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Realistic Water Two SE
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Version5.6.0
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File information
Last updated
Original upload
Created by
isoku-TechAngel85-CaptainCockerelUploaded by
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Tags for this mod
About this mod
Visually crisp and distinct water types and colors, robust improvements to water effects and meshes, improved water textures and new features. Fully compatible with ENBSeries.
- Requirements
-
This mod does not have any known dependencies other than the base game.
Mods requiring this file
- Permissions and credits
-
Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
- Patches between mods, watercolor mods, and gradient mods require no permissions. Create and upload as you see fit.
- "Patches" that are correcting bugs require permission. These are not "patches" in our view; they are bug fixes and will be evaluated on a case by case basis.
You may not use this mod or anything included within this mod for any monetary purposes without written permission. This includes, but not limited to: donations, alternative monetary currencies (aka Donation Points), pay portals, member only access (i.e., Patreon Subscription-only access, Discord-only access, etc.), etc.
User Content
Uploaded user content (images and video) is allowed and encouraged! These sections on our page are reserved for RWT content, however, so the content is subject to the following:- content MUST be primarily about or showcasing RWT (comparison videos, screenshots, showcase videos, etc.)
- mod list showcases are acceptable as long as they review water assets equally to other areas
- may NOT include nudity or skimpy NPC/PC models
- The user content sections are not for uploading bug report images or videos. Upload these elsewhere and link to them within the posted Bug Report.
Such cases not not meeting our requirements will be removed without notice.
File credits
CaptainCockerel for giving assets from WATER to use in Realistic Water Two, and for his continued contributions to the mod.
TechAngel85 for the continued support, maintenance, and expansion of Realistic Water Two.
Brumbek for allowing use of various meshes from SMIM.
rolloLG (Hexaae) for permission to incorporate "Blacksmithforge water fix" and the Culling Data fix.
candoran2 for solution and support with fixing an issue with missing rain ripples.
fadingsignal for Volcanic Tundra - Heat Wave Effects.
Aurora555 for Winterhold Bridge Culling Fix (location of issue).Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Ukrainian
- Turkish
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- Italian
- German
- French
- Czech
-
Translations available on the Nexus
Language Name Turkish Author: kagitmiadam Realistic Water Two SE (v5.6.0) - Turkish Translation Polish Author: deleted00000000 Realistic Water Two SE - Polish Translation Portuguese Author: Rakaels Realistic Water Two SE - PTBR Italian Author: nicola89b - Dunevar Realistic Water Two SE - Traduzione Italiana Russian Author: Dalarin Realistic Water Two SE RU German Author: XerusOne Realistic Water Two SE - German Translation Mandarin Author: Vozhuo Realistic Water Two SE - Simplified Chinese Translation Russian Author: ColdHarbour Realistic Water Two SE - RU Spanish Author: supercento Realistic Water Two - Castellano - Spanish Portuguese Author: Granhadd Realistic Water Two SE (PTBR) Turkish Author: Sflashy Realistic Water Two SE - Turkish Translation Ukrainian Author: shovhan Realistic Water Two SE - Ukrainian translation Mandarin Author: syb888 Realistic Water Two Simplified Chinese Translation German Author: isoku-TechAngel85-SparrowPrince translated by NSGM hosted by kallagan93 Realistic Water Two SE- German Translation ab 5.3.0 Spanish Author: xlwarrior Realistic Water Two SE v5.2.1Spanish by xlwarrior 2021 Portuguese Author: hunter1890 Realistic Water Two SE - Translation Brazilian Portuguese - PT-BR - Version 3.0.4 Polish Author: Wojtazonix2700 Realistic Water Two - polish translation French Author: Isoku Realistic Water Two (FR) Turkish Author: Hosaf Realistic Water Two Turkish Portuguese Author: xX0Angel0Xx Realistic Water Two PTBR German Author: McCloud Realistic Water Two - German Translation Spanish Author: Lorkarion Realistic Water Two - Spanish Czech Author: GrimReaperCZ Realistic Water Two - Czech translation - Changelogs
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Version 5.6.0
- MINOR VERSION CHANGES
General ===================================================
Fixed an additional 7 Larger Reference Bugs, as reported by the latest DynDOLOD v3 log, by moving them into the ESM:
--- Tamriel: 00047ED0, 0006B125, 0007A5FD, 000B9B99, 000B9BBE, 00109D73, 0010F6A9
--- Rebuilt large reference data
Users will have to regenerate DynDOLOD for at least the Tamriel worldspace to carry these changes forward into their game.
