A version for Skyrim Special Edition is in the making!!
On the subject of donations
I have no donate button, nor will I have one in the future. Although I appreciate the gesture, it is the gesture that matters to me, not the money. Putting up the donate button creates expectations on my end, and gives of the message: "I deserve your money", and I don't! I put this mod up for free, and I work for fun. Same goes for future mods (There are a few in the pipeline). These are gifts from me to the community, expecting anything back means it is not a gift, gifting something to expect something in return is not gifting. Please, instead of donating to me, consider donating to charity, or the victims of Nepal's earthquake, those are more worthy causes to send your money to. Many thanks!
GamerPoets creates thorough tutorial videos, and has teamed up with STEP. GamerPoets also makes fully immersive, no out of character talk, cinematic role-play series for Skyrim and Fallout 3. They are really good and I hope you guys check out the channel! Thank you.
DynDOLOD
With the release of DynDOLOD, SkyFalls and SkyMills has become partially obsolete. That said, Sheson has been so kind to incorporate compatibility for DynDOLOD with SkyFalls and SkyMills from the start. Please read the DynDOLOD subheading on my main description page to read on the options to combine the two! Using DynDOLOD comes Thoroughly Recommended!! and I urge everyone to at least read the main description bit. As we understand the installation process for DynDOLOD seems daunting, we at GamerPoets have created an easy to follow, detailed and Thorough installation video.
Purity
Laast has released his awesome Purity mod on the nexus, Kudos to him! Pure Waters - Waterfalls in it's completed form is now included in Laast his amazing Purity mod. However, although my mod will work with Purity, it will obscure the waterfalls Laast has created and worked so hard on. If you want those beautiful waterfalls that are a main feature of Purity and or Pure Waters - Waterfalls, do NOT install my mod on top of it!
Update 3.3.2 removed, the meshes from Sheson were creating too many new reported issues with my mod for it to be worth the loss of Z-fighting. issues include; bad colouration, floating waterfalls, striping effects and lack of response to certain ENB settings.
12-05-15 Update to version 3.3.2 released. New distant meshes to eliminate waterfall Z-fighting. Courtesy of Sheson.
31-07-14 Version 3.3.1 uploaded
This update only affects Wyrmstooth users! NO need to update from version 3.3 if you do NOT use Wyrmstooth! Fixed an invisible windmill bug.
25-07-14
Version 3.3 released
If no more bugs are reported, this will be the final version, fingers crossed.
For Installation please refer to the =Installation= section on the mod page or the readme! Same goes for anything else, please first read the readme!
KEY CHANGES: - Adjusted windmill rotor placement, no more head injuries when entering or exiting a mill. - Further increased performance, by making changes to the meshes without any visual loss. - Changed and fixed BAIN installer. - Changed FOMOD installer and fixed parallax patch not installing. - Fixed 2 missing distant waterfalls. - Updated changes from the new USKP files. - Fixed up Dimfrost LOD. - Removed clipping from Blackreach LOD. - Added the Skyrim Distance Overhaul LOD improvement patch by Grieche - Added a patch for Expand Object LODs mod by tamu75 - New LOD patch now gets installed by default as it is stupid not to.
Thoroughly recommended to use the Static Mesh Improvement Mod (SMIM) on top of my mod to get nice new and improved windmill sails! Many thanks to Brumbek for creating those!
-If you are going by the date of the post you'll see that it's more than a year before SE was even announced to exist... so that's probably inaccurate = ) -Read the post directly below yours and you will see my old response to others who asked. -When? Maybe never. I'll lock the comments so there's no more confusion until/if Joe returns..
SkyFalls/Mills has long been superseded and is outdated since years. It was great many years ago before we had simple tools like DynDOLOD to generate a LOD mod for a users load order.
Skyrim SE has a new feature called Large Object Distance (large references) in the launcher to show more stuff in the distance. Albeit buggy when there are additional plugins in the load order, it already works better than SkyFalls/Mills ever did. As it currently stands, a mod like SkyFalls/Mills is not required and it would be incompatible with Skyrm SE anyways, as it triggers the well known large reference bugs all by itself. This is all very well explained and documented in the DynDOLOD documentation.
