Fallout 4

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4estGimp

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4estGimp

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43 comments

  1. wyldchyld337
    wyldchyld337
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    Is not playing nicely with the updated patch for BNS courtesy of Spiff as one requires the .esp (Spiff's patch) and the other requires the .esl (this patch)
    1. 4estGimp
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      I'd had a BNS patch mod for a long time.
    2. wyldchyld337
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      And we've been grateful for it, but then BNS had to go and update, splitting into Landscape and Trees

      But yes, this patch for Watchtowers and SotS requires the .esl of Watchtowers while Spiff's patch requires the .esp (so Watchtowers plays nice with BNS). Maybe I'm missing something, but we can't have both the .esp and .esl active for the same mod, no?
    3. Juggs2
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      yeah BNS got updated with made 4ests patch not work so the BNS author made aa patch but only for the esp for some reason so now watchtowers is only viable if you choose between SOTS or BNS. Prob just gonna drop watchtowers at this point
    4. 4estGimp
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      I just run an older version of BNS.
  2. the1holy
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    Why do you recommend South of the Sea - Atoms Storm over Optimization and Compatibility for South of The Sea (SOTS)? (honest question, cant find enough info on the internet to decide) , i just know one needs the main mod and the other is standalone, but there are surely many other factors that i ignore.
    1. 4estGimp
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      Hap spent over 6 months rebuilding navmesh and precombines alone.  I've seen, tested, and been a small part of implementing fixes into Atom's Storm.  I trust Hap's rebuilt navmesh over the other SotS 140 Deleted navmesh.
    2. the1holy
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      thanks, that's a good reason actually, i guess i'll switch.
  3. MarkusTay
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    Me again (the guy who figured out how to break RO-1 in weird ways LOL)
    I want to add SotS, and I also want to add the MM watchtowers, so naturally I wound-up here. However, I also see your patch to add the legacy watchtowers - If I were to use all three mods, I would have to use both patches I assume, and if I were to do so, is there a particular order I'd have to put the patches?
    I'm also thinking of merging the patches on my next full play-through; that shouldn't be a problem, right?

    Nevermind: I see you already answered this in the other patch's thread. In the interum, I simply merged this small change into the original mod, even though I am not 100% about adding in SotS in this test (I mean, moving it doesn't hurt, so why not just do it anyway, right?) In case I haven't said this yet (elsewhere), thanks for doing all of these.
  4. anthony8659
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    Hello 4estGimp ,  SOTS AS had an update after your update.  Will this be affected?  Thank you so much for your patches.  Btw, sent you a dm over at discord for some querries.  Thanks again.

    Anthony
    1. 4estGimp
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      My last update was done without any SotS version active so it would work with any SotS.  I just apparently had markers off at time and missed the MM spawn points.
    2. anthony8659
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      Nice!  Thanks in advance for the next update :)  Much appreciated.
  5. Rusey
    Rusey
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    Forgive me if I missed it (still haven't had my coffee) but how does this play with your BNS tree trim? I do use SotS with the previs pack by Mith007
    1. 4estGimp
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      This should work with most mods.  It just moved the tower and tower items without dependency on any specific terrain or other structures.
    2. Rusey
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      Wonderful. Just making sure they wouldn't fight each other! Thanks much.
  6. Orgys
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    Hey, thanks for this fix. Any chance you could make a version for the original SOTS and its optimization and compatibility patch by Mith007? After exploring the area it seems the issue is the same with trees going through that one particular tower. Of course, only if you found yourself with the time to do it, if not, no worries as it's just a soft conflict as noted! Cheers.
    1. 4estGimp
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      done
    2. Orgys
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      Thanks a bunch
  7. whithebunny
    whithebunny
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    could i create a version without the need for the SouthOfTheSea[Previs] file? by using a version of south of the sea that does not need the previs version, it tells me:
    4estfimp - sots as mmwatchtower.esp warning: plugin appears corrups
    1. 4estGimp
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      This mod was made with South of the Sea - Atom's Storm.  Trying to use it with other mods will cause issues.
    2. 4estGimp
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      done
  8. Wyrnox
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    Checked this displaced Watchtower Alpha and it's nice and all but i can't reach it. Looks like it's beyond map border as it keeps saying "You can't go there". Is it only me?
    1. 4estGimp
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      I was hoping to hear more feedback on this by now.  I know my companions only get so close but I don't get any warnings.  Perhaps I should move the tower in another direction.
    2. Wyrnox
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      Either noone checked this Watchtower yet or only i have this problem. It's kind of weird since i don't have any mods which alter map borders in any way. I'll try to get to this tower again, will try to do so from all sides and on a new game. 

      Edit: Well, double checked, can't reach it, map border is around second further stump from Watchtower. But ye, guess it would be best if more people will comment on this. Come on folks, please check if you can reach Watchtower Alpha, it's located near Quincy and big tree with swamp folk from SotS.
    3. 4estGimp
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      llama mentioned this and the .ini setting for it too:

      Fallout4.ini and/or Fallout4Custom.ini Setting:

      [General]
      bBorder Regions Enabled = 0
        (without any spaces)
    4. Wyrnox
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      Hmm, will check it out, thanks!
    5. Mycenia
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      I believe there are actually two issues at play here, the first is rectified by disabling the border regions. The issues with NPCs and companions not being able to reach it stems from the lack of navmesh. The location it was moved to has none, so only the player will be able to reach it. I regenerated it and tweaked it, but haven't been able to test it yet. 
    6. Wyrnox
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      Finally someone also decided to check this Watchtower. So both companions won't be able to reach it and NPCs won't spawn there... Maybe it's best to move the tower in another direction after all?
    7. 4estGimp
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      Or use the command I posted days ago ;)
    8. Wyrnox
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      Yep, using it now, i'm fine with it of course, NPCs that spawn inside won't bug out or something right? 

      Edit: Well, will go with the command, seems to be working just fine.
  9. blackboy2
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    Any chance I could put in a request for another compatibility patch with another mod that puts a location close to a watchtower?
    1. 4estGimp
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      You are free to ask but I can't guarantee I'll get to it with other projects I'm trying to complete over the holidays.
    2. blackboy2
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      This mod adds a new follower who sets up a small camp super close to Watchtower Foxtrot, and besides the close proximity of the two locations looking very odd, in my opinion, it also causes the two map markers to overlap badly. There might also be some navmesh issues as well. So, I was hoping you could move the camp a ways away?

      But if you're busy, and it sounds like you are, maybe you could teach me how to move stuff around in the CK without messing anything up instead?
    3. 4estGimp
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      Can you post or link a screenshot?
  10. MhmmmSoup
    MhmmmSoup
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    Thank you for the patch, also what graphics setup do you use it looks really good
    1. 4estGimp
      4estGimp
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      The overall color is:
      True Storms
      DAWN ENB for True Storms
      Manually drop saturation slightly in the ENB.