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
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.
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.
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
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 :)
33 comments
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.
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
sealevel & sealevelspeed are working ingame too
dont know what is wrong here
I just tried
sealeveltide -10 10 .001
and it's working for me.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!