The DynDOLOD tools work around the Skyrim SE large reference bugs and generate drastically improved tree and object LODs. DynDOLOD works for any worldspaces and any mod combination, not only the ones a mod author felt like supporting. Its 3D tree LOD option for example is the one thing that makes using Skyrim SE over Skyrim worthwhile.
There is no need to continue to mod like it is 2015, especially when it comes to Skyrim SE.
The "Large Object Distance" option in the Skyrim SE launcher doesn't do what SkyFalls & SkyMills does. For those (like me) who don't want to use DynDOLOD, a SE version of SkyFalls & SkyMills is therefore still needed.
Correct, as I said, the large reference feature introduced with Skyrim SE already works better than SkyFalls/Mills, because in addition to animated waterfalls and windmill fans, it also shows many more additional objects in the distance but buggy and probably at a higher performance cost.
Thankfully there are tools to work around the large reference performance issues and bugs. Of course it is a users choice not wanting to do this current (since years) state-of-the-art and easier type of modding available today in order to have a drastically better looking and performing game without the bugs.
Such users can just install this mod as is, because it actually works in Skyrim SE. For piece of mind anyone with a PC can easily convert the plugins and meshes themselves, the tools and guides have been around for a long time, too. Of course the results will be inferior and buggy compared to the superior and easier solutions that are available. That is why nobody is wasting their time with this mod anymore, since it simply makes no sense nowadays.
The author of this mod does not need create a conversion for Skryim SE for users to have animated waterfalls or windmills in the distance.
The author of this mod (a good friend of mine) is a doctor/scientist with a family and loads of life responsibilities. While I know he was interested in creating an SE version simply because he enjoys modding and would like to see what else he could do with SkyFalls... modding is not currently able to compete with his life beyond the PC.
The "Large Object Distance" option does not animate distant waterfalls and windmills; therefore, it's irrelevant here.
But GamerPoets, thanks for the update. It would have been nice if the author had taken a minute himself to confirm his mod support won't be continuing in the sticky topic, but now I know my only options are a) no animated distant falls/mills or b) DynDOLOD SE. Cheers!
>The "Large Object Distance" option does not animate distant waterfalls and windmills
Moving the slider for Large Object Distance in the launcher to anything but the very left will increase the loading distance of large objects, including animated waterfalls and windmill fans.
Making a mod like SkyFalls/Mills for Skyrim SE will result in a buggy and visual inferior result compared to what is possible since years or natively in Skyrim SE, as explained and documented before.
If a user insists on using an outdated and buggy solution they can do this all by themselves. There is no need for others to waste their time with such futile endeavors, especially when there are already better and easier solutions available which are superseding this mod.
DynDOLOD's optional dynamic LOD and its SkyUI MCM are what use SKSE, but neither are really hard requirements. The Large Object Distance option of Skyrim SE can still be used to take care of waterfalls and windmill fans while using improved object and tree LOD generated by DynDOLOD. The DynDOLOD tools can be used to create a suitable LOD mod for any load order, if users follow well established modding practice.
The best option is to use a recent modding guide based on years of community wisdom and experience to make the game as stable and good looking as possible by using vital bug fixes and mods that are required to make Skyrim or Skyrim SE usable and worthwhile for modding.
I suppose users with an unfounded SKSE phobia should probably stick to what Skyrim SE has already built-in and accept the game's flaws and bugs until they are ready to accept community consensus and the recommendations and guides from the experts.
All you need on Special Edition is SMIM. The windmills and waterfalls are already animated and properly scaled with the meshes included in SMIM. Also, see "S.E.P.T.I.M." for other recommended mods for Special Edition.
FYI for others, this is incorrect. SMIM SE alone (i.e. without Skyfalls and Skymills, which is yet to be released for SE) does not animate distant waterfalls.
