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bombasticmori

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  1. bombasticmori
    bombasticmori
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    Hey everyone. This mod is pretty much in its final form from the get go, so don't really expect many updates for it. That said, if you start noticing any issues cropping it from it specifically, let me know, but as its just a mesh replacer, there shouldn't be any issues unless you modify the base North Bridge mesh, or it doesn't copy over correctly.

    Edit: after some testing, it was found that you need to put "bUseCombinedObjects=0" (no quotes) under the [General] section of your fallout.ini file in order for this mod to work properly. This ini tweak has reportedly caused framerate drops for some users, though I personally have not gotten any on a midrange system. Use at your own discretion.
    1. mharris22
      mharris22
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      Yeah, so... loading from the nexus mod manager, I edited the .ini as specified, and now whenever I walk over the bridge it crashes my game immediately about halfway over; confirmed from this mod. :/ So I won't be using this....
    2. VergilPrime
      VergilPrime
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      "bUseCombinedObjects=0" using the Fallout 4 Config Tool causes the bridge to display correctly, but causes objects in the immediate vicinity to pop in and out of existence while moving on the Sanctuary side of the bridge.
    3. DragonWrath
      DragonWrath
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      Just a PSA for everyone (including the Mod Author):
      It has been discovered recently that using bUseCombinedObjects=0 console like causes severe long term problems, especially on mid to lower end systems and consoles. Google precombined objects for various threads and discussions about it. To sum it up, a precomined mesh being broken LOCALLY ONLY is not (really) a big problem (such as only in the settlements or a spot here or there) but mods that break them globally (or that ini edit which breaks ALL of them in the game) has very severe issues long term (such as performance loss and the effect gets worse over time until it starts causing CTDs and eventually save corruption).

      in short, this mod is fine as long as it only breaks the bridge precombines and one does not use the ini edit. However it likely needs an update/edit so that it breaks that precombine (only) without having to resort to the ini edit to make it work (shame really because I really like and want to use this mod, but I won't as it requires the ini edit).
    4. ConvictJ96
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      This is such a miniscule mod to require such a drastic .ini tweak. That ini tweak breaks precombined meshes in the ENTIRE ingame world. What was stopping you from simply generating new precombines?
    5. Woollyhats
      Woollyhats
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      This is not a good ini change to make.
    6. niston
      niston
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      Alternative to the ini Tweak:

      - Create a new plugin in CK
      - Navigate to cell 0xDD80
      - Disable one of the branches under the bridge - This disables precombines for the cell
      - Set the "No Previs" flag on the cell - This disables previs for the cell
      - Save plugin
      - Add plugin to load order and enable
      - Profit
  2. IamMentos
    IamMentos
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    DO NOT USE THIS:  bUseCombinedObjects=0
    1. xrayy
      xrayy
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      same problem for me. without delivering the necessary new vis/precombine thís mod or dirty quick fix is sadly useless and not worth the hassle with frame drops within the whole game. it seems many people are still not aware of that. the advice from niston is the only acceptable workaround - but not for me in this cell. i hope someone can generate the needed vis/precombine data.
    2. ShinsFortress
      ShinsFortress
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      Yeah.  Not doing this.  Learnt the hard way.  Still, over 7k people happy.  My mind boggles...
    3. bombasticmori
      bombasticmori
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      This mod was created back in the day before we really understood how the previs/precombined system worked, so we really didn't understand the consequences of doing that.  I personally manually remove previs/precombined stuff for my settlements when building there, because  I don't like being restricted with what I can/can't scrap, but precombines are absolutely necessary when it comes to doing anything downtown. Even then, I'm just stubborn, and can tolerate performance drops, and there's other solutions to scrapping like SMOIMS that keep pre-combineds intact. I don't see a need to remove this mod outright, but I may see about adding a warning to the main page about it.
  3. SkyisaGod
    SkyisaGod
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    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 from Nuka World, 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)

    Vanilla Pre-War Wooden Bridge Asset Mods
    With all of these mods, NPCs will naturally avoid pathing over the portion of the southeast side that is missing in the rotten vanilla version, but they can be pushed onto it without issue.

    Sanctuary Bridge Fix by TTek
    https://www.nexusmods.com/fallout4/mods/19847?tab=posts
    Navmesh works for P and F. Collision up to Sanctuary border line (middle of bridge.)

    PreWar Sanctuary Bridge by Mousey2
    https://www.nexusmods.com/fallout4/mods/12517?tab=posts 
    Navmesh works for P and F. No Collision

    Repaired Sanctuary Bridge by NovaCoru
    https://www.nexusmods.com/fallout4/mods/7722?tab=description and
    Works only if you edit the fallout.ini and add "bUseCombinedObjects=0" under the [General Tab] instructed by the mod description.  YOU ARE ADVISED BY THE MOD AUTHOR THEMSELF NOT TO USE THIS MOD. IT IS OUTDATED AND THERE ARE BETTER ALTERNATIVES, SEE ABOVE.
    Navmesh works for P and F. No Collision.

    Sanctuary Bridge Repair and Retex by SkyCrap
    https://www.nexusmods.com/fallout4/mods/9637?tab=description
    Exactly same as Repaired Sanctuary Bridge, but with darker, “rotted” texture.  DO NOT USE THIS MOD AND BREAK PRECOMBINES, USE ONE OF THE FIRST TWO I LISTED.

    Results: clear winner is Sanctuary Bridge Fix by TTek
    Despite NovaCoru’s mod having by far the greater download and endorsement count, TTek’s offering wins this category.  It does exactly what the other 3 do, but doesn’t require breaking precombines (or the extra step of editing the .ini file in the first place) AND is the sole entrant with collision built in. If you want the prewar bridge, this is the mod I recommend and officially endorse.

