Skyrim Special Edition

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131 comments

  1. VRNord
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    This is mind blowing, thank you!!  For anybody else wondering why this isn't working, I had to disable Skyvraan before it started working for me.  Now I will need to revisit my choice of water mod...  
    1. FlyingParticle
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      Thanks for letting me know about SkyVRaan, Shizof also told me about it. For now, probably don't use these two together. If you were running SkyVRaan before and disable it, you also need to rerun Synthesis patches. See the description for more info.
  2. Shizof
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    For anyone wondering, this mod has zero performance hit. 
    Here's a comparison of frametimes with and without this mod.
  3. DrStrongDong
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    Incredible, I thought that this would never come to VR.
    Just wondering, has anyone else ran into black reflections with enb enabled. Here's a screenshot  https://imgur.com/a/UXdkNwc
    1. hitmante
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      I have the same exact issue, damn I was really hoping this would work for ENB.
    2. DrStrongDong
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      I only have bloom, adaptation, procedural sun, and dynamic shadows actiavated, and disabling them makes no difference.
    3. ohs00062hal
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      I get the same phenomenon.
      I use Rudy ENB for NAT 3 - VR Patch and it looks like black metallic water surface like in the image.
    4. FlyingParticle
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      This might be something that needs to be updated on the enb side.
    5. creekdipper
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      Works fine for me with ENB, a lighter than lightweight ENB with almost everything turned off.
    6. Louspirit
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      Any fix for scenery enb?
  4. HasphatAntobolis
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    After all these months, why are we still dealing with either busted tree reflection or none at all?

    Edit, and less that 24 hours later rillingrock puts out the fix, making me the asshole. Lol, life ve like that sometimes. 
  5. redcon48
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    I really think tree reflections are very badly managed by cube map reflections or something because tree reflections will appear black for some strange reason making reflections look very bad in some places like this. Like Shizofs image, he disabled tree reflections. So, if you have modded trees, I likely recommend just not using modded trees. 
    1. Shizof
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      I didn't disable tree reflections. Here are more screenshots from the same set. Cubemap reflections mod only shows lods in the cubemap reflection, that's why some objects show their reflections and some not. If you have black tree reflections, that's caused by your tree lods, possibly your lod image format. I suggest using dyndolod and generating better tree lod billboards with texgen.
    2. FlyingParticle
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      Technically the cubemap rendering could be made to do alpha testing, which I think would solve this (I'm assuming the black "outer" part of the billboards are pixels that would usually fail the alpha test). It's a feature of engine fixes for SSE but not implemented in engine fixes VR. I could do it as part of this mod but should probably ask rollingrock first.

      But some potential issues I see with doing this is a) it could cause more aliasing in the cubemap since the cubemap is usually rendered at pretty low res (though this could be increased), and b) could cost some performance.
    3. redcon48
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      oh damn.. Didn't realize they were even there.. had to look closely to even find trees in that image. I am correct in that you have no added tree retextures of any kind in your images right? I'm just using mostly 3d plants and trees in this image along with some other ones but as you can tell they just fail to load at all. I never got into Dyndolod because the set up was so advanced that it was almost not even worth it since I never knew if be worth the risk performance wise since I already had very close to unplayable performance. 

      If you are using a set of tree mods, I would gladly like to know and give it a test. 
    4. redcon48
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      As a user of Engine Fixes VR, I definitely would support this motion. I feel like there is a lot more failing here since I can't really see any reflection at all here and can barely make out the landscape, but I will see what it looks like if I just don't use tree LODs if even possible. 
    5. Shizof
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      I'm using Happy Little Trees in the screenshots along with its add-on using dyndolod 3. Dyndolod is absolutely worth it, especially if you like looking at the distance and hate stuff popping in.
    6. redcon48
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      I have been messing with water for a long time trying to get a sweet spot and never could but I will look into Dyndolod if I can find a quick and easy set up.. I'm currently using 3d Plants and Trees, Traverse the Ulvenwald, and some Blubbos Trees so quite a large mixture of trees. 
    7. HasphatAntobolis
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      Qutoe [Technically the cubemap rendering could be made to do alpha testing, which I think would solve this (I'm assuming the black "outer" part of the billboards are pixels that would usually fail the alpha test). It's a feature of engine fixes for SSE but not implemented in engine fixes VR. I could do it as part of this mod but should probably ask rollingrock first.