Patches ===================================================
Open Cities Patch
--- Corrected an issue in Riften as reported by Demon9ne. This fixes a mismatched cell water in the canal.
Textures ==================================================
Merged the Texture Preview file into the main mod, which brings the following changes:
The river water surface texture has been overhauled to provide more distinct ripples. This improves the visual reading of the flow direction and speed of the water. This change has been made in light of users who really liked our previous river texture in much older versions of RWT. This texture was previously changed to allow better blending of distant (LOD) water, but now users have the best of both worlds with this latest change.
The lake and ocean water surface texture has had its depth reduced by 25%. This change should improve blending between distant (LOD) water and the higher detail close water across the board. This change could effect ENBs for any that are using high values to produce larger waves. Such ENBs could see a slight reduction in wave height and may need to re-compensate with slightly higher values. It shouldn't be too noticeable, though.
- MINOR VERSION CHANGES
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Version 5.5.0
- MINOR VERSION CHANGES
General ===================================================
A new toggle has been added to the MCM to support powerofthree's 'Splashes of Storms' mod. This toggle will prevent the script from ever enabling the RWT ripples. It's not ticked by default. Here's how this feature will work:
--- If you do not use 'Splashes of Storms' and want the hand-placed ripples, do nothing. The ripples will be enabled by default.
--- If the ripples are disabled and you untick the toggle during rainy weather, the hand-placed ripples will not immediately appear. However, they will be enabled and appear during the next rainy event.
--- If you do not want the hand-placed ripples or already have 'Splashes of Storms' installed (or will be installing it later), then open the MCM and tick the toggle to disable the ripples from RWT. This can be done at any time. If ticked during rainy weather, the ripples will not immediately disable. However, they will be disabled when the rain stops and never re-enabled; so as long as the toggle is ticked.
Other general changes include:
- Archived a bunch of old mod versions and updated their metadata. These archives are no longer supported and are archived for reference only.
- Condensed past changelogs down to one per major version.
- Updated the Nexus description throughout and added spoilers around content blocks to make it easier to scan for information (since there is a lot)
Plugins ===================================================
The tundra stream activators (TundraStreamBend01WaterA, TundraStreamBend01WaterB, TundraStreamStraight01WaterA, TundraStreamStraight01WaterB) have been customized. These streams are now faster flowing and with bumpier water that more closely matches the flow of the rocky stream assets and pools they are near. Other changes include:
- Added splashes at small waterfall that feeds the the stream right outside Whiterun
- Adjusted the position of a couple water assets within Whiterun that were out of place with the new mesh edits
- Adjusted the position of several water "mist" assets within Markarth and disabled one
- Adjusted the position of a couple water assets in the tundra around tundra streams
- Fixed one tundra stream that was buried by the cell's water with ENB active
Patches ===================================================
The patches from the Patch Hub have been reincorporated into the main mod. The Hub has been shut down and all future patches will be available via the FOMOD installer. Other changes include:
- Falskaar Patch: updated to align to latest changes
- Island Hobbit Home - Revisited Patch: new patch that was recently added to the Hub (ESL)
- Myrwatch Patch: new patch added this release for patching two cells at the Myrwatch player home from AE DLC. (ESL)
- Open Cities Patch: removed one unnecessary record
Meshes ====================================================
Markarth and Whiterun waterfalls and waterways have been improved with the following edits:
--- thanks to HamsterSensei12 for pointing out the waterways, which lead to these edits
- Added RWT's gradient system to all edited assets
- Fixed vanilla timing issues that caused the effects to not loop correctly
- Higher clarity normal (bump) mappping for water surfaces (uses RWT's textures\water\calmwater.dds)
- Water and foam flow speed is now slightly sped up and more realistic
- More visible and less bright foam effects
- Improved particle splash clarity and visibility
Textures ==================================================
- Fixed water seam at lake/river transition near Guardian Stones (0,-14) & (0,-15) caused by the flowmaps (thanks DocRoberts)
- Readded a Darker Gradients optional file that is 10% darker vs the default gradients.