It does work with SSE and will animate the distant falls. However, it causes "seams" in the water in places, where there is a clear line in the water with different animation on each side. They aren't everywhere, but there is one in Riverwood and a long one in the bay outside Solitude for example. I tried various ways of installing Skyfalls, SMIM, and Realistic Water Two and the only way to get rid of the seams is to not use Skyfalls (which will show the seams even if it is the only thing installed). I'd suggest waiting for an official SSE port.
Hello, Was wondering if this mod is still planned to be ported to Skyrim SE ? it is a must have mod for windmill and waterfall movement at far distances...one mod I would really like to have ported....Thanks
SkyFalls/Mills has long been superseded and is outdated since years. It was great many years ago before we had tools like DynDOLOD to generate a LOD mod for a users load order.
Skyrim SE has a new feature called Large Object Distance (large references) in the launcher. Albeit buggy when there are additional plugins in the load order, it already works better than SkyFalls/Mills ever did. As it currently stands, a mod like SkyFalls/Mills is not needed with Skyrim SE and is also incompatible as it triggers the well known large reference bugs all by itself. This is all very well explained and documented in the DynDOLOD documentation.
The DynDOLOD tools work around the Skyrim SE large reference bugs and generate drastically improved tree and object LODs. Its 3D tree LOD option for example is the one thing that makes using Skyrim SE over Skyrim worthwhile.
Hi SjoertJansen Does SkyFalls and SkyMills Compatibiliy with 74045 Atlas Map Markers - Updated with MCM In TES5Edit something is not right Sorry for my english Thank you
I have been using my own ported version of this mod for a very long time and just recently discovered it was the culprit of a bug I have been trying to fix for a while. It is the black roof LOD flicker on Whiterun roofs/Honingbrew Meadery. I am not sure how or why this mod is involved since it doesn't seem to touch those textures but when I disable it I have no flicker.
Has anybody else encountered this in their ported version/anybody have any ideas on how to fix it?
From two posts down: All you need on Special Edition is SMIM. The windmills and waterfalls are already animated and properly scaled with the meshes included in SMIM.
Hello, I forget to install before SMIM, but I klick on "no to all" if NMM ask to overwirte with the files from SMIM. I use Loot too and it load Skyfalls+Sky Mills before SMIM. So all should be fine?
Just to clarify, did you overwrite SMIM with Skyfalls?
This is what the SMIM installer says about the DynDOLOD/SkyMills compatibility option: " DynDOLOD is a brilliant mod that creates distant objects based on your installed mods, and it makes the SkyFalls and SkyMills unneccessary. Install this if you use DynDOLOD or if you are using only the SkyFalls and SkyMills mod. This version has no fabric sails, which is more like the vanilla game. "
Also, why use NMM when Mod Organiser is so much better. It keeps the mod files separate from the actual game install until load time so that overwrites can be settled before they actually happen. If you used Mod Organiser, you could have just rearranged the load order of the actual mods themselves to resolve the issue.
I highly recommend migrating to Mod Organiser so that you don't have overwriting issues like this in the future. When I originally migrated, I was like "Holy crap how did I live without this?!" #NotSponsored xD
1941 comments
Comments locked
The author has locked this comment topic for the time beingA version for Skyrim Special Edition is in the making!!
On the subject of donations
I have no donate button, nor will I have one in the future. Although I appreciate the gesture, it is the gesture that matters to me, not the money. Putting up the donate button creates expectations on my end, and gives of the message: "I deserve your money", and I don't! I put this mod up for free, and I work for fun. Same goes for future mods (There are a few in the pipeline). These are gifts from me to the community, expecting anything back means it is not a gift, gifting something to expect something in return is not gifting. Please, instead of donating to me, consider donating to charity, or the victims of Nepal's earthquake, those are more worthy causes to send your money to. Many thanks!
UPDATEs
Please check out my other mod HERE
GamerPoets
Since some time now, I am co-manager of the GamerPoets Youtube channel.
GamerPoets creates thorough tutorial videos, and has teamed up with STEP.
GamerPoets also makes fully immersive, no out of character talk, cinematic role-play series for Skyrim and Fallout 3. They are really good and I hope you guys check out the channel! Thank you.
