skyrim мод на воду
TES 5: Skyrim «Realistic Water Two» v1.11
Обновление: 1-11
— Добавлен опциональный аддон «Текстуры воды для ENB 0.236+ пользователей» с эффектом параллакса и объема водной глади, для тех у кого нет установленного ENB 0.236 и выше, то данные текстуры не к чему (описание читайте ниже)
— Ускорена анимация движения ряби в озерах,океанах и горячих родниковых источниках
— Сбалансирован звук треска льда и звуковые эффекты в ручьях и бухтах
— Добавлены недостающие данные которые автор упустил при добавлении в модули для DLC Dawnguard
— Добавлены анимированые лодки которые будут расположены рядом с плавучими льдинами
— Удалены некоторые не модифицированные меш (meshes) файлы
Подробнее:
Волны:
— Все плагины «Волны» требуют установленный DLC Dragonborn
— Волны из DLC Dragonborn замедлены в течении и имеют новый ретекстур
— Эффекты брызг и пены стали более видимыми
Водопады:
— Большие водопады имеют ускоренную анимацию потока,новый ретекстур и добавлены более чёткие всплески водных частиц
— Водопадные туманы теперь имеют больший объем
Лодки:
— Лодки плавающие в воде теперь имеют анимацию,будут иметь эффект подвижности от колебания воды
— Есть аддон для анимации лодок и кораблей,но статические объекты,такие как ящики и бочки на кораблях не будут двигаться
Лед и айсберги:
— Айсберги и ледяные глыбы плавающие в воде будут иметь анимацию покачивания.Айсберги иногда будут издавать звуковой эффет треска.
— При столкновении или контактом с кусками льда,они будут «булькать»,уходить под воду
Другое:
— Были переработаны пенные эффекты
— Рябь от дождя на водной поверхности больше не будет скользить по поверхности воды
— Дождевые капли и рябь на воде были реконструированы и была увеличена прозрачность
— Водопады и пенистые потоки в Вайтране и Маркарте были ускоренны и имеют новую анимацию
— «Блестящие» скалы возле водоемов теперь выглядят более влажными
Требования:
— Автором не указаны,но если ставить опциональные аддоны Волны,то в любом случае требуется DLC Dragonborn
— Опциональные текстуры «Текстуры воды для ENB 0.236» нужны только при наличии ENB 0.236 и выше
Спросите почему данный мод начиная с версии 5.0 идет отдельно, а не обновлением на данной странице мода W.A.T.E.R, ответ простой, автор кардинально все изменил, удалил все опциональные модули, которые были в старой версии мода 2.1 и вообще чтобы не было путаницы, так как в старой версии 2.1 и в новой версии 5.0 Редукс описание и функционал полностью разные.
От автора:
W.A.T.E.R был обновлен и модернизирован, с помощью преимуществ новейшего аппаратного обеспечения. Я знаю, что игроки были счастливы со старой версией мода, но у меня не было времени, чтобы действительно довести мод до высоких стандартов. Мод в своей новой форме занял месяцы на разработку и теперь, это самый полный мод на воду, с точки зрения содержания. W.A.T.E.R улучшает эффекты и делает так, чтобы воды Скайрима были просто великолепными.
Описание:
Данный мод улучшает воду Скайрима с помощью новых текстур, моделей воды, игровых исправлений, косметических исправлений. Установив этот мод, вы удивитесь, насколько красивой станет вода Скайрима!
Основные характеристики переиздания:
— Полностью переработанное поверхностное течение воды, с новыми текстурами воды, более высокого качества.
— Внесены исправления для воды в мире игры, таких как пруды, стали более реалистичные.
— Добавлены анимированные волны из Dragonborn DLC.
— Произведен ремастеринг эффектов и текстур, с помощью 3D-симуляций частиц.
— Самые новые 3D модели эффектов, исправления ошибок. Теперь все просто выглядит намного лучше.
— Произведены твики производительности, отображение эффектов.
— Сэр Краболот удален, до сих пор в стадии разработки.
Полный список изменений переиздания:
* Переделан плагин для основной игры и всех DLC, то есть теперь только ОДИН общий файл, требуются все DLC.
* Новые авторские правки воды в мире игры в таких местах, как Рифтен, Пруд Чистых Сосен и Пруд Глаз Мары.
* Дополнительный плагин для растений, добавление камыша, кувшинок, ингредиентов лягушки и звуковых эффектов.
* Новые, более высокого качества без сжатия текстуры поверхности воды.
* Новые, более высокого качества текстуры пены.
* Новые, более высокого качества текстуры брызг.
* Новые, более высокого качества текстуры ряби.