- Reduced brightness of 'fxwatertile01.dds' by 25% to further help prevent over-brightness in effects
Waters ====================================================
- New custom waterType for the tundra streams that bend and flow, which allows for much better visuals and faster flow speed
- MarkarthWaterFlow: increased wave UVs to give the water the appearance of more body and realign the water so it it flows better
- WRWaterFlow: decreased wave height and increased wave UVs to give this water the appearance of more body and a faster flow speed (used for all of Whiterun's waterways)
- MINOR VERSION CHANGES
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Version 5.4.1
- HOTFIX VERSION CHANGES
Fix for script errors from extending the rain ripples.
- HOTFIX VERSION CHANGES
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Version 5.4.0
- MINOR VERSION CHANGES
This release was mainly to expand upon and tidy up some current features. This update includes:
- Added an additional 50+ waves to the Skyrim coastline
- Added an additional 5 waves to the Solstheim coastline
- Corrected the positioning of multiple wave activators
- Corrected a flow map texture that was saved in the wrong format (thanks hadaev)
- Corrected water activator at one of the Riften canal gates that was clipping through the gate
- Expanded the rain ripples to all uses of our water activators in exteriors (8 additional locations)
- Changed pond water in exterior location (38,13) to clear version
- Removed one duplicated water activator in exteriors
- Removed two unnecessary water activators in exteriors
- Removed the "Has Water" flag from a few interiors
- Rebuilt large reference data
- MINOR VERSION CHANGES
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Version 5.3.0
- Plugin
> Removed one ITM from the ESM.
> Fixed Large Reference being reported by DynDOLOD 3.
> Fixed water plane visable across from Solidtude Docks.
> Corrected incorrect stream direction from small streams outside Halted Stream Camp.
Assets
> Updated splash textures to remove haloing and improve their overall clarity and sharpness to what it should have been originally.
> Updated splash gradient texture to be a bit darker and to add additional softness. The splash gradient texture is used in conjunction
with splash textures to improve their overall look.
- Plugin
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Version 5.2.1
- - Included a corrected foam texture for rapids (fxwhitewater01.DDS). It was previously exported with a wrong layer order, making it look cloudy.
- Improved texture density and clarity of churning foam effects (fxwhitewater.DDS).
- Improved splash particle visibility on all effects with splashes.
- Animated waves have been updated to look less bright, look softer and to blend better with the water surface.
- Updated many gradient textures to reduce brightness and improve transparency on certain effect meshes.
- Updated a bunch of effect textures to reduce brightness, improve transparency and to add more clarity.
- Creeks have been updated to use the calmwater.DDS texture for a more detailed and smoother overall appearance. fxwaterTile03_n.DDS has been removed due to this change.
- Splashes that appear below city waterfalls and near rapids have been totally overhauled. They now feature churning splash particles instead of unconvincing flat (vanilla) geometry.
- Added a new rapids mesh that was missed (fxrapidsfallstop.NIF). It now has all the features and tweaks of all the other rapids included in v5.0. Some minor tweaks have also been made to other rapid meshes.
- Updated the Whiterun Dragonsreach waterfall hue to a more blue colour. Thanks for the suggestion, reg1st3r.
- Minor tweaks to waterfall meshes.
- New gradient texture for waterfall top foam.
Note: The Darker Gradients optional will be updated in due time. You may not need it now if you were using it before due to effects being made less bright in this version by default. Please also refer to the description on how to reduce brightness of effects if you are using an ENB, if you haven't already.
- - Included a corrected foam texture for rapids (fxwhitewater01.DDS). It was previously exported with a wrong layer order, making it look cloudy.
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Version 5.1.0
- MINOR VERSION CHANGES
This will be a rolling update until the final v5.1 is pushed to the Main File. This means this Update File will be updated over time with on-going changes from the team.
The Update File should be merged with the Main File. This means install the Main File first. Then install the Update File. Allow any conflicts to be overwritten. Changes, thus far, are below:
Plugin =================================================================================
- Lowered refraction on WRWaterFlow so it wouldn't look as clear and icy
- MINOR VERSION CHANGES
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Version 5.0.0
- MAJOR VERSION CHANGES
A full, more detailed, and rounded out log is included in the root of the archive, for those that wish to read it. This log has been trimmed to be to-the-point.
WARNING! WARNING! WARNING!==================================
A new game is recommended with this version! RWT's scripts reference Id's that have changed. The game will use the new references, however, this also means there is the potential for save game bloat, if the old data is left in a save abandoned. Will this break the game? Not likely, so make your own choice for which decision to take...new game or not.