DynDOLOD
With the release of DynDOLOD, SkyFalls and SkyMills has become partially obsolete. That said, Sheson has been so kind to incorporate compatibility for DynDOLOD with SkyFalls and SkyMills from the start. Please read the DynDOLOD subheading on my main description page to read on the options to combine the two! Using DynDOLOD comes Thoroughly Recommended!! and I urge everyone to at least read the main description bit.
As we understand the installation process for DynDOLOD seems daunting, we at GamerPoets have created an easy to follow, detailed and Thorough installation video.
Purity
Laast has released his awesome Purity mod on the nexus, Kudos to him! Pure Waters - Waterfalls in it's completed form is now included in Laast his amazing Purity mod. However, although my mod will work with Purity, it will obscure the waterfalls Laast has created and worked so hard on. If you want those beautiful waterfalls that are a main feature of Purity and or Pure Waters - Waterfalls, do NOT install my mod on top of it!
With DynDOLOD superseding SkyFalls and SkyMills, whilst also improving distant LOD. I won't be creating patches for Purity and Pure Waters - Waterfalls by Laast anymore. For Purity or Pure Waters - Waterfalls users, please use DynDOLOD and follow the step by step tutorial HERE.
Thank you all for your continuous support in the community.
Happy gaming,
Joe
Update 3.3.2 removed, the meshes from Sheson were creating too many new reported issues with my mod for it to be worth the loss of Z-fighting. issues include; bad colouration, floating waterfalls, striping effects and lack of response to certain ENB settings.
12-05-15
Update to version 3.3.2 released.
New distant meshes to eliminate waterfall Z-fighting. Courtesy of Sheson.
31-07-14
Version 3.3.1 uploaded
This update only affects Wyrmstooth users! NO need to update from version 3.3 if you do NOT use Wyrmstooth! Fixed an invisible windmill bug.
25-07-14
Version 3.3 released
If no more bugs are reported, this will be the final version, fingers crossed.
For Installation please refer to the =Installation= section on the mod page or the readme!
Same goes for anything else, please first read the readme!
KEY CHANGES:
- Adjusted windmill rotor placement, no more head injuries when entering or exiting a mill.
- Further increased performance, by making changes to the meshes without any visual loss.
- Changed and fixed BAIN installer.
- Changed FOMOD installer and fixed parallax patch not installing.
- Fixed 2 missing distant waterfalls.
- Updated changes from the new USKP files.
- Fixed up Dimfrost LOD.
- Removed clipping from Blackreach LOD.
- Added the Skyrim Distance Overhaul LOD improvement patch by Grieche
- Added a patch for Expand Object LODs mod by tamu75
- New LOD patch now gets installed by default as it is stupid not to.
Thoroughly recommended to use the Static Mesh Improvement Mod (SMIM) on top of my mod to get nice new and improved windmill sails! Many thanks to Brumbek for creating those!
How Long? It has been three years since that post, according to the date on the post.
-Read the post directly below yours and you will see my old response to others who asked.
-When? Maybe never. I'll lock the comments so there's no more confusion until/if Joe returns..
https://www.youtube.com/watch?v=tqx0GrKn9Ak
Skyrim SE has a new feature called Large Object Distance (large references) in the launcher to show more stuff in the distance. Albeit buggy when there are additional plugins in the load order, it already works better than SkyFalls/Mills ever did. As it currently stands, a mod like SkyFalls/Mills is not required and it would be incompatible with Skyrm SE anyways, as it triggers the well known large reference bugs all by itself. This is all very well explained and documented in the DynDOLOD documentation.
The DynDOLOD tools work around the Skyrim SE large reference bugs and generate drastically improved tree and object LODs. DynDOLOD works for any worldspaces and any mod combination, not only the ones a mod author felt like supporting. Its 3D tree LOD option for example is the one thing that makes using Skyrim SE over Skyrim worthwhile.
There is no need to continue to mod like it is 2015, especially when it comes to Skyrim SE.
