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.
Either is fine. Both took a considerable amount of effort and because of that, demeaning one over the other is unnecessary. Both are also compatible with PRP 74 within the last 2 months.
Damn Good Reply .. lol .. like a moron I tried to install this with Atom's Storm and got the (should have been expected) would not install due to missing file .. lol ..
Thanks for all your hard work .. you have a bunch of patches that solve a bunch of compatability issues and I use more than one .. lol .. Much Appreciated and Endorsed!
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)
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?
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
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.
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.
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.
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.
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
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?
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.
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.
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.
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?
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?
45 comments
Thanks for all your hard work .. you have a bunch of patches that solve a bunch of compatability issues and I use more than one .. lol .. Much Appreciated and Endorsed!
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?
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.
Anthony
4estfimp - sots as mmwatchtower.esp warning: plugin appears corrups
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.
Fallout4.ini and/or Fallout4Custom.ini Setting:
[General]
bBorder Regions Enabled = 0 (without any spaces)
Edit: Well, will go with the command, seems to be working just fine.
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?
True Storms
DAWN ENB for True Storms
Manually drop saturation slightly in the ENB.