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Realistic Water
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About this mod
This mod makes the water: outside, in the shivering isles, in caves and in sewers,bravil and the Oblivion Lava look a lot more realistic and dynamic, by changing the waters variables based on the weather. (requires OBSE v.20)
Credits and distribution permission
Author notes
You must contact me and obtain my permission before re-packaging any part of
this mod.
File credits
Thanks to CGtextures for the water foam texture.
Thanks to Gradashy for porting the mod over to Nehrim.
Thanks to all the wonderful people who have uploaded images or videos.
Donation Points system
This mod is not opted-in to receive Donation Points
Name: Realistic Water
Version: 3.0
Date: 18/04/2011
Category: Environmental
Author(s): Soolie
Description
===========
This mod makes the water: outside, in the shivering isles, in caves and in sewers,bravil and the Oblivion Lava look a lot more realistic and dynamic, by changing the waters variables based on the current time, weather,
climate and place. (requires OBSE v.20)
NOTE THIS REQUIRES OBSE v.20.0 OR GREATER. it takes 2 minutes to download and install and it is definately worth it. get it here: (http://obse.silverlock.org/)
Some water mods make the water look more blue, Some water mods make the water look more reflective, Some water mods make the water look more green and Some water mods hardly even make a noticeable
difference to the water.
But this water mod makes the water look more REAL.
Almost all the water is changed.
This version is almost completely different now. instead of having fixed water variables the water will change depending on other environmental values.
Here is how it works.
wave size is affected the wind speed.
the wave strength is affected the wind speed.
the wave speed is affected the wind speed.
the reflectivity is affected the wave roughnness.
the transparency of the water is affected by the time of day (making it slightly more transparent at night).
the water color is affected by the sky color.
and probably some other things that im forgetting
This will not affect your frame rate much but if your computer is old you may experience a very very very small stutter every 6-7 seconds when the water updates.
If your water looks silly when you go into a new worldspace cave just wait 6-7 seconds for the scripts to update.
Install
=======
1. Extract the files to a temporary location.
2. Copy files to (install folder)\Oblivion\Data\
3. Start Oblivion Launcher, click ‘Data Files’, place a checkmark beside the Realistic_Water.esp file.
4. if the water does not suit your tastes you can edit the settings in RealisticWaterSettings.ini
5. Return to TES nexus and give me feed back (hopefully positive)
Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck Realistic_Water.esp
2. Delete Oblivion\Data\Textures\water\WaterFoam.dds
3. Delete Oblivion\Data\Realistic Water Settings.ini
Incompatibility
===============
This mod is incompatible with any other water mod. NOTE: you can still use water/lava texture replacers.
Contact
=======
You can find me on TESNexus as ‘Soolie’
Credits
=======
Thanks to CGtextures for the water foam texture.
You must contact me and obtain my permission before re-packaging any part of
this mod.
Улучшенная вода 2.0
Один из лучших модов, на улучшение воды. Данный мод заменяет шейдер воды, на более качественный.
Создание нового шейдера воды продолжалось около двух месяцев, еще два месяца были потрачены на интеграцию Liquid Water в основной проект OBGE.
Сейчас в OBGE Liquid Water реализован следующий функционал:
Мод требует OBGE, сам OBGE вы можете скачать, по данной ссылке: (https://www.nexusmods.com/oblivion/mods/30054)
ВНИМАНИЕ: из-за зависимости OBGE от специфики графических драйверов существует вероятность того, что вы столкнетесь со странными графическими ошибками. Я оставил патч, который фиксит баг с мигающим светом в подземельях.
Насчёт производительности: ФПС данный мод, жрет у всех по разному, у меня например 15-20, но если после установки мода, ваш фпс вас не устраивает, то рекомендую установить патч для слабых ПК, качество будет хуже, но производительность куда лучше.
Nehrim: для работы данного мода с Nehrim, вам нужно установить п атч для OBGE Liquid Water v2.0, позволяющий работать с Nehrim.
Патчи, фиксы, и OBGE, находятся во вкладке файлы.
OBGE, OBSE, Oblivion
Для работы мода, вам нужно установить OBGE. Все файлы из архива с OBGE, перекидываем в папку Data. После этого, открываем архив с самим модом (OBGE Liquid Water), и все файлы из него, перекидываем также в папку Data.
Установка патчей и фиксов:
Nehrim: перекидываете файлы из архива, в папку Data.
Фикс бага с мигающим светом в подземельях: зайдите в папку Data > shaders > override, и перекидываете файл из архива, в эту папку с заменой.
Патч для слабых ПК: перекидываете файлы из архива, в папку Data, с заменой.
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Realistic Water | Реалистичная вода
Просмотров: 969 | Загрузок: 152 | Добавил: Edmin | Дата: 2019-12-18 20:57

Локализатор: Lord Dmi†riy
Описание
Требования: Oblivion 1.2
Данный плагин делает более реалистичной воду в игре.
