Out of interest, what happens if you raise the lowered bridge after having already built on it? Does everything stay where it was, floating in midair and clipping through the bridge if placed in a spot where that would happen? Do settlers still try and move to items floating in the ether, and if they spawn out there and use the item, do they fall into the river once their animation completes? Or have you found some clever way around these issues?
Also, does this settlement have similar problems to London Bridge where settlers will spawn under the bridge and die in the water?
Don't get me wrong, this is an incredibly cool concept and having even just one half of the bridge working is awesome. I'm just thinking about what I know about Fallout 4's settlement and navmesh systems and how I don't think any settlement buildings are affected by physics, so I can't imagine the game is going to handle having a huge plot of land being movable like this elegantly, even with human intervention.
Yes if the bridge is raised with any built buildings they will remain where they were placed, floating in the air.
Items and NPC's will stay where they were until the bridge is lowered again, or if the cell is reloaded they will fall into the water (eg: fast travelling back to Tower Bridge).
If the NPC's are immune to radiation like robots, they climb out from the broken platform. Otherwise they will fall into the water and die.
I may see if there is a way round this with a collision plane or an activator, but for now this can be avoided by:
Building a platform under the platform to catch any fallen settlers and objects.
Make sure no one is standing on the platform or has left any objects on it before moving it. (The same procedure as real life I suppose :P)
I've been having some serious graphical issues with this mod. I don't know if this is the case for Fallout London version 1.01, but for version 1.02 (which I'm using), some of the structures north and south of the bridge are getting many invisible and flickering walls. It's especially bad around the City Hall and Butlers Wharf (south) but the Tower of London (north) also has some issues. Turning this mod off fixed all these issues. If necessary I can upload some screenshots.
I wouldn't recommend this mod in its current version (2.1) for Fallout London version 1.02.
I can confirm this issue. Mod version 2.1 and Fallout London 1.02 cause serious graphical issues in the area around Tower Bridge. Only turning off this mod resolves all graphical issues. Love this mod, but it looks like we need to wait for an update to this mod before moving about in the area close to the bridge.
Sorry for the delay on this it's been a busy few weeks! The mod has now been updated to support the latest FOLON patch, and has had a general visual polish.
The mega 1.02 patch had brand new pre-combines for the entire map, which was causing conflicts. This sort of problem should not occur on further game updates.
Sorry for the delay on this it's been a busy few weeks! The mod has now been updated to support the latest FOLON patch, and has had a general visual polish.
I have hidden all the blood stains in the latest version of the mod, as it's easier than making them scrappable and I've combined most of the junk into vanilla scrappable objects now - so you won't need place anywhere to scrap them and will receive resources for scrapping them.
This might seem stupid, but how do I activate build mode in the engine room? I've unlocked it, I see how I'm supposed to be able to do this, but I can't interact with the terminal nor can I enter workshop mode.
Edit: I am indeed stupid, I found the second door. Dum dum moment. Thanks :)
If it says there is not enough power, then turn off the auxiliary power switch for the lights. Then it can be turned back on once the bridge has moved.
Control room connection lost Northbank hydraulic warning Northbank hydraulic critical failure etc. But it seems to help if you switch power off. Thank you
Pointing out some bits to try and be helpful for future incoming updates (which I'm really looking forward to):
I noticed the barbed wire remains from the railings when scrapping the railings, and is then not scrappable currently, leaving floating barbed wire behind to build/design the settlement around - https://imgur.com/a/Jt7vW6J
Various blood/metal spikes not yet scrappable
Despite scrapping the radiation barrel up on the walkway I still get rads every time I walk past where it once was
These were found with the Place Everywhere mod installed
I noticed you've just released an update as of yesterday so some of these may have already been addressed👌
Will any existing buildings/settlement be affected by updating?
Hell yeah brother. Thanks for giving us the cooler bridge settlement, London bridge was a big letdown style-wise. Can't wait to have Camelot colonize the hell outta this place.
If you're looking for more locations to add settlement building to, the Emergency Broadcast Centre is a fantastic choice. Huge upstairs with a 360 view of London and 4 different studio rooms to play with.
Looks great! Before I try it, do the Beefeaters still respawn? I am also waiting fot the supply lines to be fixed. Right now I have two seperate networks working.
Sorry do you mean do Beefeaters attack the settlement like Vanilla FO4 settlement attacks? If so I do not believe so, but the settlement will be attacked by hooligans if defence is too low, like in Fallout 4 base mechanic.
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Also, does this settlement have similar problems to London Bridge where settlers will spawn under the bridge and die in the water?
Don't get me wrong, this is an incredibly cool concept and having even just one half of the bridge working is awesome. I'm just thinking about what I know about Fallout 4's settlement and navmesh systems and how I don't think any settlement buildings are affected by physics, so I can't imagine the game is going to handle having a huge plot of land being movable like this elegantly, even with human intervention.
Yes if the bridge is raised with any built buildings they will remain where they were placed, floating in the air.
Items and NPC's will stay where they were until the bridge is lowered again, or if the cell is reloaded they will fall into the water (eg: fast travelling back to Tower Bridge).
If the NPC's are immune to radiation like robots, they climb out from the broken platform. Otherwise they will fall into the water and die.
I may see if there is a way round this with a collision plane or an activator, but for now this can be avoided by:
Thanks
I don't know if this is the case for Fallout London version 1.01, but for version 1.02 (which I'm using), some of the structures north and south of the bridge are getting many invisible and flickering walls. It's especially bad around the City Hall and Butlers Wharf (south) but the Tower of London (north) also has some issues.
Turning this mod off fixed all these issues.
If necessary I can upload some screenshots.
I wouldn't recommend this mod in its current version (2.1) for Fallout London version 1.02.
Only turning off this mod resolves all graphical issues.
Love this mod, but it looks like we need to wait for an update to this mod before moving about in the area close to the bridge.
Sorry for the delay on this it's been a busy few weeks! The mod has now been updated to support the latest FOLON patch, and has had a general visual polish.
The mega 1.02 patch had brand new pre-combines for the entire map, which was causing conflicts. This sort of problem should not occur on further game updates.
Thanks!
Sorry for the delay on this it's been a busy few weeks! The mod has now been updated to support the latest FOLON patch, and has had a general visual polish.
I have hidden all the blood stains in the latest version of the mod, as it's easier than making them scrappable and I've combined most of the junk into vanilla scrappable objects now - so you won't need place anywhere to scrap them and will receive resources for scrapping them.
Thanks!
Edit: I am indeed stupid, I found the second door. Dum dum moment. Thanks :)
Diagnostic says there's problems in south and north bridge
Northbank hydraulic warning
Northbank hydraulic critical failure etc. But it seems to help if you switch power off. Thank you
Pointing out some bits to try and be helpful for future incoming updates (which I'm really looking forward to):
These were found with the Place Everywhere mod installed
I noticed you've just released an update as of yesterday so some of these may have already been addressed👌
Will any existing buildings/settlement be affected by updating?
Thanks!
No existing structures will be affected by updating, the main thing this update contains is the repairing of the movable bridge platform.
The barbed wire was removed in yesterdays update so all good there! The other two issues will be sorted in the next update.
Thanks
If you're looking for more locations to add settlement building to, the Emergency Broadcast Centre is a fantastic choice. Huge upstairs with a 360 view of London and 4 different studio rooms to play with.
Thanks.
Sorry do you mean do Beefeaters attack the settlement like Vanilla FO4 settlement attacks? If so I do not believe so, but the settlement will be attacked by hooligans if defence is too low, like in Fallout 4 base mechanic.