Fallout 4

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El Ha

Uploaded by

Zorkaz

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60 comments

  1. Zorkaz
    Zorkaz
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    I will never complete the whole coastline
    But I will add some further locations
  2. Vonklinkenhoffn
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    TexGen gives this error: 

    [Window Title]
    TexGen
    [Main Instruction]
    Record [STAT:000000C4] in file Fallout4.esm is being overridden by record [REFR:000000C4] in file BetterCoastalWaves.esp.
    [Content]
    These errors can cause CTD and other serious issues and need to be fixed.
    Click on this link for additional explanations and help for this message
    For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.
    [Ignore] [Exit TexGen]
    [Footer]

    If I try to ignore it another record pops up, it's so many the only solution to be able to go ahead with TexGen is to disable the mod entirely. 
    TexGen seems very serious about this issu though, in the wiki it pretty much states that a mod is broken and should not be used.
    Any solution here? 
    1. Vonklinkenhoffn
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      I found out about this,. The reason it was giving this error was that I'm running VR and so the version and formIDs was wrong. 
      I had to load the mod up in xEdit and renumber formIDs and change header version, it works fine for VR now

      Do you want to have the plugin to upload as a VR version? Or do you mind if I upload it?
    2. Zorkaz
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      Please upload it. It's better if you take care of the VR version.
    3. Vonklinkenhoffn
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      Sure, no problem. Thanks for responding so quickly! 
      I'll notify you as soon as it's up :)
    4. Vonklinkenhoffn
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      It's done, I've uploaded it. Phew, that was a lot of "paperwork". I've never uploaded anything before you see. I hope it's all to your liking. Thanks again for your work! 

      Here it is: https://www.nexusmods.com/fallout4/mods/80865
  3. VoidStuff
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    Since this mod adds new effects to the commonwealth, does it break pre-combines?
    1. cardamom2
      cardamom2
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      no
  4. dominogoc
    dominogoc
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    Newest version of Wrye Bash plugin checker showed that ESL version contains dirty edits and needs cleaning.
    1. AstroGazer
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      Also, LOOT (v 0.18.6) reports 18 ITM records and suggests cleaning of your mod for both ESP, ESL versions 1.2.
      would removing these edits have any negative effects?
  5. rknowj
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    I like that it doesn't cover the whole coastline. Keeps far harbour feeling special and separate from the commonwealth. 
  6. freyia
    freyia
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    Thank you for the update^^
  7. Razorsedge877
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    This mod has 11 conflicts with DLCRobot.esm. 10 of them are Previs Files Timestamp and, the last is VISI, RVIS, PCMB & XLCN. Should I forward all of the records I listed from DLCRobot.esm
  8. SnakeSlippers
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    I can't test I'm at work but would this mod work with WAVE mod? Or would that not be needed with this mod?
    1. Zorkaz
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      Works
  9. Blinxys
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    Was out by Salem and the waves actually caught my eye in an unguarded moment, nad i siad, "oh yeah, that's Zorkaz's mod". 
    Really nice stuff, makes the coast way more compelling (the great lakes are even way more violent than vanilla ocean wave effect).

    Have has previous version of this installed since you posted it.
    went to install new version, housekeeping as one does, and noticed in fo4edit a minor conflict- of interest:

    So I just have to ask for the knowledge base:

    DLCRobots.esm has no previs timestamp but dif location from f04 and your mod, 

    Fallout4.esm
    GeneralAtomicsFactoryLocation "General Atomics Factory" [LCTN:000428E2]
    DLCRobot.esm
    DLC01GeneralAtomicsFactoryLocation "General Atomics Factory" [LCTN:01011362]
    BetterCoastalWaves.esl
    GeneralAtomicsFactoryLocation "General Atomics Factory" [LCTN:000428E2]

    WUWT?

    Can you expound on this anomaly at all.
    Just want insight as to why & how of what works/doesn't.

    Cheers to you, and a very nice mod.
    1. Zorkaz
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      It simply places two object there.  Why F04 Edit says there's a conflict Idk
    2. Blinxys
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      The conflict seems to be DLC01 is different, (which might explain why GAF is always buggy anyway).
      Just finalizing conflict resolution in my mod list, before tearing into previs, cells, and worldspaces specifically.
      I really don't know how LCTN works (at all). It's not talked about as much as the other stuff.
      Curiouser, and curiouser...

      Again, and most importantly; very nice mod(s)!

      Infinite thanks!
    3. Zorkaz
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      As a side note: This mod inherits the precombines from DLCCoast (Far Harbor) around the area where Nakano Boathouse and Makra Fishpacking is
  10. 7OVO7
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    Its possible to have a PATCH - or any kind of solution - in combination with Desperados Overhaul without change Precombines ini settings? why if this waves mod (great mod), in combination with Desperados without bUseCombinedObjects=0 create many meshes glithces, and with this setting have no glitches but a frame drop. I test the mod without Desperados and do not create glitches, so...

    From Desperados Overhaul mod page:
    This mod no longer breaks precombines, however due to the newly generated ones in place of vanilla, this will naturally be incompatible with other mods that do break precombines, and obviously other flora based mods. While issues should be minimal, remain aware of possible conflicts and bugs. Overall both performance and bugs should be at acceptable standards at this point in time.
  11. glacialmind101
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    Love your mods.  Very tight and bugfree.  Been using this one a bit.  No bugs, but some immersion issues with the spray coming up through objects which are solid.  This could be fixed, I think, by changing these floors to ones with broken, cracked boards.  I'm not sure if this can be done without beaking precombines as my knowledge in this area is purely theoretical.  The main offending buildings are warehouses along the harbor facing east to Boston airport.