* Полностью переделаны капли и капельные текстуры.
* Полностью переделаны текстуры и анимации тумана над водой.
* Полностью переделаны текстуры тумана у водопадов.
* Полностью переделаны текстуры испарения.
* Большие водопады теперь будут более сглаженные и течение будет визуально быстрее.
* Анимированные волны размещенные вручную по всему Скайриму с дополнительными звуковыми эффектами.
* Анимированные волны теперь выглядят и сливаются с поверхностью воды намного лучше, а также имеют новые текстуры.
* Эффекты ряби от дождя на воде теперь намного мягче и более реалистичные.
* Появление эффекта тумана над водой, при выпадении осадков, во время дождя.
* Пороги имеют свои текстуры и изменены, чтобы быть более равномерными.
* Быстрые потоки воды в горах и на скалах были повторно переделаны, исправлены ошибки, все теперь визуально более привлекательно.
* Водные всплески/брызги в небольших водоемах были улучшены, уменьшены текстурные швы и имеют большую вероятность отображения.
* Пенные эффекты в водных городских потоках были ускорены, чтобы соответствовать скорости потока воды.
* Брызги от игрока имеют более изысканные изменения с точки зрения прозрачности и синхронности появления.
* Разные другие брызги от воды были усовершенствованы, с точки зрения размера и скорости появления.
* Добавлены новые эффекты анимации тумана ко всем данным воды, которые этого требуют.
* Улучшенный эффект параллакса для пользователей ENB модификациями.
* Внесено много небольших исправлений ошибок в куче файлов.
* Добавлена совместимость с USLEEP.
* Будущая поддержка Skyrim Special Edition.
Особенные изменения переиздания:
* Удалены все опциональные модули для DLC Dawnguard и Dragonborn, так как теперь мод требует наличие всех DLC.
* Удален модуль «Влажные скалы» (Wet rock), поскольку эти эффекты имеются в моде SMIM.
* Удален модуль «Кузнечное корыто» (Trough Water), так как никто не мог хорошо разглядеть движение воды в корыте.
* Водопады больше не генерируют туманные частицы на вершинах, для повышения производительности.
* Уменьшено количество текстур для поверхности воды, так как их было слишком много.
* Удален модуль «Текстуры луж» (Frozen Puddles) и они ушли в прошлое, так как все это теперь имеется в моде Skyrim Improved Puddles.
* Удален модуль «Анимационные лодки» (Row Boats), так как все это имеется в моде Realistic Boat Bobbing.
* Удалены патчи для Falskarr и Realistic Needs, надо подождать выхода Skyrim Special Edition и будут ли авторы этих модов обновлять свои моды под Skyrim Special Edition или нет еще не известно.
* Удалены все опциональные модули с текстурами высокого High Res и среднего Med Res качества.
* Удалены все опциональные модули с зеленым и синим оттенком воды.
Совместимость:
— Все DLC/Легендарное издание
— USLEEP
— Water Parallax для ENB пользователей
— Static Mesh Improvement Mod (SMIM)
— Skyrim particle patch
— ELFX
— Climates of Tamriel
— RLO
Требования:
Skyrim 1.9.32.0.8 и выше
DLC Dawnguard и Dragonborn
Установка: (можно вручную или через NMM / MO менеджеры)
1. Берем содержимое из папки Data в архиве и кидаем в папку Data в игре, активировать мод.
2. Если хотите добавить растения, кувшинки, камыш на озере Иллиналта и икру лягушки, то скачайте опциональный модуль по доп.ссылке и установите. Совместим с CACO. Требуется Wiseman303’s Flora Fixes (скачайте с этого сайта, там все переведено)
Реалистичная вода II / Realistic Water Two
Новые текстуры поверхности воды были тщательно переработаны и имеют имитацию движения воды. Вода в озерах,прудах,реках и океанах теперь визуально и на слух,отличаются друг от друга.Изменению подверглись так же различные водные эффекты.
Обновление:1.12 HOTFIX
* Спустя 7 лет мод был обновлен.
— Перенаправлены некоторые данные из неоф. патча USLEEP в основной плагин. Файл для RND не обновлялся.
— Удалены ванильные звуковые дескрипторы из мода (звуковые моды должны обрабатывать их, а не водный мод).
— Основной плагин и Legendary очищены (0 ITM и 0 UDR).
— Перевел установщик FOMOD для менеджеров модов на русский.
Волны:
— Все плагины «Волны» требуют установленный DLC Dragonborn.
— Волны из DLC Dragonborn замедлены в течении и имеют новый ретекстур.
— Эффекты брызг и пены стали более видимыми.
