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Author notes
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File credits
AzzAmoebA - For collecting data about the cells that have water in them for the unique cell settings
Bethesda Game Studios - For creating TES IV: Oblivion, and allowing us all to create mods such as this for it
CptJoker - For his lava textures that are used for rendering lava when the water package is installed
Ethatron - For updating OBGEv2 to OBGEv3, enabling practically all of the bug fixes in Liquid Water v2.0
Far327 - For his testing of the original OBGE dll to make sure it was stable and had no memory leaks
Hrnchamd - For creating the bit of code that led to accessing worldspace coordinates in shaders
iPrimE - For discovering how to correctly linearize the depth buffer, and the SSAO fog fix hlsl code
itsmydamnation - For alpha and beta testing OBGE Liquid Water v2 and helping get bugs worked out
jonwd7 - For creating the initial water caustics, and creating the basis and majority of the current plugin
Lojack - For his BCF for v1.2 and earlier that simplified installation for those with Wrye Bash version 292
Palidoo - For his hand - tweaked water settings that he spent countless time creating and testing
phal - For his MGE water shader being an inspiration for this one, and for his high quality water normal maps
Scanti - For significantly improving the original Oblivion Graphics Extender to create OBGE version 2
shadeMe - For many major and minor updates to OBGEv2 and for the Construction Set Extender
Timeslip - For creating the original Oblivion Graphics Extender, without which no shader replacements could exist
Tomerk - For the water shader itself, and for much of the shader handling code in the included plugin
vtastek - For allowing his Godrays shader for OBGEv2 to be modified and released with this package
wrinklyninja - For maintaining the official OBGE thread on which this package's development was discussed
The Rest of the OBGE Contributors - For too many minor and major updates and shaders to mention here
The TES Modding Community - for providing support during the development of OBGE Liquid Water
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 2.0.0
Updated to use OBGEv3
Much simpler to install, no INI changes needed
Reorganizing of release packages
Removed the previously included shader loading method
Fixed incompatibilities with other shader loading methods
Optional shoreline movement was removed
Water height issues fixed
99% of water transparency issues fixed
Fixed the night eye issues
Water interacts with rain
Water ripples and displacements now functional
HDR applies over water
Added specular occlusion
Better distance fog handling
Added more green to the default water settings
Added the shorefactor variable
Added more location-specific custom settings by Palidoo
Added more sections to the ReadMe
Other misc bug fixes and improvements
Version 1.2.0
Integrated DoF compatibility for all OBGEv2 DoF shaders
Added 4x4 ordered dithering to prevent underwater banding
Added a toggleable fix to water seams and animation choppiness
Added the ability to create unique settings for specific cells or worldspaces
Replaced the default water settings with Palidoo's hand-tweaked settings
Included unique water settings for blood, Bravil, Leyawiin, Cheydinhall, and the Shivering Isles
Created a Nehrim compatible version
Version 1.1.2
Improved Lava Rendering
Added customizable LOD settings to the water
Added a customizable Reflectivity setting to the water
Changed the default settings to remove the "blue paint syndrome" and to make the water a more realistic hue
Version 1.1.1
Made the lava look hotter
Added Lojack's Bain Conversion File to simplify installation
Fixed water tearing with HDR off
Provided an OBGE Liquid Water Basic OMOD that only includes the water replacement
Version 1.1.0
Provides Ethatron's for the memory leaks: this mod is now stable
Added lava rendering using textures from CptJoker's Real Lava mod
Fixed water aliasing when running HDR (HDR still does not apply to the water)
Reduced specular highlights in bad weather
Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
Added a section to the ReadMe about customizing the water
Added a section to the ReadMe about editing shader variables
Added a section to the ReadMe about changing the reflection resolution
Renamed the mod to OBGE: Liquid Water
Version 1.0.1
Added another step to installation, fixed a bug with AMD cards
Version 1.0.0
Initial Release
This mod is a module of the OBGE Project, and REQUIRES the OBGE v3 Core to already be installed. If you are unaware of what that is, look at either the current OBGE Forum Thread on the official Bethesda Forums, Navigate to the OBGEv3 TESNexus Page, or explore the OBGE Wiki found here:
http://obge.paradice-insight.us/wiki/Main_Page
WARNING: Because of the dependencies of OBGE on the specifics of graphics drivers, there is a possibility you will encounter odd graphical errors. I can no longer provide support for such issues. If you are extremely intent on getting this to work and encounter such graphical oddities my only suggestion is to try the OBGE 3.1 release candidate, which is even more likely to have graphical errors. I also no longer have a link to it, so you will have to search for it.