Скриншоты:

Видео:
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Alive Waters 0.6
Плагин добавляет рыб и оживляет подводные пространства, делая их красивыми и реалистичными
Благодарим за скриншоты пользователя Санек
Основные файлы
AliveWaters.7z
Последние новости
Мод на растительность преображает мир Fallout 4 в вечнозелёный лес
Разработчики Enderal выпустили свою игру. Это оказался симулятор официанта
Комментарии
рыбки реально много стало.но ингридиенты не очень радуют.
А ингридиенты должны радовать? Вот не знали.
Ну,хоть какое-то разнообразие под водой.А то надаели одни рыбы-убийцы.
уж простите не знала!
В архиве три esp-файла, какой из них чего даёт? В ридми чего-то скуповато. Если не сложно конечно.
Будет повеселее под водой,т.к. до этого вообще скучно.Кроме этой рыбы-убийцы нифига.
Друзья, как сделать воду прозрачной, такой ка на скринах? А то плаваю, как на говнокуле.
DmitriyMirage, вероятно, вкусную рыбку заметил. )))
а у меня рыбок нет(((((
не следует проходить их нее квесты
Действительно конфликтует с квестом из гильдии воров?
Атмосферный мод, хорош.
Действительно конфликтует с квестом из гильдии воров?
Да вроде нет, у меня никуда не убегал.
Друзья, как сделать воду прозрачной, такой ка на скринах? А то плаваю, как на говнокуле.
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Alive Waters Updated
File information
Last updated
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About this mod
An updated version of the great Alive Waters mod.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
Windsurfer, for the original mod
AndalayBay and Arthmoor, for helping me out with some questions.
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
I’ve been using Alive Waters for years, but I recently noticed a few minor bugs. Windsurfer hasn’t been active on the Nexus in years, so since I was bored and needed something to do, I decided to go through it and fix anything that needed fixing. This is the result.
Note: This archive does not contain the meshes and textures, just the esps. You have to go download the original mod (http://oblivion.nexusmods.com/mods/6914/) to get the assets! While you’re there, endorse his mod, if you haven’t already.
As of v 1.0, this mod requires OBSE!
v1.0
Alive Waters:
* Added a new script that prevents fish from appearing on land (thanks to Luke2135).
* Fixed the name of Minnow Fin ingredient.
Slaughterfish Addon:
* Added a new script that prevents fish from appearing on land (thanks to Luke2135).
v0.9
Alive Waters:
* Restored the Find packages to all fish (I forgot there are no pathgrid nodes underwater, hence they can’t wander).
* Added the Find packages to one of the eels and the knightfish (both had Wander packages originally).
* Moved some spawns to avoid conflicts with Better Cities.
Koi Addon:
* Added a closed loop of pathgrid nodes to the ponds in Anvil and the Imperial City so the koi will move around.
* Expanded the wander radius for the koi’s AI package from 5 to 256.
v0.8
Alive Waters.esp:
* Fixed a landscape error near Castle Anvil.
* Sank some rocks on the seafloor nearby that had seethrough undersides.
v0.7
* Removed the Daedra, Dremora, Oblivion Creatures, Vampire, and Undead factions from the fish and one crab, and added Creature faction.
* Replaced the Find AI packages with standard wander packages.
* Many RockUnderwater280 items were replaced with spawn points; I restored the rocks and placed the spawns by hand to avoid conflicts. I also fixed numerous rocks/spawn points that had been placed in the wrong cell (which changed the cell’s coordinates and likely was a source of CTDs).
* Replaced the rock used to block the hole in the sunken ship near Anvil with a new rock, rather than a vanilla one (Better Cities alters this area, replacing the rock to its original position and exposing the hole).
* Deleted the script (see below).
* Fixed numerous wild edits.
* Cleaned the esp with TES4Edit.
Koi Addon:
* Removed the Daedra, Dremora, Oblivion Creatures, Vampire, and Undead factions from the koi (yes, they had them too).
* Deleted two duplicated-in-place koi spawns in the Anvil pond.
* Deleted a spawn placed well below the IC Arboretum.
* Cleaned the esp with TES4Edit.
Slaughterfish Addon:
* Replaced the Find AI packages with standard wander packages.
* Deleted the script (see below).
Regarding the scripts:
I removed the script from Alive Waters because, in short, it didn’t work and was probably more detrimental in the long run, in terms of performance vs. immersion (see below). It had two parts:
The first part is OnLoad; when a cell loads, it checks all the spawns and disables any that are more than 3500 units from the player (this is why many people noticed that the waters seem rather empty).
The script in the Koi addon kills/disables any fish that gets above 110 units in Anvil, or 3440 units in the IC (basically, just above the surface of the water); I removed the disable part, but left the rest alone, since it should work. Since there are a limited number of fish in each location (five in Anvil, and four in each of the districts), and they’re closed worldspaces, the performance hit from it being a GameMode script should be negligible.
Alive Waters No Fish: Per user request, I fixed up this esp and uploaded it as well. It didn’t have any issues beyond needing cleaning with TES4Edit.