Водопады:
— Большие водопады имеют ускоренную анимацию потока, новый ретекстур и добавлены более чёткие всплески водных частиц.
— Водопадные туманы теперь имеют больший объем.
Лодки:
— Лодки плавающие в воде теперь имеют анимацию, будут иметь эффект подвижности от колебания воды.
— Есть аддон для анимации лодок и кораблей, но статические объекты, такие как ящики и бочки на кораблях не будут двигаться.
Лед и айсберги:
— Айсберги и ледяные глыбы плавающие в воде будут иметь анимацию покачивания. Айсберги иногда будут издавать звуковой эффект треска.
— При столкновении или контактом с кусками льда,они будут «булькать», уходить под воду.
Другое:
— Были переработаны пенные эффекты.
— Рябь от дождя на водной поверхности больше не будет скользить по поверхности воды.
— Дождевые капли и рябь на воде были реконструированы и была увеличена прозрачность.
— Водопады и пенистые потоки в Вайтране и Маркарте были ускоренны и имеют новую анимацию.
— «Блестящие» скалы возле водоемов теперь выглядят более влажными.
Совместимость:
— Все плагины должны быть размещены после любого мода, который хоть как то изменяет тектуры ландшафта возле водоемов. Поэтому автор рекомендует поместить этот мод в самый низ в списке в лаунчере. Порядок загрузки в лаунчере между различными аддонами из этого мода (DLC, волны и др.) не имеет значения.
— Совместим с модом «Реалистичные потребности и болезни», патч интегрирован в мод.
— Совместим со всеми DLC, Неофициальными патчами, с модом SMIM (Устанавливать этот мод поверх с перезаписью файлов).
— Совместим с модом «Анимация водопадов и мельниц на расстоянии-SkyFalls». Аддон Производительность водопадов есть в архиве.
— Важно. Ставить этот мод только после всех выше перечисленных модов, пусть этот мод перезапишет все, в том числе и поверх других HD модов на текстуры.
— Все аддоны воды и волн из данного мода имеют поддержку всех DLC Dawnguard, Dragonborn, Falskaar и мода Wyrmstooth.
Требования:
— Автором не указаны,но если ставить опциональные аддоны Волны, то в любом случае требуется DLC Dragonborn.
— Опциональные текстуры «Текстуры воды для ENB 0.236+» нужны только при наличии ENB 0.236 и выше.
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Realistic Water Two SE
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About this mod
With this mod creek, lake, marsh, pond, river, and ocean water are once again visually and aurally distinct from one another.
This mod does not have any known dependencies other than the base game.
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No permission is required for creating and uploading mod patches.
You may not use this mod or anything included within this mod for any monetary purposes. This includes, but not limited to: donations, alternative monetary currencies (aka Donation Points), pay portals, member only access (aka Patreon Subscription only access), etc.
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Version 3.1.2
Removed USSEP as a required master. This was a leftover from editing in the CK.
Version 3.1.1
The archive has been removed. The files are now only provided as «loose» files. This is to ensure our flowmap changes are picked up by mod managers for file conflicts, as well as, making users aware they exist. RWT flowmaps should always win file conflicts.
Other changes include:
— Incorporated the update file for ENB into the Main File (installed for all users)
— Updated half-sized textures to match latest files
— Forwarded some USSEP records
— Fixed some wild edits within the Resource file
— Fixed a floating icicle from previous waterfall changes
— Fixed the weird water flow at the fish hatchery for Windstad Manor
— Fixed two water seams near Ivarstead (18,-17) & (25,-16) caused by the flowmaps
— Moved a rock pile in (10,-1) and changed it to «river edge» version to fix gap and match landscape
— Added a new rock in (10,-1) to hide the corner of a water tile that is visible with Smooth Shores installed
— Extended Ambiance files were accidentally included in the Core files. They only exist in the Optional install now.
— The Waves feature has been extended by adding 20% more waves between Dawnstar and Solitude.
Version 3.1.0
Forgive the the long changelog. There are a couple of changes I wanted to expand upon.
General ===================================================
It was requested (by dimgel) that the oddly designed waterfalls near Angas Mill be fixed. There were two oddly designed falls in this area. The fist was up river of Angas Mill. The vanilla design had two large waterfalls above some puny sheets. The second one was the one dimgel pointed out; last waterfall before Windhelm. This one had the a the same design flaw as the first with a large waterfall above three small ones. When you look at it, the volume of water doesn’t make sense. like. where’s all the water going? o_O? So we agreed and redesigned these two waterfalls to maintain the theme of the larger falls around them.
Other changes include:
— Condensed the old changelogs a bit.
