Looks much better than vanilla, to be sure. Also appreciate not requiring anything else to get it functional. Intended for OpenMW, for context.
My question is this. Is there anything you can do without requiring a patch or other mod to get all waterfalls to look like this? https://www.nexusmods.com/morrowind/mods/42405
Not overshadowing your mod. I think the one I listed looks more like water, but it requires other mods to get functional. Yours WITHOUT any other mod is fine. Since I have no clue as to how either works, I am curious if it is a matter of artist difference or a programming obstacle to make waterfalls look more like water, such with the bump mapped one I listed.
Wow! I didn't realise you'd updated... two years ago, no less. The "new" version of this mod is gorgeous.... Probably the most realistic waterfall mod out there. Thank you! It's also ironic that these look better than anything for Oblivion (both vanilla and modded), which is a newer game.
I did notice one odd issue on OpenMW 0.46 and 0.47 nightly. This happened both when using a save that has previously seen and one that had not previously seen, the "waterfalls" being tested.
When water-walking between the the Vivec cantons there is a short 1-2 seconds, water mist explosion when getting sufficiently close (~0.5 canton lengths) to one of the "waterfalls".
The issue seems to reoccur when loading a save done at the same location or when returning to the location after having walked far enough away from it (probably after leaving the current map cell). This is presumably because OpenMW resets some kind of animation loop at this point.
ps: I'll also upload an image of this in the "Image" section.
Looking through my notes I mainly seem to have been using a patched version of the "Better Waterfalls-45424-1-1.7z" download. The patch download is named "BtrWtr_Alternate_Mist.7z" - I'm fairly sure I got this one from you as part of a previous OpenMW discussion in regards to 1.1.
The patch tweaks: Meshes/x/ex_waterfall_mist_01.nif Meshes/x/ex_waterfall_mist_s_01.nif to work better in OpenMW (I can't find any notes about what the issue was).
The patch included three variants No LOD, No MRK and Optimized - I've been using the No LOD version for quite some time.
Adding the patches (ex_waterfall_mist_01.nif & ex_waterfall_mist_s_01.nif) to 2.0 seems to fixe the issue, though at the cost of having less pretty waterfalls.
Yeah the LOD is what causes the effect to “pop” in as you approach. And particle effects sometimes have hardcoded initial starting points for each particle which can cause them to “explode” into those positions when it first loads. I’ll take a look at it.
So beautiful! They look better than modded Skyrim waterfalls now imo. But then again I always preferred Morrowind and its style and mods so maybe I'm biased. But anyway, V2 is a piece of art.
Thanks! I think this is a big jump in quality over the last version. I'd like to do something with the water splash/mist effect sometime. But I'll have to give that some more thought. Not sure whether it can go away from particle effects.
55 comments
My question is this. Is there anything you can do without requiring a patch or other mod to get all waterfalls to look like this?
https://www.nexusmods.com/morrowind/mods/42405
Not overshadowing your mod. I think the one I listed looks more like water, but it requires other mods to get functional. Yours WITHOUT any other mod is fine. Since I have no clue as to how either works, I am curious if it is a matter of artist difference or a programming obstacle to make waterfalls look more like water, such with the bump mapped one I listed.
The "new" version of this mod is gorgeous.... Probably the most realistic waterfall mod out there. Thank you! It's also ironic that these look better than anything for Oblivion (both vanilla and modded), which is a newer game.
I did notice one odd issue on OpenMW 0.46 and 0.47 nightly. This happened both when using a save that has previously seen and one that had not previously seen, the "waterfalls" being tested.
When water-walking between the the Vivec cantons there is a short 1-2 seconds, water mist explosion when getting sufficiently close (~0.5 canton lengths) to one of the "waterfalls".
The issue seems to reoccur when loading a save done at the same location or when returning to the location after having walked far enough away from it (probably after leaving the current map cell). This is presumably because OpenMW resets some kind of animation loop at this point.
ps: I'll also upload an image of this in the "Image" section.
Looking through my notes I mainly seem to have been using a patched version of the "Better Waterfalls-45424-1-1.7z" download.
The patch download is named "BtrWtr_Alternate_Mist.7z" - I'm fairly sure I got this one from you as part of a previous OpenMW discussion in regards to 1.1.
The patch tweaks:
Meshes/x/ex_waterfall_mist_01.nif
Meshes/x/ex_waterfall_mist_s_01.nif
to work better in OpenMW (I can't find any notes about what the issue was).
The patch included three variants No LOD, No MRK and Optimized - I've been using the No LOD version for quite some time.
Adding the patches (ex_waterfall_mist_01.nif & ex_waterfall_mist_s_01.nif) to 2.0 seems to fixe the issue, though at the cost of having less pretty waterfalls.
I did notice that the waterfalls lose a bit of detail (in both 2.0 and 2.0.1) when moving away from them, I assume this is for performance reasons?