Thankfully there are tools to work around the large reference performance issues and bugs. Of course it is a users choice not wanting to do this current (since years) state-of-the-art and easier type of modding available today in order to have a drastically better looking and performing game without the bugs.
Such users can just install this mod as is, because it actually works in Skyrim SE. For piece of mind anyone with a PC can easily convert the plugins and meshes themselves, the tools and guides have been around for a long time, too. Of course the results will be inferior and buggy compared to the superior and easier solutions that are available. That is why nobody is wasting their time with this mod anymore, since it simply makes no sense nowadays.
The author of this mod does not need create a conversion for Skryim SE for users to have animated waterfalls or windmills in the distance.
But GamerPoets, thanks for the update. It would have been nice if the author had taken a minute himself to confirm his mod support won't be continuing in the sticky topic, but now I know my only options are a) no animated distant falls/mills or b) DynDOLOD SE. Cheers!
Moving the slider for Large Object Distance in the launcher to anything but the very left will increase the loading distance of large objects, including animated waterfalls and windmill fans.
Making a mod like SkyFalls/Mills for Skyrim SE will result in a buggy and visual inferior result compared to what is possible since years or natively in Skyrim SE, as explained and documented before.
If a user insists on using an outdated and buggy solution they can do this all by themselves. There is no need for others to waste their time with such futile endeavors, especially when there are already better and easier solutions available which are superseding this mod.
as I understand dyndolod requires SKSE64 (?), so it's not for me.
I don't play Skyrim SE with "experimental" loaders.
The best option is to use a recent modding guide based on years of community wisdom and experience to make the game as stable and good looking as possible by using vital bug fixes and mods that are required to make Skyrim or Skyrim SE usable and worthwhile for modding.
I suppose users with an unfounded SKSE phobia should probably stick to what Skyrim SE has already built-in and accept the game's flaws and bugs until they are ready to accept community consensus and the recommendations and guides from the experts.
Was wondering if this mod is still planned to be ported to Skyrim SE ? it is a must have mod for windmill and waterfall movement at far distances...one mod I would really like to have ported....Thanks
Skyrim SE has a new feature called Large Object Distance (large references) in the launcher. Albeit buggy when there are additional plugins in the load order, it already works better than SkyFalls/Mills ever did. As it currently stands, a mod like SkyFalls/Mills is not needed with Skyrim SE and is also incompatible as it triggers the well known large reference bugs all by itself. This is all very well explained and documented in the DynDOLOD documentation.
The DynDOLOD tools work around the Skyrim SE large reference bugs and generate drastically improved tree and object LODs. Its 3D tree LOD option for example is the one thing that makes using Skyrim SE over Skyrim worthwhile.
Does SkyFalls and SkyMills Compatibiliy with 74045 Atlas Map Markers - Updated with MCM
In TES5Edit something is not right
Sorry for my english
Thank you
Has anybody else encountered this in their ported version/anybody have any ideas on how to fix it?
All you need on Special Edition is SMIM. The windmills and waterfalls are already animated and properly scaled with the meshes included in SMIM.
I forget to install before SMIM, but I klick on "no to all" if NMM ask to overwirte with the files from SMIM.
I use Loot too and it load Skyfalls+Sky Mills before SMIM.
So all should be fine?
This is what the SMIM installer says about the DynDOLOD/SkyMills compatibility option: " DynDOLOD is a brilliant mod that creates distant objects based on your installed mods, and it makes the SkyFalls and SkyMills unneccessary. Install this if you use DynDOLOD or if you are using only the SkyFalls and SkyMills mod. This version has no fabric sails, which is more like the vanilla game. "
Also, why use NMM when Mod Organiser is so much better. It keeps the mod files separate from the actual game install until load time so that overwrites can be settled before they actually happen. If you used Mod Organiser, you could have just rearranged the load order of the actual mods themselves to resolve the issue.
I highly recommend migrating to Mod Organiser so that you don't have overwriting issues like this in the future. When I originally migrated, I was like "Holy crap how did I live without this?!" #NotSponsored xD