— Cleaned out some unnecessary and wild edits
— Updated Resources ESM to prevent large reference bugs.
— Added audio menu slider for players to control the volume of the waves (requested by Liam1000)
— Fixed the vapor textures from exaggerating Dawnbreaker’s glow effect (and anywhere else these texture may be used)
Water =====================================================
We included, free of charge, greatly improved water for Whiterun city water pools! We’ve brought this water up-to-date and more inline with the changes we did previously for other waters. The inspiration is the fact that it’s spring water from water underneath Dragonsreach. This being a pure, naturally filtered water source we wanted it to be fairly clear and clean without taking away its hue. We hope you enjoy it!
Other changes include:
— Fixed incorrect cell water at Fort Snowhawk (thanks, Conifer)
— Fixed a slightly misaligned Blacksmith Forge Water in Riverwood (thanks, GE0DZ)
— Fixed ENB tessellation issue in pool near Greenspring Hollow (thanks, bobjones111)
— Changed the pool of water outside Twilight Sepulcher from dirty to clear to match the creek
— Expanded rain ripple feature to the pools within Whiterun, several creek endings in Tundra around Whiterun, and to the water around the Warrens in Markarth (script updated due to expansion)
Compatibility =============================================
To increase compatibility, all landscape edits have been removed. Patches will no longer be necessary for mods like «Landscape Fixes for Grass Mods». As a result, the landscape across from Solitude is back to vanilla, and we’ve re-added several objects along the cell border in this area to cut off the Marsh from the River.
Users will have to regenerate xLODGen (for landscape changes) and DynDOLOD (for object changes) with this release.
Version 3.0.x
MAJOR VERSION CHANGES
General ===================================================
All large reference bugs reported by DynDOLOD have been fixed. For this fix, a new master (ESL-flagged) is included that replaces edits to large references from the main plugin. Then those edits from the main plugin were replaced with new references, when needed. As part of this fix, the small animated icebergs were removed. This feature was barely noticeable and was more of an «ice» asset than water. Their removal helped to reign the mod back into its scope, as well.
Another major change is a correction to the Treva River that runs between Lake Geir and Lake Honrich (between Ivarstead and Heartwood Mill). You see, the lore says Lake Honrich is drained by the Treva River, and the Treva River feeds Lake Geir. However, in Skyrim they have it reversed. The conflicting information for Skyrim says there is a natural spring under Lake Geir that feeds it, it’s 3 waterfalls, the Treva River, and Lake Honrich. Really? A spring is doing all that? No way. It’s not even logical. Therefore, we’ve gone with the lore and have reversed Treva River’s flow. With this, we’ve also extended the river back to the bridge before Heartwood Mill (previously lake water). Finally, we took care of obvious things like flipping the current markers and flipping the wheel on the mill at Heartwood.
The last big general change is that we’ve fixed the river in/out flow transitions from the lakes (yes, Lake Ilinalta too). Before this, we made edits to cell water or found natural cutoffs (Treva River) to hide the change in the water. With SE water flows, we’ve now made them transition nicely from lake to river water. This fix includes a new waterType.
Water Changes =============================================
— Cleaned up the shallows for all waters a bit more, which means shallows will be a bit clearer.
— Improved blacksmith trough water effects.
— New waterType created that is used to blend the lake and river water.
— New waterType created that is a duplicate of the pond water style but with the default RWT colors.
— New waterType added; RWT_Blend_RiverToCalm. It’s used for blending the river and calm waterTypes in combination with the flow map edits. This was implemented for the small pond on the side of the road just before Old Hroldan Inn (Reach area). Two updated flow maps have been included as loose files for this fix. They will be re-packed into the textures archive later.
— Restored some fog to the Sleeping Tree Camp water.
— Small changes to water refractions to match the textures better.
— Updated volcanic water colors to blend better.
— Update the trough water to use a bumpier normal map. (The specks are suppose to be there. This is nasty blacksmith water peeps!)
Addons ====================================================
— Removed all watercolor addons.
I know some users will not be happy about this. The fact of the matter is that these options create far too much maintenance overhead. Every change made has to duplicated to these plugins. This means every fix, every correction, every color change and every new waterType has to be duplicated over and over. That’s a lot of work and usually results in more updates because things are missed. Another issue is that the waterfalls are themed to match the water color. Changing the water color means the waterfalls no longer match! This has always been an issue, but we weren’t going to provide meshes for every single watercolor option. Therefore, we’re dropping these going forward.
For now, the old plugins are included in the Miscellaneous Files for users to update on their own. The edits to change the water color are rather simple to do. Therefore, we will eventually be providing a short tutorial for users who just can’t live without their alternate colors.
