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BradIsBrad

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BradIsBrad

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33 comments

  1. BlueGiant24
    BlueGiant24
    • member
    • 5 kudos
    this mod is really cool but the sound, sky, and caustic effects are really weird when the sealevel is above and below 0, i dont know if theres any way to fix it
    1. spelunkerdooms
      spelunkerdooms
      • member
      • 0 kudos
      I second this.
      Not a complete fix but the 'Epic Weather Mod' works really well to counteract many of these problems.  Set weather to foggy, thunderstorm or even light rain to change the sound problems, and the caustic effects are diminished by the rain.
      I just discovered this amazing, world-changing mod.  
  2. OpiekaczSG
    OpiekaczSG
    • member
    • 0 kudos
    Hello, what command to write so the sea level will rise lets say a meter per a whole day/night cycle? I want to make it so the level rises slowly as I play the game.
  3. giveDIRETIDE
    giveDIRETIDE
    • member
    • 0 kudos
    Whenever sea tide tries to lower below -4m, it automatically snaps to the max set amount. No matter what amounts were set previously. 
  4. Starlord6DS
    Starlord6DS
    • member
    • 0 kudos
    Is it possible/difficult to add additional Tide dataset with another timeperiod to have tides ore irregularly with springtides and niptides and many tideheights between?
    e.g.
    {
    "tide1"
      "seaLevel": 0.0,
      "seaLevelChangeSpeed": 1.0,
      "hasTide": true,
      "highTide": 5,
      "lowTide": -5,
      "tidePeriod": .5
    "tide2"
      "seaLevel": 0.0,
      "seaLevelChangeSpeed": 1.0,
      "hasTide": true,
      "highTide": 5,
      "lowTide": -5,
      "tidePeriod": 1.0
    }
    every 2nd tide a springtide 10m above default
  5. hunterusleaman
    hunterusleaman
    • member
    • 0 kudos
    it wont load in the mod for me how do i accses it
  6. CleoGlory
    CleoGlory
    • member
    • 0 kudos
    for some reason none of the console commands are working for me
  7. Human591R8
    Human591R8
    • supporter
    • 0 kudos
    does this work in legacy subnautica. Bebinex spits out a bunch of errors when loaded into the game and the commands do not work
    1. Human591R8
      Human591R8
      • supporter
      • 0 kudos
      fixed it by changing to v 1.2.0
  8. Macalanias88
    Macalanias88
    • supporter
    • 1 kudos
    sealeveltide command works only when used in file
    sealevel & sealevelspeed are working ingame too
    dont know what is wrong here
    1. BradIsBrad
      BradIsBrad
      • member
      • 28 kudos
      Can you share the full command you tried that didn't work?

      I just tried sealeveltide -10 10 .001
      and it's working for me.
  9. SirRexuz1234
    SirRexuz1234
    • supporter
    • 0 kudos
    Love the mod it adds alot of realism and immersion to the game. Unfortunately it has 3 major flaws that keep it from being the best. One is, their is a weird lighting issue when going above or below the "vanilla" surface level. Second is during low tide the fish are still swimming in the air up to the "vanilla" surface level. Third is during high tide when the water rises above the "vanilla" level. Any buildings or bases you have built on the surface will be flooded with water inside instead of it working like normal. It clips through and looks awful. Anyway thanks for the great mod and hope these are easy fixes :)
  10. BradIsBrad
    BradIsBrad
    • member
    • 28 kudos
    It was announced this morning on the Subnautica Modding discord that QModManager would be retired in favor of BepInEx.

    The 1.3.0 update of the SeaLevelMod switches to using BepInEx instead of QModManager, and is compatible with the 2.0 Living Large update.

    I have added installation instructions to the main mod info.

    Thanks!