Regeneration of automatic patches is advised (Bashed Patches, Smashed Patches, DynDOLOD, etc.)!
Pretty much all 3rd party patches will have to be updated for this version!
Content Delivery and Large Ref Bug Fixes ============================
- All vanilla references have had their "initially disabled" and "enabled parent" records removed
- Z value is still set to -30000 to remove the vanilla references from the game
- All new records added by RWT have been moved to the ESM
- All new references added by RWT have been moved to the ESM
- Updated EditorIDs (names) of several records for consistency
- ESP has been updated to reference records in the ESM, where required
- New RNAM data has been regenerated on the ESM using Sheson's updated xEdit script (300+ refs; prevents large reference bugs)
Water Review ========================================================
- Simplification of the settings while on top making them consistent across all waters
- All waters were once again refined and changed to better suit the new textures introduced in v4, thus all 3rd party watercolor mods will require updates
- Some waters were redesigned in how they differentiate from one another, thus making them more distinct
- New water option provides an alternative color for the Volcanic water, for those users who don't like the vanilla color
Interior Review =====================================================
- In total there were 64 interiors edited for placement of more appropriate water within interiors
- New alternative "dirty" versions of DefaultIntWaistAnkleStill & DefaultIntWaistHeightStill were created and used in appropriate locations, like caves and mines.
Meshes & Textures ===================================================
- New foam texture for fxwhitewater01.dds.
- Changed fxwhitewater02.dds: brightness and transparency reduced to fit better with the new general foam changes
- Fixed flowmap issue at (-19,22)
- Fixed flowmap issues at (25,-16 & 25,-17) (thanks, urann07)
- Fixed warping and stretching and improved transparency and animations for a more dynamic surface for all the foam meshes currently included in RWT
- Improved fxrapidsrocks01.nif: improved particles that now emit against each rock, texture mapping on the rocks redone, and polygon count increased for smoother appearance
- Restored some missing flowmaps from the v4 update
- Updated CalmWater texture for 25% less depth, providing a bit calmer water
Other Changes =======================================================
- Added missing waves to the MCM toggle
- Added missing sound files (thanks Glanzer)
- Changed cell water at (26,-18/-17) to correct water within a small pool.
- Changed cell water at (46,-22/-23),(47,-23) to correct water within a small pool.
- Changed water activator at (30,-23) to correct water within a small pool.
- Changed water activator at (34,-27) to correct water within a small pool.
- Changed water activator at (34,-26) to correct water within a small pool. Also moved it up to create a larger pool.
- Fixed mist effect clipping with a pool of water at (34,-26)
- Fixed mist effect clipping with a pool of water at (34,-27)
- Fixed mist effect clipping with a pool of water at (36,-18)
- Fixed mist effect clipping with a pool of water at (42,-17)
- Fixed mist effect clipping with a pool of water at (47,-26/-25)
- Fixed mist effect clipping with a pool of water at (46,-22/-23),(47,-23)
- Forwarded USSEP changes where appropriate
- Removed two wild edits
- Removed Extended Ambience option from installer (now installed by default)
- Removed 12 copies of The Devil's Rejects on DVD.
A big shoutout to TechAngel85 who made most of the painstakingly tedious edits and tweaks in this update. We all appreciate it!
