Skyrim

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hexaae

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rolloLG

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113 comments

  1. rolloLG
    rolloLG
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    SUPPORT HAS ENDED
    1110 gameplay hours, 1401 hours at CRASHion Kit
    Sorry guys… It's been fun and frustrating at times but now it's time to leave and uninstall Skyrim from my hd, it was a great beta of a game indeed!
  2. User_75306653
    User_75306653
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    Nice!
  3. patona12
    patona12
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    The esp is empty and not required. Simply unpack the bsa and put the dds in it's respective folder, one slot saved. v3 looks best to me
  4. 4GVN
    4GVN
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    A must have mod imo, version 2 perfered.
  5. JobVanDam
    JobVanDam
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    Endorseded!!

    Sucks to see you go but yeah sometimes it gets incredible frustrating modding Skyrim.
    Love this as I'm a big fan of going for the more performance friendly option.
  6. jedp15
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    shouldn't this mod have become obsolete with the intro of Skyfalls and Skymills? I mean who wouldn't want animated waterfall LODs?
    1. qladstone
      qladstone
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      This is a simpler fix and less demanding on the PC I guess. I looked at the posts in Skyfalls apparently there's a minor issue of waterfalls showing in distant terrain despite supposedly being out of visible range. I'll just use this. Distant waterfalls don't look like crap anymore; that's good enough.

      Endorsed.
  7. issaccc
    issaccc
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    thx, endorsed
  8. phryxolydian
    phryxolydian
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    will it still work if I have DG installed? Not in Solstheim obviously but in the intended areas in Skyrim? Or does it not work entirely if I have DG. Sorry, new to all this.
  9. johnnyk80
    johnnyk80
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    Do you think it's possible to add fog in front of the waterfall to make it look like mist while in the static LOD state then when you get closer to fade the mist and display the waterfall?
  10. AngryConfusedRabbit
    AngryConfusedRabbit
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    No mention on Dragonborn compatibility, is it coming?
  11. rolloLG
    rolloLG
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    In response to post #7997066. #8023527, #8050171, #8053403 are all replies on the same post.
     

    BSAs don't allow mixing and matching of different Texture resources and fill your ESP limit up quickly.

    Yes they do, based on esp (+bsa) loading order. There are no ESP limits (? ...if you mean the number of esp files don't worry: tha game can handle 3-400 well-written mods).
    1. Gruftlord
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      there is a hard cap at 255 esp files. they don't even need to be active, just keeping them in your data folder will crash the game.
      wrye bash has a few functions though, to reduce the number a bit (merging selected plugins and automatically copying unused plugins into a separate folder.)

      but other wise: yes, there is a limit.
    2. Luinithil
      Luinithil
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      Actually keeping more than the max of 255 active ESPs in your data folder will not crash your game if you use the Nitpick plugin. Also if you know enough, you can unpack the BSA and run the texture as loose files; if using a SSD loose files works even faster than a BSA when talking about access time.