Fallout 4
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El Ha

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Zorkaz

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42 comments

  1. Zorkaz
    Zorkaz
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    The flow is aesthetical only - For now. You can still swim normally
  2. Menellaus
    Menellaus
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    Another great mod from you THANK YOU.
    How can I slow down the flaw of the water a little?
    1. Zorkaz
      Zorkaz
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      There's a setting called "Wind Speed" in the respective water types
    2. nintai83
      nintai83
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      So to make those changes I would use xedit and change the Wind Speed under the Noise Properties section? Do I change all three layers, 1, 2, and 3?

      Also, I make the edits under ExtRiverCharlesUpper only and not the ocean? In addition I see ExtRiverCharlesUpperWeak is set to 0.000000 by default. I am guessing I shouldn't adjust that either?

      By the way... thank you for this. This has made a world of difference in my game.
    3. Zorkaz
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      All layers. Also not only CharlesRiver, but also the new made Oceanwater, but not the vanilla one
    4. nintai83
      nintai83
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      Thank you very much. I have it working after editing it like you posted. Looks amazing.
    5. mary51yr418p
      mary51yr418p
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      Any chance you could upload your changed esp, the water does look a bit fast imo
    6. Zorkaz
      Zorkaz
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      There is now an optional file available
  3. djchunt
    djchunt
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    As I already have better coastal waves installed do I need to uninstall that first?
    1. Zorkaz
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      1. This is now an .esl flagged .esp, so yes.
      I had to do this, because so much can overwrite the water in the cells.

      But if you don't like to disable your old version you can simply rename this .esp module to .esl by going to your data folder and renaming it manually.
  4. MonkutPaik
    MonkutPaik
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    Causes xAudio crash for some reason
    1. MonkutPaik
      MonkutPaik
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      nevermind, I don't know what causes it anymore
  5. TobyGheimSchool
    TobyGheimSchool
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    I really like the coastal waves mod makes libertalia look absolutely amazing like as if was actually floatin, I don't know if you added the boats moving or if it's vanilla but anyway bravo.
    I will not use the flowing river mod because the sound is bugged for me, is too loud and repeats to fast
  6. mycroftmacarthur
    mycroftmacarthur
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    I assume this is compatible with basically all water retexture mods. Are there any which work better/worse with this one? May as well use the one which pairs best from an appearance standpoint. 
  7. NuckNuck4
    NuckNuck4
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    In Fo4edit I have minor conflicts like with We can live In Poseidon Energy.
    I placed this mod before, is it right? or should I place it last?

    Thanks for your great mods
    1. golivie
      golivie
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      Depends on you, and depends on the conflict. Place it after if you want the changes from THIS mod.
  8. deleted124779963
    deleted124779963
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    If we don't care about the flowing rivers is there a reason to upgrade from Better Coastal Waves? There's a few spots in the old mod where the new water effects float above the water. It's not much of a problem tbh you have to pretty much be right on top of them to even notice, but if it's been fixed I'll make the jump. Love the original, such a relatively small change really helps the atmosphere along the coast.
  9. falloutspraybottle333
    falloutspraybottle333
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    How do you lower the volume of the river sounds?
  10. backudog123
    backudog123
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    Is it OK to clean it?
    LOOT says theres 21 ITMS?
    1. Zorkaz
      Zorkaz
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      Go ahead
  11. chaosscz
    chaosscz
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    hello compatibility with PRP? how this works is there change to cells or its just changes in water only? thanks
    1. Zorkaz
      Zorkaz
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      Whatever PRB means but this only edits the water in the respective cells. (And adds waves because it's based on Better Coastal Waves)
    2. echo5533
      echo5533
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      PRP is a Previs Precombine mod. Previsibines Repair Pack (PRP) at Fallout 4 Nexus - Mods and community (nexusmods.com). A lot of mods confict with this. I've been having to disable things for the PRP plugin in FO4Edit.
    3. a1racer
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      as far as i know water isn't patch of precombines as that should only include static things.  
    4. Masterlix1982
      Masterlix1982
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      Look into the plugin to find these things out.

      Sadly this is partially compatible. The new XCWT records are within the cell header and given the remaining data, specifically XCRI (alongside XPRI which are for precombines) is purely vanilla then to benefit from this you'd need to forward PRP's XCRI data alongside this mod's new XCWT records to benefit.

      If you have PRP lower, then you'll gain roughly 50% of this mods' benefit, but having this mod lower in your LO will break PRP's precombines given it uses vanilla cell-headers for XCRI. 
    5. Zorkaz
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      If that's the case, maybe a simple merge might suffice
    6. Masterlix1982
      Masterlix1982
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      Yep exactly, a simple patch from users can do it. 

      Careful though Zorkaz, next to item-sorting the precombines is the other rabbit-hole of modding this game
    7. Slayer0fKings
      Slayer0fKings
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      for the average user with too many mods is there a patch available I tried making a merged patch to no avail due to the fact of having too many mods and FO4 Edit only goes up to the 253 mod limit even when using the majority of them as ESL's.
      Thank you, for reading this. 
  12. Earrindo
    Earrindo
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    Hey, just wondering if anyone knows whether this would work with Commonwealth Reclamation Project or not. I have this feeling it wouldnt, but figured I would ask.
  13. Hitman136
    Hitman136
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    Dear Zorkaz, I absolutely love this mod and most of your other mods, thank you very much for sharing.

    I am having a compatibility issue between this mod and "Clean Water" mod Clean Water of the Commonwealth at Fallout 4 Nexus - Mods and community (nexusmods.com) where this mod seems to cancel the clean water effect in many places so the water is quite murky and horrible again. Load order didn't make a difference either, Clean Water is way below this mod yet it still happens.

    Is there any chance of a patch to make the two mods work nice together? If not, is it safe to uninstall/disable this mod mid game?

    Cheers.
    1. Zorkaz
      Zorkaz
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      I do not make patches between foreign mods, especially one that does feature four variations. But it is safe do deinstall mid game
    2. Hitman136
      Hitman136
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      Fair enough, thank you.