Patches ===================================================
The patches have all been removed from the main mod. We’ll no long be maintaining the patches here. All of our patches can now be found on our Patch Hub page here: https://www.nexusmods.com/skyrimspecialedition/mods/35744
— New patch available for ELE.
— ASLAL
— Cutting Room Floor
— Missing Encounter Zones FIXED
— Needs Mods Patch
— Solitude Expansion
— Soulmancer Music Merge
— Updated patches for latest changes.
Assets ====================================================
Meshes, meshes, meshes! SparrowPrince has nearly completely overhauled the meshes, again, for your viewing pleasure. The major change here is that the effects are now controlled by way of gradient textures! This means users (and authors) can easily adjust the brightness, saturation, hue, and transparency of the effects by simply adjusting the gradients with a photo editor. No need to edit the meshes! See the new article for more information.
Other specific changes to meshes are:
— Churning water, mostly found at the bottom of waterfalls, is now more visible and turbulent.
— Overhauled hand-placed waves along the coasts of Skyrim and Solstheim.
— Creek meshes have had a visual upgrade. They no longer have overly large waves, now include a refraction effect, and have improved lighting overall.
— Fixed green glow on creek and city waterfall meshes.
— Fixed a bug where the water surface textures were missing their ENB parallax effect.
— Fixed fxrapidsrocks01.nif animation timing issues. The foam animation now loops correctly.
— Fixed a bug on «fxcreekflatlarge.nif» where most of the water currents were accidentally disabled.
— Fixed vanilla transparency issues on fxsplashsmallparticleslong.nif so that it no longer looks like there’s a perfectly sharp hole cut into the foam. Also raised the splashes so they don’t clip under the water surface.
— Other small fixes and tweaks to improve visual fidelity.
— Removed mist above rain ripples, as it was hardly visible and had been reported to cause minor flickering.
— Splash placements on the wave meshes have been refined, and foam made to look more dynamic and lingers around longer.
— Splashes are now more visible on waterfalls, rapids, and large creeks.
— Thin waterfalls have more splash density.
— The dirt flecks on the surface of blacksmith trough water now animate to simulate buoyancy.
— Updated large waterfall meshes, again! They now provide a much better foam and effects.
As for textures the follow happened with this release:
— Brightness tweaks have been made to some of the custom water effect gradient textures.
— Fixed the transparency of the foam for thin waterfalls by adding more brightness and reducing contrast on the ‘fxfluidtile01.dds’ texture and adjusting the gradients. This fixes the issue on the Whiterun waterfalls so they appear to reach the ground.
— New gradient textures for meshes.
— Updated the flow maps for cells where we fixed the in/out flows from lakes and reversed Treva River.
— Updated the river texture again! This change smooths out the roughness of the texture, which brings the look closer to that of previous versions of RWT. In short, it looks a bit more river-like.
— Upscaled, cleaned, and re-saved the three ‘fxwatertile0X_n.dds’ textures.
Version 2.2.2
Realistic Water Two has been around for years, however, it has been quite some time since the mod had a really in-depth review and overhaul. Which brings us to this release, version 2.0.0. For this release, there were so many changes that we decided to include a «What’s New» document. Users are encouraged to read this document (installed with the mod) to get a detailed overview of all the changes made for version 2. This changelog is provided as a quick reference of changes, but not all and lacks any detail.
Water Changes ============================================
— Fixed inconsistencies found between waterTypes.
— On average the underwater fog distance was pushed back an additional 50% compared to vanilla values.
— The default water color has been updated to be a bit more accurate with glacial water colors. This resulted in a tad more greens and a greater amount of blue mixed in. This color is used for rivers, lakes, and oceans.
— Added new waters colors for many other waterTypes, which were never previously included in RWT.
— Included 3 water color options: Teal, Blue, Blue Fantasy
— Updated RiftenWater to match Lake water to fix seams while inside the city looking out to the lake.
— Created new waterType for «East Empire Warehouse» called, ‘RWT_EastEmpireWarehouseWater’. This was something missed during the v2.0 update. Since that world is using the pond water and we now have custom colors for ponds, it would have been the wrong color. The new color now matches that of the rivers and oceans that are outside its’ doors. New waterType is left out of watercolor options on purpose. These are dark spaces and the bright water would most likely look out of place.
— Changed the waterType for «Frostmere Depths» to the same water as above for the same reasons.
— Removed unused custom waterType, _WRTLODWaterNE.
— Added ‘RWT_EastEmpireWarehouseWater’ to Watercolor options with custom edits, where needed, for each option.
