I love the look of the water, but the lod doesn't seem to match. I guess it still looks like metal. Almost like it is yellower than the gorgeous water that is near to me. I reran xlod gen, and tex gen, and dyndolod but no avail. Any ideas what I'm doing wrong?
Edit: Fixed it. Loot was putting it above RW2. I put it below and redid the xlodgen, texgen, and dyndolod again and it's amazing.
I didn't need to, you are right. Just get the load order in the right spot, and set a rule in LOOT so it doesn't happen again. There is still right north of Solitude where the river goes into the sea of ghosts what looks a little weird, but I think that is that bug where if you go in a cave with water, when you come out the sea of ghosts turns green.
Seams in the water are probably coming from something else maybe even RW2, this only changes the color properties of the water from Realistic water two. Other mods swap out the types of water in different areas causing seams.
try having the RW2 plugin installed LOW in your load order and this after it. I have RW2 installed very low, even below northern roads, and have a few patches for things like JK's or lux or natural waterfalls. Many mods change water types (it's a pain ita)
Tried it with only rw2 and this mod enabled on a new save and problem persisted. Deleting this mod fixed the issue so just gonna stick w/ that for now, thanks for the reply tho.
Edit: Will say, I only noticed the seams in 2 locations (Guardian stones and Half moon mill) so not a HUGE deal just don't have the energy to go spending more hours to figure out the issue in my LO.
that's odd because it's just not possible for this mod to cause seams that aren't already present from other mods. One cell might have water type A and the next cell might have water type B. If type A has different colors or waves than type B, and they are next to each other, you'll see a seam. I kept all the same colors and wave types from RW2, so the seam comes from RW2 putting different water types adjacent to each other. (it happens all over the place) Maybe the transparency makes the seams more prominent? I will go an have a look in those locations.
But I hear you, water mods are a pain. Btw Skyvraan had an update to use dynamic Cubemaps. I haven't tried it yet. As i understand it uses the SAME water type in all locations to avoid the seams problem.
How exactly did you tested changes to shallow/deep color? I mean was it done in CK or youa had to test in-game. I am asking cause I am trying to make a similar tweak for a different mode, but water does not seem to change in CK, whereas testing everything in-game it taking insanely long.
I played around in CK to see what the values actually DO. You're right, it doesn't look exactly like in game.
All my edits were done in xEDIT. Since it's a patch of RW2, the color data, noise data, etc is copied over. I really did restart a save dozens upon dozens of times to settle in on some values. Once i knew what values would work I put them on all the water types kind of mechanically. The foggy values I mostly multiplied by 4 from vanilla the fresnel value is just from reality, something I looked up. You can copy the same value to a bunch of records at once, something I just learned making this mod.
I'm not using Community Shaders in my current play through (i'll update when i remod the game), but it looks like you don't necessarily need to be using Community Shaders for this fix. Do you know if this will this work with ENB Dynamic Cubemaps (https://www.nexusmods.com/skyrimspecialedition/mods/98122)?
I originally started work on this mod using ENB, specifically Rudy ENB for NAT3 - VR Patch That Dynamic Cubemap mod never worked for VR ENB because the VR ENB is missing many things. It now works with CS. That mod is also only for objects.
However, you can use Cubemap Reflections for water, it essentially seems to do the same thing on water as CS and worked perfectly with VR ENB.
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Edit: Fixed it. Loot was putting it above RW2. I put it below and redid the xlodgen, texgen, and dyndolod again and it's amazing.
try having the RW2 plugin installed LOW in your load order and this after it. I have RW2 installed very low, even below northern roads, and have a few patches for things like JK's or lux or natural waterfalls. Many mods change water types (it's a pain ita)
Edit: Will say, I only noticed the seams in 2 locations (Guardian stones and Half moon mill) so not a HUGE deal just don't have the energy to go spending more hours to figure out the issue in my LO.
But I hear you, water mods are a pain. Btw Skyvraan had an update to use dynamic Cubemaps. I haven't tried it yet. As i understand it uses the SAME water type in all locations to avoid the seams problem.
Any advice how to speed-up te workflow?
All my edits were done in xEDIT. Since it's a patch of RW2, the color data, noise data, etc is copied over.
I really did restart a save dozens upon dozens of times to settle in on some values. Once i knew what values would work I put them on all the water types kind of mechanically.
The foggy values I mostly multiplied by 4 from vanilla
the fresnel value is just from reality, something I looked up. You can copy the same value to a bunch of records at once, something I just learned making this mod.
That Dynamic Cubemap mod never worked for VR ENB because the VR ENB is missing many things. It now works with CS. That mod is also only for objects.
However, you can use Cubemap Reflections for water, it essentially seems to do the same thing on water as CS and worked perfectly with VR ENB.
It seems like yes, but maybe im wrong.
thanks