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- MAJOR VERSION CHANGES
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Version 4.x.x
- MAJOR VERSION CHANGES
Textures ==================================================
- Hotfix to quickly fix some files that were missing and left in by mistake. Apologies to the several hundred early adopters! (v4.0.1)
- Fixed bad saved files in Darker Gradients optional, which resulted in black waterfalls parts. (v4.0.1)
- Updated all water types with new water surface textures generated from a high resolution 3D water simulation for superb realism. (v4.0.0)
- New default surface textures are now 4K resolution. ENBSeries support included by default, as per usual! (v4.0.0)
- Coastal wave foam now looks softer and more dense due to texture improvements. (v4.0.0)
- Reduction in amount of surface textures from six(6) to now only three(3). (v4.0.0)
- Removed textures/effects/fxwhitewater02_wave.dds (v4.0.0)
- Removed textures/water/defaultwater_creek.dds (v4.0.0)
- Removed textures/water/defaultwater_pond.dds (v4.0.0)
- Removed textures/water/horsetroughwater.dds (v4.0.0)
- Removed textures/water/oceanflow.dds (v4.0.0)
- Removed textures/water/pondflow.dds (v4.0.0)
- Removed textures/water/waterrainlut.dds (edits are not seemingly making any difference) (v4.0.0)
Meshes ==================================================
- Minor looping issues on certain effect meshes (such as rain ripples) have been corrected. Some of these were possibly vanilla issues. (v4.0.0)
- Coastal wave meshes had some lighting adjustments. (v4.0.0)
Water =====================================================
- Ocean and lake water now look wilder and blends better with the game's lower detail distant water (LOD). (v4.0.0)
- Calmer water (from marsh to ponds) has also been overhauled to make it more relaxing to look at and a little more visible. (v4.0.0)
- River water has been improved even further. (v4.0.0)
- Tweaks to make the lighting more uniform across all water types. (v4.0.0)
- Improvements to flow have been made on all lake and ocean waters. (v4.0.0)
Huge thanks out to SparrowPrince who did the work for this release!
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- MAJOR VERSION CHANGES
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Version 3.x.x
- MINOR UPDATE CHANGES
All changes that happened in version 3 of the mod.
General ===================================================
- Removed the Textures archive to ensure our flowmap changes are picked up. RWT flowmaps should always win file conflicts. (v3.1.1)
- Extended Ambiance files were accidentally included in the Core files. They only exist in the Optional install now. (v3.1.1)
- Incorporated the update file for ENB into the Main File (installed for all users)(v3.1.1)
- All large reference bugs reported by DynDOLOD have been fixed. (v3 - v3.0.4)
- Removed small animated icebergs from the mod as they were determined out of scope. (v3 - v3.0.4)
- Removed all watercolor addons to lower maintenance overhead and because they didn't match the water meshes. (v3 - v3.0.4)
Meshes ==================================================
- Meshes overhauled to use new gradient effects for finer control over different mesh effects (tint, saturation, etc.) without the need to edit the meshes. (v3 - v3.0.4)
- Made churning water, mostly found at the bottom of waterfalls, more visible and turbulent. (v3 - v3.0.4)
- Overhauled hand-placed waves along the coasts of Skyrim and Solstheim. (v3 - v3.0.4)
- Creek meshes no longer have overly large waves, now include a refraction effect, and have improved lighting overall. (v3 - v3.0.4)
- Fixed green glow on creek and city waterfall meshes. (v3 - v3.0.4)
- Fixed a bug where the water surface textures were missing their ENB parallax effect. (v3 - v3.0.4)
- Fixed fxrapidsrocks01.nif animation timing issues. The foam animation now loops correctly. (v3 - v3.0.4)
- Fixed a bug on "fxcreekflatlarge.nif" where most of the water currents were accidentally disabled. (v3 - v3.0.4)
- Fixed vanilla transparency issues on fxsplashsmallparticleslong.nif so that it no longer looks like there's a perfectly sharp hole cut into the foam. Also raised the splashes so they don't clip under the water surface. (v3 - v3.0.4)
- Removed mist above rain ripples, as it was hardly visible and had been reported to cause minor flickering. (v3 - v3.0.4)
- Splashes are now more visible on waterfalls, rapids, and large creeks. (v3 - v3.0.4)
- Thin waterfalls have more splash density. (v3 - v3.0.4)
- The dirt flecks on the surface of blacksmith trough water now animate to simulate buoyancy. (v3 - v3.0.4)
- Updated large waterfall meshes, again! They now provide a much better foam and effects. (v3 - v3.0.4)
Textures ==================================================
- Fixed the vapor textures from exaggerating Dawnbreaker's glow effect (and anywhere else these texture may be used)(v3.1.1)
- Fixed two water seams near Ivarstead (18,-17) & (25,-16) caused by the flowmaps(v3.1.1)
- Updated half-sized textures to match latest files (v3.1.1)
- Repacked the two temporarily, loose flow textures into RealisticWaterTwo - Textures.bsa with the rest. (v3 - v3.0.4)
- Brightness tweaks have been made to some of the custom water effect gradient textures. (v3 - v3.0.4)
- Fixed the transparency of the foam for thin waterfalls by adding more brightness and reducing contrast on the 'fxfluidtile01.dds' texture and adjusting the gradients. This fixes the issue on the Whiterun waterfalls so they appear to reach the ground. (v3 - v3.0.4)