The only known major graphical oddity I can provide a fix for is circles of light randomly appearing and disappearing on walls: http://www.mediafire.com/?y9m2q1zf3m8pnx2
Put the file in your shaders/override directory. Make sure you have bCompileSources set to 1 in your OBGE ini.
Description
The story of this project begins with the precursor to the OBGEv2 project, the long-gone OVEP project. One of OVEP's main goals was to eventually replace Oblivion's water shader. Even with mods and INI tweaks, Oblivion's water is blocky, unnatural, and unaesthetic. Unfortunately, OVEP ended up dying and the water didn't get replaced. A long while later, a series of rapid advancements in what the OBGE team realized they could do with just full-screen shaders finally led to this replacement for Oblivion's water shader, albeit with a few bugs.
About two months were initially spent on the creation of the water shader itself, with another two months spent on reintegrating the Liquid Water fork into the main OBGE project and on working out the kinks in OBGE Liquid Water v1.X.X. The results of such a long development time for a shader do show however, with the final water replacement featuring the following:
Reflections and Refractions Realistic Speculars Water Surface Refraction High Quality Normal Maps Physically Based Light Scattering System Underwater Volume Fogging Smooth Shoreline Transitions Water Caustics Accounts For Weather Looks Natural In All Conditions Works In Exteriors And Interiors Fully Customizable Supports Cell-Based Unique Settings
Full Changelog:
2.0.0: - Updated to use OBGEv3 - Much simpler to install, no INI changes needed - Reorganizing of release format to normal and performance versions - Removed the previously included shader loading method - Removed incompatibilities with other shader loading methods - Optional shoreline movement was removed - Water height issues fixed - 99% of water transparency issues fixed - Fixed the night eye issues - Water interacts with rain - Water ripples and displacements now functional - HDR applies over water - Added specular occlusion - Better distance fog handling - Added more green to the default water settings - Added the shorefactor variable - Added more location-specific custom settings by Palidoo - Added more sections to the ReadMe - Other misc bug fixes and improvements
1.2.0: - Integrated DoF compatibility for all OBGEv2 DoF shaders - Added 4x4 ordered dithering to prevent underwater banding - Added a toggleable fix to water seams and animation choppiness - Added the ability to create unique settings for specific cells or worldspaces - Replaced the default water settings with Palidoo's hand-tweaked settings - Included unique water settings for blood, Bravil, Leyawiin, Cheydinhall, and the Shivering Isles - Created a Nehrim compatible version
1.1.2: - Improved Lava Rendering - Added customizable LOD settings to the water. - Added a customizable Reflectivity setting to the water. - Changed the default settings to remove the "blue paint syndrome" and to make the water a more realistic hue.
1.1.1: - Made the lava look hotter - Added Lojack's Bain Conversion File to simplify installation - Fixed water tearing with HDR off - Provided an OBGE Liquid Water Basic OMOD that only includes the water replacement
1.1.0: - Provides Ethatron's for the memory leaks: this mod is now stable - Added lava rendering using textures from CptJoker's Real Lava mod - Fixed water aliasing when running HDR (HDR still does not apply to the water) - Reduced specular highlights in bad weather - Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum - Added a section to the ReadMe about customizing the water - Added a section to the ReadMe about editing shader variables - Added a section to the ReadMe about changing the reflection resolution - Renamed the mod to OBGE: Liquid Water
1.0.1: - Added another step to installation, fixed a bug with AMD cards