— Updated the Classic Teal water colors. They are brighter and the colors blended better now.
— Updated shallow color on Blue Watercolor option for better blending and clearer water at the edge.
— Main water shallow and deep colors were tweaked slightly for better blending and clearer water at the edge.
— Creek waters were tweaked a bit further for a better visual.
— Reverted most of Solitude harbor and its entrance back to a LE state. This change pushes the ocean water into the harbor for a more natural feel. This affects numerous exterior cells around Solitude harbor to undo Skyrim SE’s «upgrade» to this area. The transition from river to ocean water has been pushed back to just before the mill so the water at the mill still flows. This process involved changing the water type, editing the defaultWater type, and editing the flowmaps with workarounds for each of the cells reverted.
— Raised water for the small ponds at that following locations to try to combat ENB’s tessellation from clipping through:
— Pond across the bridge near Old Hroldran
— Pond across from Battleborn Farm along the river.
— Marsh across from Solitude Docks
— Clearspring Tarn
— Matched ClearInteriorWaterAnkleHeightStill waterType colors to the creek water.
— Changed water outside Halted Stream Camp to a new waterType, RWT_CreekWaterFlow (was river water). This also fixed the velocity direction of the water so dropped items will flow in the correct direction.
— Updated DefaultCreekWater to use the pond normal map. This creates a calmer water for this static water.
Addons ===================================================
Landscape Fixes
After a lot of consideration, this addon has been incorporated into the main mod. The changes to the landscape to better support the various waters along the shore across from the Solitude Docks simply outweighed the small concerns we had.
In addition, more of this area has been altered to further reduce issues. This update expands upon the initial edits to several more areas. The landscape has been built up along the cell borders to provide a better experience between the marsh and river water.
Meshes ============================================
The large waterfalls have been reworked.
— Restored currents on all waterfalls. They were accidentally sanitized in NifSkope, which caused them to break.
— The amount of splash particles has been increased. This obscures the rapid water lines in the falls and adds some nice eye-candy!
— The Emissive and Light Intensity values have been adjusted to fit the new effects.
— The LOD distance for the new effects has been customized. They will render quite a distance from the player, but will eventually turn off. This was done to cut down on rendered particles, thus, preventing any performance issues for users on lower-end systems, and eventually console users.
Textures ============================================
— New river texture.
— New optional textures for small water drops.
— Resaved water textures as BC7.
— Edits to water ripples to make them less dense.
— Fixed issue of water drop ripples animation playing in unison.
— Fixed some small issues with the following textures:
— fxwaterdroptrippletile.dds
— fxwaterdroptrippletile_less.dds
— fxwaterdroptrippletilebrt.dds
— waterrainripples.dds
— Re-added missing flow textures that were mistakenly left out.
— Incorporated ENB Textures into main file.
— The Smaller Water Droplets option’s texture alpha layers have been updated with a better gradient for a better effect.
— New rain texture option for ENB users. DON’T use this without ENB! It won’t work.
— ENB Textures have been merged with the main mod. They will work for both ENB and non-ENB users.
— «Remastered» many of the textures by cleaning them up (removed noise, removed artifacts, sharpened, etc.)
— Optimized the Small Drops option textures.
Version 1.11.0
Version 1.10.0
Version 1.9.1
Version 1.8.x
===== Main Plugin =====
> RealisticWaterTwo.esp
* Removed all record edits surrounding the addition of waves.
===== Installers =====
* Updated the FOMOD for the new Waves option, validated
* Updated the Wizard for the new Waves option
===== Nexus =====
* Updated feature list for latest changes.
.
Version 1.7.2
===== Plugins =====
> RealisticWaterTwo.esp
* Added C.Water bash tag to the header
—— This was done in case WB ever supports it. I think Mator Smash already does.
—— What this does is to help ensure RWT’s water record edits are forwarded, when necessary.
* Removed an unused waterfall record
* Added missing data from all movable statics (thanks to Saqer for the detailed report)
—— Hopefully this will fix any errors in DynDOLOD.
* Added missing GNAM records to a few of the custom sounds.
—— This makes the Audio Overhaul Skyrim patch for RWT, provided by AOS, completely redundant. Users can remove this patch.
—— Credits to those authors of AOS for providing corrections to the custom sounds all this time!
===== Assets =====
> Credits to SparrowPrince for the asset updates.
* Removed a leftover mesh that was unused
* Cinematic Rain Ripples option updated
—— The amount of ripples has been increased and a more chaotic behavior to the rain ripple textures has been added.
* New «thin» waterfall meshes have been added
—— Smaller «thin» waterfalls have had the volume of their splashes increased (not sound, visually).