- New gradient textures for meshes. (v3 - v3.0.4)
- Updated the flow maps for cells where we fixed the in/out flows from lakes and reversed Treva River. (v3 - v3.0.4)
- Updated river texture to smooth out the roughness of the texture, which brings the look closer to that of previous versions of RWT. In short, it looks a bit more river-like. (v3 - v3.0.4)
- Upscaled, cleaned, and re-saved the three 'fxwatertile0X_n.dds' textures. (v3 - v3.0.4)
Plugins ===================================================
- All landscape edits have been removed for increased compatibility. (v3.1.2)
- Removed USSEP as a required master. This was a leftover from editing in the CK. (v3.1.2)
- Cleaned out some unnecessary and wild edits (v3.1.1)
- Forwarded some USSEP records (v3.1.1)
- Updated Resources ESM to prevent large reference bugs. (v3.1.1)
- Added audio menu slider for players to control the volume of the waves (requested by Liam1000)(v3.1.1)
- Fixed the issue of DynDOLOD re-enabling the waterwheel at Heartwood Mill (DynDOLOD regeneration required). (v3 - v3.0.4)
- Moved missed Solstheim occlusion data from the ESP to the ESM. (v3 - v3.0.4)
- Restored vanilla occlusion data to the records that were missing such data. Users should generate this data using xLODGen. (v3 - v3.0.4)
- Removed a few edits left over from when RWT edited sounds, ice floes, and row boats. (v3 - v3.0.4)
- Updated all disabled references in the ESM to ensure DynDOLOD picks up the changes. (v3 - v3.0.4)
- New master plugin created to hold all new records and large references. (v3 - v3.0.4)
Exteriors =================================================
- Moved a rock pile in (10,-1) and changed it to "river edge" version to fix gap and match landscape (v3.1.1)
- Added a new rock in (10,-1) to hide the corner of a water tile that is visible with Smooth Shores installed (v3.1.1)
- The Waves feature has been extended by adding 20% more waves between Dawnstar and Solitude. (v3.1.1)
- Redesigned 2 of the oddly designed waterfalls near Angas Mill. (v3.1.1)
- Fixed the weird water flow at the fish hatchery for Windstad Manor (v3.1.1)
- Fixed a floating icicle from previous waterfall changes (v3.1.1)
- Fixed a slightly misaligned Blacksmith Forge Water in Riverwood (thanks, GE0DZ)(v3.1.2)
- Fixed ENB tessellation issue in pool near Greenspring Hollow (thanks, bobjones111)(v3.1.2)
- Expanded rain ripple feature to the pools within Whiterun, several creek endings in Tundra around Whiterun, and to the water around the Warrens in Markarth (script updated due to expansion)(v3.1.2)
- Added 35 additional wave placements along the Skryim shores. (v3 - v3.0.4)
- Added 50 additional wave placements along the Solstheim shores. (v3 - v3.0.4)
- Added missing trough water to Severin's house (Dragonborn DLC). (v3 - v3.0.4)
- Added missing pond water outside Thirsk Mead Hall (Dragonborn DLC). (v3 - v3.0.4)
- Fixed creek water outside Halted Stream Camp. (v3 - v3.0.4)
- Refined wave placements along the Skyrim and Solstheim shores. (v3 - v3.0.4)
- Fixed all the river in/out flow transitions from the all lakes by use of waterType and flowmaps. (v3 - v3.0.4)
- Treva River that runs between Lake Geir and Lake Honrich (between Ivarstead and Heartwood Mill) was reversed to flow in the opposite (correct) direction. Lore says Lake Honrich is drained by the Treva River, and the Treva River feeds Lake Geir. With this, we've also extended the river back to the bridge before Heartwood Mill (previously lake water) and flipped the Heartwood Mill waterwheel. (v3 - v3.0.4)
Water =====================================================
- Changed the pool of water outside Twilight Sepulcher from dirty to clear to match the creek (v3.1.2)
- Improved water for Whiterun city water pools! (v3.1.2)
- Fixed incorrect cell water at Fort Snowhawk (thanks, Conifer)(v3.1.2)
- Restored some fog to the Sleeping Tree Camp water. (v3 - v3.0.4)
- Small changes to water refractions to match the textures better. (v3 - v3.0.4)
- Updated volcanic water colors to blend better. (v3 - v3.0.4)
- Update the trough water to use a bumpier normal map. (The specks are suppose to be there. This is nasty blacksmith water peeps!) (v3 - v3.0.4)
- Cleaned up the shallows for all waters a bit more, which means shallows will be a bit clearer. (v3 - v3.0.4)
- Improved blacksmith trough water effects. (v3 - v3.0.4)
- New waterType created that is used to blend the lake and river water. (v3 - v3.0.4)
- New waterType created that is a duplicate of the pond water style but with the default RWT colors. (v3 - v3.0.4)
- New waterType added; RWT_Blend_RiverToCalm. It's used for blending the river and calm waterTypes in combination with the flow map edits. (v3 - v3.0.4)
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- MINOR UPDATE CHANGES
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Version 2.x.x
- MAJOR VERSION CHANGELOG
Versions 2.X.X
Realistic Water Two has been around for years, however, it has been quite some time since the mod had a really in-depth review and overhaul. Which brings us to this release, version 2.0.0. For this release, there were so many changes that we decided to include a "What's New" document. Users are encouraged to read this document (installed with the mod) to get a detailed overview of all the changes made for version 2. This changelog is provided as a quick reference of changes, but not all and lacks any detail.
