Hello, I'm using RW2, I've checked every place as shown on photos and all good but there is something wrong with water mill in Markarth, it's like flickering or something IDK. Anyone experiencing this or knows what might cause this?
Crossing fingers everyone. I just contacted anamorfus about getting this mod over too SSE nexus. I'm hoping the anamorfus does so I can contact Isoku and hopefully patch this beaut of a mod with realistic water two. haha. I fixed all the water cells which were in the ESP and got it averted nicely. Everything runs smoothly. The only thing it can't do is work with the new realistic water two very well since they both edit areas near the waterfalls with darkened textures and meshes.
Hey there, I know it's been a couple of years, so I'm guessing you didn't get permission to upload a port. Did you ever manage to get it working with RWT? If so, could you let me know if it's the kind of thing I could do myself, or is it really complicated? Thanks in advance!
Hopefully you still see these comments. I have a strange issue where on some rocks in streams and rivers will appear dull black when i first come upon them, but if i run a little bit far away and come back, they will have the correct wet appearance. seems to only be happening to small and medium size rocks in streams and rivers. I don't recall having this issue with a previous character, but it's been about a year since i last played. Anyone have any ideas? INI setting maybe? I should also mention that this happens regardless of if ENB is active, or not.
I've done some more investigation, and it seems this is only an issue with rocks that are part if the effects nifs, fxcreekflatlarge.nif fxcreekflatlong01.nif fxrapidsrocks01.nif
I'm no modder, so i have no idea where to go from here.
I finally figured it out, so maybe this will be useful to others. It appears to be a conflict with how Dyndolod handles glow effects. I was able to resolve it by adding the following to my Skyrim.ini, though this may impact performance on some systems.
355 comments
To be able to see the decals from far, add in your Skyrim.ini :
[LightingShader]
fDecalLODFadeEnd=0.2100
fDecalLODFadeStart=0.3100
Did you ever manage to get it working with RWT? If so, could you let me know if it's the kind of thing I could do myself, or is it really complicated?
Thanks in advance!
At this stage, just resave your ESP via SE CK, how compatible, stable, etc... to use that version with version.
1.) I resaved for proper SE flag;
2.) Look at ingame, it looks like works well; (quick test)
3.) But, when I saved with CK I got lots of error:
http://pasted.co/1348daf1
And also, how about the ini file section?
To be able to see the decals from far, add in your Skyrim.ini :
[LightingShader]
fDecalLODFadeEnd=0.2100
fDecalLODFadeStart=0.3100
Thank You!
(anamorfus 04 April 2019, 8:35PM
I'm working on the mod currently, I will release it once I'm done with the changes I'm doing. )
Thanks, I converted it for my personal use but I'm not sure how to patch this for RW2.
Excellent mod, endorsed a long time ago.
thanks for you work
I have a strange issue where on some rocks in streams and rivers will appear dull black when i first come upon them, but if i run a little bit far away and come back, they will have the correct wet appearance.
seems to only be happening to small and medium size rocks in streams and rivers.
I don't recall having this issue with a previous character, but it's been about a year since i last played.
Anyone have any ideas? INI setting maybe?
I should also mention that this happens regardless of if ENB is active, or not.
fxcreekflatlarge.nif
fxcreekflatlong01.nif
fxrapidsrocks01.nif
I'm no modder, so i have no idea where to go from here.
It appears to be a conflict with how Dyndolod handles glow effects.
I was able to resolve it by adding the following to my Skyrim.ini, though this may impact performance on some systems.
[LightingShader]
fDecalLODFadeEnd=0.2100
fDecalLODFadeStart=0.3100
fEnvmapLODFadeEnd=1.0000
fEnvmapLODFadeStart=1.0000
fRefractionLODFadeEnd=1.0
fRefractionLODFadeStart=1.0
fSpecularLODFadeEnd=1.0
fSpecularLODFadeStart=1.0