      But some potential issues I see with doing this is a) it could cause more aliasing in the cubemap since the cubemap is usually rendered at pretty low res (though this could be increased), and b) could cost some performance.] -- FlyingParticle


      Do it, pleeeease. I, like Shizof, am using Happy Little Trees and the 3D lods for that mod, but I have black boxes. Interestingly, I get no tree refections with reflectLODTrees=1, but I think this is because a 3D lod is an object and not a treeLOD. Enabling reflectObjectLOD causes the trees to show up in reflections (but not the closest ones, only medium distance), but inside black boxes that are 100% the alpha transparent part of the trunk texture used by the bisecting 4 tri trunk mesh. If objects and trees did an alpha test and those pixels failed and were not added to the cubemap as blackness, the reflections would look so sexy. 
    8. redcon48
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      well update to this whole thing.. I went ahead and installed CC content into VR and loaded the newest version of USSEP which seems to have made my nighttime and day reflections look a little better.. I also disabled tree reflections and the result is without trees as expected. I still wish I could make the reflections appear from a distance because I have a problem of when I'm too far away from the water, the reflections and water just looks white. I don't know what's causing this but when I am close up to the water, the reflections look fine. No idea if this is my Realistic Waters 2 mod, Scenery ENB, or water flat textures mod. But I believe it is none of these. 
    9. HasphatAntobolis
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      Quote [I'm using Happy Little Trees in the screenshots along with its add-on using dyndolod 3. Dyndolod is absolutely worth it, especially if you like looking at the distance and hate stuff popping in.]

      I am using that and getting the boxes. What settings are you using when you set dyndolod and texgen? Are you using BC7 in texgen? HD trees or no? What lod settings in dyndolod? Level 0 @ lod4? How about lod8 and 16? more 3D lod or billoards?
    10. HasphatAntobolis
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      How did you get rid of the boxes? What dynDOLOD settings are you using?
  6. fustru
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    Do I still need this mod for better reflections if using the latest Community Shaders mod? Thanks!
  7. mabezard
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    I was getting massive flickering in reflections after months of this working fine. flickering ghost images of the reflections, offset in each eye. After going through everything I could think of, I found out "Dynamic Resolution" had been turned on somehow in the game settings. (I had been fiddling with the skyrimprefs.ini) Make sure you have Dynamic Resolution OFF should you encounter this issue.
    1. Apone3k
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      Thank you this helped me out.
  8. JetGirlDF
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    What is the best water mod to use with this?
  9. JetGirlDF
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    what is the better water mod to use  with this?
  10. killemloud
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    This mod is awesome! Thank you for releasing it, I apologize if this has already been addressed but I'm running a dark interior mod and the water reflection doesn't match and is reflecting very bright blue, this is only an issue regarding interiors, otherwise it's amazing, I'm curious if there's a way to fix this?
    1. FlyingParticle
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      I believe interiors use a static cubemap, the dynamic cubemap the game generates when this mod active is not generated while indoors.
      Does the same thing not happen if you disable this mod?
    2. killemloud
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      Thank you for the reply I’ll have to check that , if it’s not this mod that’s the cause if it then I’ll hunt it down and figure it out 
    3. killemloud
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      Update, I have found the issue and resolved it. Made an esp to change the color of water so it’s darker also tweaked a few nifs if anyone else is having this issue use CK to find the water and change it’s color may also affect other waters in exteriors if they use the same but haven’t had any issues yet also change the amount of reflection as well in CK it’s still there but more subtle 
  11. redcon48
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    I wish you could tweak cloud reflections to be a little darker or when theres a white sky because the reflections on the water look like pure white during cloudy weathers during the day.. if this is even possible to tweak. In real life, reflections and overall watercolor gets darker during storms and cloudy weathers. 
    Though I also think this extreme white is just me lacking a water mod but I have no clue. 
  12. redcon48
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    any recommendations for water mods to go with this? 

    Edit: I've discovered water for ENB looks doable... would still like to know if there's better options for better eye candy.