This page was last updated on 11 November 2020, 6:57AM
Changelogs
Version 1.3.1
27/03/2019 - Updates in V1.3.1:
-Removed a few undeleted references that were appearing as rogue fog meshes in the sky above Whiterun. I apologize for the small update, but they were really an eye sore and had to go. Sorry about the trouble!
**For those who are curious: If you ever experience strange objects floating in the sky above the giant's camp outside of Whiterun like this, it means there's a mod with undeleted references in your load order that's in need of cleaning. I didn't know this before myself, so I thought I'd share :)
Version 1.3
24/03/2019 - Updates in V1.3:
-Fixed the ugly blocky fogs in Riverwood. It took me a bit of testing but I think I've figured out the best way to alleviate the blocky fog effect when the fog is over water, so I spent some time smoothing out some of the other areas with the same fix as well. If you find any other spots where the fog is noticeably blocky please let me know :) -Lots more work went into 'naturalizing' the look of all existing fog patches, mainly by adding a little extra around the edges of the water so that it also flows over the land and doesn't just 'steam' off the water. -Added a bit of ambient morning fog over the Falkreath graveyard. I was going to add more to other graveyards in the major cities but the amount of compatibility issues it would cause with large city overhauls (not to mention open cities) didn't seem worth it. It seems as though most Falkreath overhauls don't move things around in the graveyard too much, so these particular fogs shouldn't cause any issues. -Added a few small pockets of fog across roadways, either where they come very close to bodies of water or hit a low point in elevation. There are several, but a few key locations are: outside of Steamcrag Camp, over the pond and adjacent road outside of Fort Amol, near the Roadside Ruins in Falkreath forest, etc. -Carried over all remaining USSEP edits. -Removed a couple of dirty edits.
Version 1.2
28/11/2018 - Updates in V1.2:
-Updated the river flow data in ALL areas touched by this mod to fix the water seams that I previously missed. Sorry about that :) All water seams should now be fixed. -Provided two new versions for further customization of fog thickness. I did this by editing the actual fog mesh itself to decrease the brightness and the effect that individual weather lighting will have on the look of the fog, so the fog should now look a bit more consistent across all weathers and weather overhauls. -Further tweaking to the fog formations in a few locations for a more 'natural' look. -Added some distant fogs and a bit more ground fogs to the swamps around Morthal to make it feel more mysterious and 'shrouded,' as is stated in the lore. This is more of a test run for the Morthal swamps, I'd like to see what you guys think :)
Version 1.1
Just uploading a small fix for the few water seams that would appear around Solitude and Riften. Forgot to check the water flow data :)