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.
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.
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
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.
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.
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.
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.
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.
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?
42 comments
How can I slow down the flaw of the water a little?
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.
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.
I will not use the flowing river mod because the sound is bugged for me, is too loud and repeats to fast
I placed this mod before, is it right? or should I place it last?
Thanks for your great mods
LOOT says theres 21 ITMS?
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.
Careful though Zorkaz, next to item-sorting the precombines is the other rabbit-hole of modding this game
Thank you, for reading this.
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.