General ============================================
- Cleaned with latest version of xEdit.
- Added two missing waterTypes.
- Removed animated row boats.
- Removed 512x texture option.
- Removed Flowing Lakes option.
- Reverted change to Tamriel worldspace water. No need to forward it anymore.
- Merged several optionals into core files and removed their options from the mod.
- Created MCM to support mod features such as Blacksmith Forge Water and Waves.
- New optional available to fix some seams caused by the landscape.
- Updated MCM with proper version checking.
- Incorporated the fix for culling data, which fixes some distance water cells not rendering. Credit to "Hexaae/rolloLG" for the original fix.
- Fixed a small puddle/pond of water across the bridge near Old Hroldran. Thanks to DimeSerene for spotting it.
- Altered the area in cell 10,-1 (near Whiterun) to remove one water pane causing issues with ENBs. (reported on ENB forums)
- Fixed an area of the marsh that apparently no one ever visits because it's been an issue since porting, and may even be an issue in LE. Thanks to SparrowPrince and DimeSerene for spotting it. ^_^
- Restored occlusion data removal from the Culling Data Fix with new occlusion data generated from xLODGen. This process also added some missing occlusion data to several vanilla cells, including the entirety of Solstheim. This is a better fix than the previous. Thanks to LeanWolf for the tip! See the description for more information.
- Updated Landscape plugin using the same method as above for occlusion data.
- Incorporated "Winterhold Bridge Culling Fix", which fixes a water cell not rendering. Fixed by using new occlusion data vs removing it. Credit to Aurora555 for the original fix.
- All sound files have been converted from WAV to XWM.
- Fixed mismatched waterType on cell 32,-25, near Heartwood Mill.
- Updated Occulsion Data for changes below and included cell -18,23 to fix a missing water in the distance.
- Removed animated ice floe references and cell placements from the plugin due to them no longer being used. Once upon a time the floes were being replaced with animated versions, however, these references have pointed to the vanilla, non-animated floes for a very long time. We decided we will directly replace the vanilla meshes, if we ever decide to animate them again.
- Removed cell -18, 22 landscape edits as they weren't needed.
- Fixed a small issue of a water plane clipping in pond along river across from Battleborn Farm.
- Repainted the majority of the landscape around the waters across from Solitude Docks. This was done in an effort to clean up the grasses in the marsh water for grass mod users. This allows our...pretty...water to be better seen. The river's edge was also converted from FrozenMarshDirtSlopes to RiverEdge texture. This was done because some grass mods add grasses to the DirtSlopes texture, but rarely to the RiverEdge texture.
Water Changes ============================================
- Fixed inconsistencies found between waterTypes.
- On average the underwater fog distance was pushed back an additional 50% compared to vanilla values.
- The default water color has been updated to be a bit more accurate with glacial water colors. This resulted in a tad more greens and a greater amount of blue mixed in. This color is used for rivers, lakes, and oceans.
- Added new waters colors for many other waterTypes, which were never previously included in RWT.