* Removed a DLC01 waterfall asset that was causing CTDs.
===== Installers =====
* Updated description for Paper World Map (thanks sirjesto)
* Updated the options to reflect the new «Needs» mod patch
* Updated some of the images
—— This was done to better represent their respective mods and to better fit with the default image window size of MO2.
* Fixed the Wizard for the new ripples option.
===== Nexus =====
> Updated description with more detailed information and instructions for users.
* Formating improved throughout description for better readability
* Features list expanded and improved
* Version Scheme better defined
* Update of the Compatibility section
* Update of the Bug Reports section with more rounded out information for common issues
—— All users should read this section before posting a bug report.
Version 1.6.0
===== Plugins =====
> RealisticWaterTwo.esp
— Reverted all previous animated icebergs back to bobbing icebergs.
— Reverted changes to Markarth waterfalls. This was no longer needed with the updated assets.
— Updated the fix for the pond at NightgateInnExterior03 from v1.4.4 to use pond water rather than default water.
— Removed the vanilla sound descriptors from the mod because I felt sound edits to vanilla assets were outside the scope of this mod as those type of changes should be left up to audio mods. This makes RWT more compatible with all audio overhauls.
===== Assets =====
> Thanks to SparrowPrince for the updated assets!
— Added two new bobbing iceberg meshes with custom animation.
— Updated all larger waterfalls with fixes to correct collision and force issues.
— Added splash particles to all larger waterfalls with gravity and drag physics.
— Increased distance at which splash particles can be viewed on all larger waterfalls.
— Removed fake reflections (cube maps/environment maps) on all larger waterfalls, as this may cause lighting issues.
— Increased steam cloud particle size on fxwaterfallbodyslope.nif.
— Increased splash particle size on animated hand-placed waves.
— Increased steam cloud particle size on animated hand-placed waves.
— Increased distance at which splash particles can be viewed on all animated hand-placed waves.
— Removed fake reflections (cube maps/environment maps) on all animated hand-placed waves, as this may cause lighting issues
— Added splash particles to fxrapidsrocks01.nif.
— New collision has been generated and the 3D geometry has been combined on fxrapidsrocks01.nif to improve performance (over vanilla and SMIM).
— Changed droplet particles to be a neutral white/clear colour instead of bright blue in some effect files.
— Fixed the player splash effect emitting an area of black under your character.
— Fixed currents not functioning on fxcreekflatlarge.nif, as the characters required in the file were changed by NIF Optimizer.
— Most effect files have been looked at to try and reduce glowing assets similar to the ENB particle patch.
===== Installers =====
Updated for new patch option.
Version 1.5.3
The following changes have been made to vastly improve the LOD issues. I really debated on whether or not to make this change because it would result in the ocean and lake waters are no longer distinct. I concluded an actual fix is better than just leaving it broken, therefore, I’ve made the change. You can now enjoy more beautiful distant views with water in them without the LOD seam consistently ruining them. This hasn’t 100% fixed all LOD seam issues, but it’s probably the best it’s going to get. There will be no options included to revert this change! It’s a trivial task for users to do themselves in xEdit. Special shout out to LoD7995 who suggested this for the Dragonborn worldspace. I just expanded it to Tamriel.
* Changed the default water used for Tamriel to _WTRLakeWaterNE.
* Changed the default water used for DLC2SolstheimWorld to _WTRLakeWaterNE.
* Changed the LOD water type used for DLC2SolstheimWorld to _WTRLODWaterNE.
—— This incorporates the LOD fix into Dragonborn.
===== Assets =====
>MarkarthWorld
* Replaced two waterfalls with a custom mesh that has the collision removed from it.
—- This has since been reversed with corrected vanilla meshes.
===== Installers =====
Both installers have been updated to support the new Wyrmstooth Patch and version number.
Version 1.4.4
===== General =====
A huge shout out to SparrowPrince who was able to spend some time to fix some of these issues for everyone!
===== Plugins =====
— Updated water types near Solitude Lighthouse to fix the seams in the water.
— Removed a wave at «Bujold’s Retreat» to prevent it clipping over the dock/boat. Thanks to Penetrator3 for reporting it.
— Fixed trough water placement at Northwatch Keep. Thanks to ZeinzuDebisu for the bug report!
— Changed water type in cells 19,11 and nightgateinnexterior03 to DefaultWater from MurkyWater to fix a very bad surface lighting transition. Thanks lolpeura.
===== Mod Patches =====
— Fixed the underwater issue with The People of Skyrim Patch. Thanks to all who reported it. Decided to keep this patch.
