Back up and running, now with full permission from ThEjEsTeRoFeViL to use his textures while he is unfortunately without a PC to actively work on his mods.
Second note. I know there are other mods that do similar things and each has its own merits. I posted this because other people have asked for it (or similar) in the comments for other bridge mods (including Nova & Jester's mods). If you want to use one, go for it. If you want to post links to other mods and/or share info on their strengths to make others aware, feel free to do so here (please don't let it get to a XYZ is better than ZYX).
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.
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 IT IS OUTDATED AND THERE ARE BETTER ALTERNATIVES, SEE ABOVE.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.
Adding a positive feedback to my endorsement here on NMM.
- worked like a charm the first try (installed with NMM and adding the line in Fallout4Custom.ini) - a light I had installed on the old bridge... was still attached fine and working after on the new bridge ! - my companions and caravans pass over it fine - no lag or FPS issues - and it looks good !
Just wanted to suggest that, in your installation step explained in the Description, you should refer to the file Fallout4Custom.ini instead of Fallout4.ini. It is just safer and better practice to modify Fallout4Custom.ini
Wow, it's so good to be rid of that mess. I never realized just how much it irked me when entering and leaving Sanctuary. Now it's perfect, not too rickety and not intact either. Thanks man.
This doesn't work for me. I saw something about an ini edit on the other mod page. Do I need to make the edit for this to work? I'd prefer not to if possible as it appeared there were issues for other users.
"something about an ini edit on the other mod page" - Which ini edit and which other page? If your game is set up for modding, you don't need to do anything with this other than install. All this does is replaces the mesh of the broken bridge with the pre-war bridge mesh and replaces the textures with Jester's bridge textures. It should work without any problem, unless you have some other mod that affects either the Sanctuary Bridge mesh or textures. Are you using any other bridge edits? Similarly, mods that make changes to the Sanctuary settlement overall may well conflict with this mod. Any of those in your game?
"You must add the line "bUseCombinedObjects=0" to your Fallout4.ini file" - Repair Sanctuary Bridge mod.
I have no other bridge or Sanctuary related mods installed so I'm not sure what the issue is. I have a gut feeling the issue is Mod Organizer related, but I have no evidence. I'll do some testing to see if I can get it to work.
Not sure about MO, I used it with Skyrim but haven't moved to it with FO4 yet. You might try adding that INI line, it is most certainly the reason your bridge isn't showing up.
**FYI, I DON'T have this line im my Fallout4.ini. It took me about 15 minutes of searching to figure out why. If you read all of the posts on Nova's bridge mod (where I go the mesh used here) you will find this
"Lateraliss: Bethesda combines meshes at game startup to lessen the performance hit from having to load dozens of separate mesh files. If you just replace the mesh file without the ini edit, it won't show up. It's a crummy system, but it does cause the game to run better the way they did it. The ini edit will cause performance issues in dense areas.
Nova, you should mention in the description that if people are using Spring Cleaning, they won't need this ini edit, because that mod already separates the meshes. It might actually cause conflicts."
I use the Spring Cleaning mod, so I've never added bUseCombinedObjects=0 to my Fallout4.ini file
I love Spring Cleaning personally, but you can go either way. Without that mod you will need the to add "bUseCombinedObjects=0" to your Fallout4.ini file.
Also, thanks for pointing out the potential problem, I've added the info about the "bUseCombinedObjects=0" to my main page description.
Good detective work. I'll probably just download Spring Cleaning since it seems to be held in such high esteem. I am pushing my system pretty hard as is so that's why I'm so adamant about not using any ini tweaks that will degrade it even more. I'll download that and report back shortly.
*edit: Spring Cleaning worked without a hitch. So either that or the ini edit is required for this to work.
what the hell did bethesda do with their new texture files. all the textures in the game look like garbage and it seems texture replaces are even having a hard time making them look any good.
25 comments
Second note. I know there are other mods that do similar things and each has its own merits. I posted this because other people have asked for it (or similar) in the comments for other bridge mods (including Nova & Jester's mods). If you want to use one, go for it. If you want to post links to other mods and/or share info on their strengths to make others aware, feel free to do so here (please don't let it get to a XYZ is better than ZYX).
(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
- worked like a charm the first try (installed with NMM and adding the line in Fallout4Custom.ini)
- a light I had installed on the old bridge... was still attached fine and working after on the new bridge !
- my companions and caravans pass over it fine
- no lag or FPS issues
- and it looks good !
100% Thanks
I have no other bridge or Sanctuary related mods installed so I'm not sure what the issue is. I have a gut feeling the issue is Mod Organizer related, but I have no evidence. I'll do some testing to see if I can get it to work.
**FYI, I DON'T have this line im my Fallout4.ini. It took me about 15 minutes of searching to figure out why. If you read all of the posts on Nova's bridge mod (where I go the mesh used here) you will find this
"Lateraliss: Bethesda combines meshes at game startup to lessen the performance hit from having to load dozens of separate mesh files. If you just replace the mesh file without the ini edit, it won't show up. It's a crummy system, but it does cause the game to run better the way they did it. The ini edit will cause performance issues in dense areas.
Nova, you should mention in the description that if people are using Spring Cleaning, they won't need this ini edit, because that mod already separates the meshes. It might actually cause conflicts."
I use the Spring Cleaning mod, so I've never added bUseCombinedObjects=0 to my Fallout4.ini file
I love Spring Cleaning personally, but you can go either way. Without that mod you will need the to add "bUseCombinedObjects=0" to your Fallout4.ini file.
Also, thanks for pointing out the potential problem, I've added the info about the "bUseCombinedObjects=0" to my main page description.
*edit: Spring Cleaning worked without a hitch. So either that or the ini edit is required for this to work.