If your having a glitch where the water doesnt render in, put all alive waters to near the top of the load order above all other texture and remodel packs. that should fix the problem
Yo, i read your comment cuz i guess i got the same problem as you did... i installed the mod manually but all the files folders where putted in the correct directories and infact i can see all the features activated meshes and textures as they should be, the problem is the water and the underwater appeareance, they looks like exactly like the vanilla's ones. I tried to put the mod even under UOP but still the water is not changed a bit. My pc is new with everything is needed to get mods to a proper work and they do exept for this water matter... Have you any suggestions to give? Or if anyone else has an idea to share... let me know and thanks.
Thought you would want to know that there are some broken or buggy animation files being used that can cause issues in the game, I'll leave a bit of the Error log i had displayed in my game for you.
Also appears there may be some bad Models being used or something? I'm not too knowledgeable on this but it seems like it might be connected?
Will use the default object Marker_Error.NIF. 2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momoimpaledfish02.nif. Will use the default object Marker_Error.NIF. 2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in creatures\fish\clear stream fish\skeleton.nif. Will use the default object Marker_Error.NIF. 2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in creatures\fish\clear stream fish\White Spotted Char 1.nif. Will use the default object Marker_Error.NIF. 2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation. 2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation. 2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation. 2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation. 2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momofishnet02.nif. Will use the default object Marker_Error.NIF. 2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation. 2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momo\hangingcloths\momohangingclothline02a.nif. Will use the default object Marker_Error.NIF. 2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momo\carts\momocart04.nif. Will use the default object Marker_Error.NIF. 2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momo\carts\momocart02.nif. Will use the default object Marker_Error.NIF.
probably a dumb question but will this work with Enhanced Water v20? I know descriptions set them apart quite nicely one editing the under water other the water surface but I just want to be sure before I accidenlty break anything.
I had the same issue with CBashing the ingredient effects of herring fillet, eel flesh, and knight spines in the original Alive Waters and I hoped this updated version would fix it, but it doesn't. (meant to post this on Alive Waters Updated)
Hi, I have Mart's Monster Mod - Diverse WaterLife.esp and OOO-Water_Weeds.esp. Do these mods work well with AliveWaters ? (maybe I should use the "No Fish " version ? What about performance ? Does it impact CPU usage ?
There appears to be some overwriting meshes with Unique Landscapes compilation. (Most Notably Eel & Seacrab files with .kf) Are the 2 mods compatible? If so which 1 should overwrite the other?
I had both this and the entire Unique Landscape (or whatever existed of it at the time) installed in 2013, but I don't remember in what order they were installed, nor even which mod manager I might have been using.
It SEEMS they were compatible then - but this is a new release (its dated sometime in 2014). Maybe ask at the UL threads?
267 comments
i installed the mod manually but all the files folders where putted in the correct directories and infact i can see all the features activated meshes and textures as they should be, the problem is the water and the underwater appeareance, they looks like exactly like the vanilla's ones. I tried to put the mod even under UOP but still the water is not changed a bit. My pc is new with everything is needed to get mods to a proper work and they do exept for this water matter...
Have you any suggestions to give? Or if anyone else has an idea to share... let me know and thanks.
Also appears there may be some bad Models being used or something? I'm not too knowledgeable on this but it seems like it might be connected?
Will use the default object Marker_Error.NIF.
2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momoimpaledfish02.nif.
Will use the default object Marker_Error.NIF.
2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in creatures\fish\clear stream fish\skeleton.nif.
Will use the default object Marker_Error.NIF.
2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in creatures\fish\clear stream fish\White Spotted Char 1.nif.
Will use the default object Marker_Error.NIF.
2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation.
2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation.
2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation.
2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation.
2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momofishnet02.nif.
Will use the default object Marker_Error.NIF.
2022/09/22 04:19:22 [004E3A40] [WARNING] Bad InitAnimation for Creature 'BDDeadFISH1' (19013EE7). Missing 'Idle' animation.
2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momo\hangingcloths\momohangingclothline02a.nif.
Will use the default object Marker_Error.NIF.
2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momo\carts\momocart04.nif.
Will use the default object Marker_Error.NIF.
2022/09/22 04:19:22 [00436925] [WARNING] Model Load Error: in momo\carts\momocart02.nif.
Will use the default object Marker_Error.NIF.
I have Mart's Monster Mod - Diverse WaterLife.esp and OOO-Water_Weeds.esp. Do these mods work well with AliveWaters ? (maybe I should use the "No Fish " version ?
What about performance ? Does it impact CPU usage ?
this mod is obsolet and f*#@ up pathgrid.
It SEEMS they were compatible then - but this is a new release (its dated sometime in 2014). Maybe ask at the UL threads?