    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

    For reviews of the Unique Sanctuary bridges, see the comments in any of the following:
    https://www.nexusmods.com/fallout4/mods/54886?tab=posts
    https://www.nexusmods.com/fallout4/mods/62500?tab=posts
    https://www.nexusmods.com/fallout4/mods/17489?tab=posts
    1. maityist
      maityist
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      Thank you for your hard work.
  4. Windy1278
    Windy1278
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    It doesnt alter anything. It is non working.
    1. SkyisaGod
      SkyisaGod
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      Edit the fallout.ini (use virtual ini editor if using MO2) and add the line bUseCombinedObjects=0 under the [General] heading to make it work.

      The mod author actually pinned both the instructions to do this, and the post of someone telling you not to do this on this page.

      TBH, it isn't worth it as breaking precombines can have a negative impact on FPS and there is actually a better version of this that doesn't require the extra step, while also adding Settlement Object collision to the bridge mesh so you can build on it without additional mods.
      https://www.nexusmods.com/fallout4/mods/19847?tab=description.
  5. OutLawJohn
    OutLawJohn
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    Thank you so much for this mod, that broken bridge drove me crazy.
    1. SkyisaGod
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      Never mind, I finally got it working.  Where to edit the .ini file wasn't well explained on the description, plus I'm using MO2 which requires you to edit the virtual ini files, not the actual ones.
  6. NotTheRealJay
    NotTheRealJay
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    Great mod, but my settlers and companion can't cross it.

    Tried uninstalling, now my settlers and companion can't also cross the vanilla bridge.
    Any fix?
  7. phatbassanchor
    phatbassanchor
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    As a former US Marine, rebuilding then fortifying the bridge against invasion and destructive attacks would be the first order of business as it is the main route into camp. This would've been done before the first nights rest and would be an "all hands" type situation. Meaning NO ONE sleeps til this is done. So YES, this mod is totally immersive.
    I endorsed this mod immediately after testing. However, something this nice deserves a few more words as it is so perfect that this mod will NEVER leave my load order. I only give 5 smileys to my most favorite mods, the ones that meet or even exceed my high expectations. 5 smileys also means the mod is now permanently affixed to my load order. I was near speechless when I first saw this in game. I only had one word, "WOW!!!"
    This mod looks like Preston and the Sanctuary Hills settlers actually did something on their own for a change. They still wait around on me to make all other repairs. But, the bridge is flawless!
    Installation was near instant with no mod set up required, it just works. This mod is totally plug and play!
    THANK YOU!!! THANK YOU!!! THANK YOU!!!

    5 smiley seal of 100% approval!!!!! I endorse and highly recommend this mod!!!

    THANK YOU!!! THANK YOU!!! THANK YOU!!!
    PS: If I encounter the difficulties in the fort as reported by some other users I may need to disable this mod for my Minute Man play through or just rebuild any affected floors. Laying rugs or door mats down in the affected floor areas may also work without learning to re-code a .ini. I've used mats and rugs to cover other flooring gaps where the pieces refused to snap. So, a rug may be the easiest fix. (I am not able to correct .ini or perform other advanced functions. I need plug and play capabilities. I just barely learned how to use Looks Menu to apply presets. Learning BS&OS still plague me as do FO4edit and Face Ripper.) Regardless, this will remain in my load order to be reactivated for every other play through as I could care less about that damned fort in any other play of F4. Thanks again
    1. thecarry2001
      thecarry2001
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      cringe
    2. Chachyyy
      Chachyyy
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      You should really see how ''cringe'' it is to answer to over 2 years old comment
    3. deleted33542700
      deleted33542700
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      Still less cringe than op 
  8. AndurilWielder
    AndurilWielder
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    I don't recommend this mod. It looks pretty, but the AI has no idea how to use it. That, and if you have HD texture mods it'll make the new bridge textures appear substandard, unfortunately.
  9. Paprsek
    Paprsek
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    Thank you for this mod.  It works reliably and better than other mods. 
  10. johnmay1563
    johnmay1563
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    2020, Not Work
    1. CooldudeStingray
      CooldudeStingray
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      Ever get it to work in 2020? I remember how this mod worked on my PS4 a couple of years ago but the bridge isn't changing on my PC. Tried mod manager and I did it manually. Tried moving the nif file out of its unique folder and into the data. Moved it back still nothing. I remember on the ps4 it was the load order but there isn't a plugin on this pc file.
    2. homiloko
      homiloko
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      This mod is deprecated, because it requires the config bUseCombinedObjects=0 in the ini. You should not use that config, it compromises the game's stability and causes framerate issues.

      A few years back, it was normal to use this config, until people realized it was the cause for many issue in people's games (especially after you play dozens of hours in the same playthrough). Nowadays modders try to find workarounds so that their mods don't use this config.
  11. Cilerium
    Cilerium
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    I installed this mod and it was nice at first. But for this latest playthrough, the more settlements I explored and built, I noticed odd things. It wouldn't let me place furniture inside the castle or in covenant houses, it would fall through the floor. Player placed floors were fine, but any pre existing floor other than ground wouldn't work. This led me to the conclusion that it had to be a navmesh issue. This mod is the only one I had running that did anything with navmeshes other that sim settlements, and that one I've tested for a while. So I looked into the "bUseCombinedObjects=0" line, decided to remove it, and poof, as soon as I loaded in, the problem was fixed. This is a nice mod, but as squall7734 said, the ini edit makes it too unstable to use.
  12. Frogzilla82
    Frogzilla82
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    "bUseCombinedObjects=0"causes more problems than its worth.