— New patch for ‘The People of Skyrim Complete SSE’
===== Assets =====
The following assets have been fixed for the green glow issue. The waterfall assets have had an adjustment made so the green panes should no longer be visible. If anyone notices any more assets with these issues, please report them so they can be fixed:
meshes\effects\fxwaterfallbodyslope.nif
meshes\effects\fxwaterfallbodytall.nif
meshes\effects\fxwaterfallbodytall02.nif
meshes\water\tundrastreamtransition01.nif
wrterwind01waterfall01.nif
The following meshes have had their water current mesh components combined and made to only render in
the Creation Kit. This should hopefully alleviate/fix the reportedly rare vanilla bug causing them to render as green squares in the game itself:
fxwaterfallbodyslope.nif
fxwaterfallbodytall.nif
fxwaterfallbodytall02.nif
— defaultwaterripples.nif has had its mist transparency increased to try and alleviate very minor flickering when turning the camera. There doesn’t seem to be a way to fully fix this issue as it still happens with Bethesda default settings. Thanks ossumpossum.
— Removed the Whiterun water mesh at the stairs (wrstairswater01river01.nif) to restore the slower water. Thanks to all who reported it.
— Removed texture rwt_wave_sky_e.dds as it wasn’t being used. SparrowPrince note: This has been defunct since I added my new animated waves to RWT.
===== NOTICE =====
Please do NOT run these the meshes through NIF Optimizer nor Sanitize them in Nifskope. Doing so will likely break them.
Version 1.3.x
The mod has been left unpacked from its BSA format. The first reason for this is because the original archiving was done incorrectly for SE. This was likely some of the issues people were experiencing. The second reason is for better compatibility.
— Cleaned up the Nexus description and added some extra information.
— Pruned the Bug Reports.
===== Installers =====
Redesigned the FOMOD to make more sense in its layout and to be more intelligent. If you have mods installed for the patches and active in your load order, the installer will detect them and make recommended selections for you.
— Folder structure has been made more informative for Wrye Bash users.
— Included a Wizard for Wyre Bash users. Thanks to Mertz for the wizard.
===== Assets =====
— Ran all the meshes through the latest version of NIF Optimizer.
— Fixed a folder for the flowmaps that was left over from testing.
> Water Flows
Flows are new to Skyrim SE. They allow the water to flow around corners and react more naturally in certain situations, like where two different water currents meet. Al flows have been updated with custom flows provided by SparrowPrince. This should fix most oddities in the vanilla flows.
> Blacksmith Troughs
New trough textures and animated water! The mod, ‘Blacksmithforge water fix’ has been incorporated into RWT with some of Sparrow’s edits. Credits to rolloLG and SparrowPrince.
> Foam Textures
The foam textures from WATER have become the default textures. If you desire the original textures, they’re available as an option in the installer.
> Fountains and Vents
New textures and effects for the volcanic tundra’s fountains and vents have been included in the core files. Credit to SparrowPrince.
> Waterfalls
New meshes and textures for the waterfalls are included in the core files. They’re now faster, smoother, and re-colored so they’re not a mismatched tint.
> Water Splashes
New meshes and textures for splashes have been included in the core files. Credit to SparrowPrince.
There have been many updates to the meshes. Many of RWT meshes were older meshes from WATER. I’ve included all of the updated meshes from SparrowPrince which come with many optimizations and updates.
> Flowing Lakes
Converted the flowing lakes plugin to an addon. Users will have an extra plugin with this option. The reason for doing was for ease of maintenance and troubleshooting. Please report any issues with this option since I didn’t have time to fully test it.
> Smoother Rivers
The riverflow texture from WATER has been added as an option in the installer under the name of ‘Smoother Rivers’. Installing this option will create a calmer/smoother river surface effect.
===== Mod Patches =====
> New patch for Open Cities
This patch changes the canal water in Riften to match the lake water in order to eliminate seams at the canal gates.
===== Bug Fixes =====
> LOD Fix
The default LOD water has been tweaked to provide a better transition for the default option (slow, wavy lakes). I’m aware there is a mod by mfcfbro which does something similar. If you like his solution better, feel free to use it. Thanks to oskwar1 for the initial report. The Flowing Lakes option will still have the LOD seam. This is how the engine works for LOD and there’s not much that can be done for it. Vanilla has the same issue; however, it’s more hidden due to vanilla’s high, choppy/crappy water. Currently, for the best experience, the Flowing Lakes option is not recommended.
> All Plugins
— Forwarded water LOD changes to the addon plugins. (Thannks to Astakos)
— Updated descriptions for the plugins to remove the version number from them.
— Cleaned with SSEEdit