of land on the water bottom :) .. I am just assuming .. but i will SO take a look just to check :)
I also wanted to only use concrete for the supports in the middle of the bridge, or if the end points have to make contact with rocks, IE: Like in the Castle file.
I know there's a shack foundation extention piece that I could've used, but Clean Shacks doesn't have one of those, and since I originally made this mod using that mod's meshes, it wouldn't look great if placed next to eachother.
There's also the problem of the Mirelurks around there. I wanted to try to avoid them as much as possible, while simultaneously staying out of Warwick's farm area/build zone, and trying to keep a somewhat direct path to Spectacle Island's center marker at the same time.
I will say, though, that the IDEK's Logistics crowd would also find some use for these bridges for obvious reasons.
did i miss pics of the Castle version?? that is something new and i could really get behind, with the worn look and a little higher off water.
also why is the clean version so much larger than the worn version?? 3.5mb > 556kb
I probably should've thought of build zone expanding mods. Not much I can really do now, however. It already took me way too long to set up, let alone navmesh, so I'm not going to make any big changes, or any changes that would involve re-making the navmesh, in general.
The file difference is because the clean version uses assets from Clean Shacks, while the worn version just uses vanilla assets.