- Included 3 water color options: Teal, Blue, Blue Fantasy
- Updated RiftenWater to match Lake water to fix seams while inside the city looking out to the lake.
- Created new waterType for "East Empire Warehouse" called, 'RWT_EastEmpireWarehouseWater'. This was something missed during the v2.0 update. Since that world is using the pond water and we now have custom colors for ponds, it would have been the wrong color. The new color now matches that of the rivers and oceans that are outside its' doors. New waterType is left out of watercolor options on purpose. These are dark spaces and the bright water would most likely look out of place.
- Changed the waterType for "Frostmere Depths" to the same water as above for the same reasons.
- Removed unused custom waterType, _WRTLODWaterNE.
- Added 'RWT_EastEmpireWarehouseWater' to Watercolor options with custom edits, where needed, for each option.
- Updated the Classic Teal water colors. They are brighter and the colors blended better now.
- Updated shallow color on Blue Watercolor option for better blending and clearer water at the edge.
- Main water shallow and deep colors were tweaked slightly for better blending and clearer water at the edge.
- Creek waters were tweaked a bit further for a better visual.
- Reverted most of Solitude harbor and its entrance back to a LE state. This change pushes the ocean water into the harbor for a more natural feel. This affects numerous exterior cells around Solitude harbor to undo Skyrim SE's "upgrade" to this area. The transition from river to ocean water has been pushed back to just before the mill so the water at the mill still flows. This process involved changing the water type, editing the defaultWater type, and editing the flowmaps with workarounds for each of the cells reverted.
- Raised water for the small ponds at that following locations to try to combat ENB's tessellation from clipping through:
--- Pond across the bridge near Old Hroldran
--- Pond across from Battleborn Farm along the river.
--- Marsh across from Solitude Docks
--- Clearspring Tarn
- Matched ClearInteriorWaterAnkleHeightStill waterType colors to the creek water.
- Changed water outside Halted Stream Camp to a new waterType, RWT_CreekWaterFlow (was river water). This also fixed the velocity direction of the water so dropped items will flow in the correct direction.
- Updated DefaultCreekWater to use the pond normal map. This creates a calmer water for this static water.
Addons ===================================================
Landscape Fixes
After a lot of consideration, this addon has been incorporated into the main mod. The changes to the landscape to better support the various waters along the shore across from the Solitude Docks simply outweighed the small concerns we had.
In addition, more of this area has been altered to further reduce issues. This update expands upon the initial edits to several more areas. The landscape has been built up along the cell borders to provide a better experience between the marsh and river water.
Meshes ============================================
The large waterfalls have been reworked.
- Restored currents on all waterfalls. They were accidentally sanitized in NifSkope, which caused them to break.
- The amount of splash particles has been increased. This obscures the rapid water lines in the falls and adds some nice eye-candy!
- The Emissive and Light Intensity values have been adjusted to fit the new effects.
- The LOD distance for the new effects has been customized. They will render quite a distance from the player, but will eventually turn off. This was done to cut down on rendered particles, thus, preventing any performance issues for users on lower-end systems, and eventually console users.
- Fixed overly bright effects at night and with certain mod combinations.
- Fixed a couple mesh effects that were appearing too dark at night with certain weather mods.
- Incorporated "Volcanic Tundra - Heat Wave Effect". Credits to Fadingsignal.
- Fixed fxwaterfallskirtslope.nif causing the Creation Kit model viewer to overload with errors and force close.
- [Vanilla fix] The splash particle spawner in fxwaterfallbodyslope.nif has been translated up. This has increased the amount of visible splash particles.
- [Vanilla fix] The splash particle spawner in fxsplashsmallparticles.nif has been translated up. This has made the splash particles actually visible.
- Fixed LOD edit on a couple of the meshes.
- Reduced alpha on the volcanic vent mesh so the smoke plume wouldn't be pure white.
Textures ============================================
- New river texture.
- New optional textures for small water drops.
- Resaved water textures as BC7.
- Edits to water ripples to make them less dense.
- Fixed issue of water drop ripples animation playing in unison.
- Fixed some small issues with the following textures:
--- fxwaterdroptrippletile.dds
--- fxwaterdroptrippletile_less.dds
--- fxwaterdroptrippletilebrt.dds
--- waterrainripples.dds
- Re-added missing flow textures that were mistakenly left out.
- Incorporated ENB Textures into main file.
- The Smaller Water Droplets option's texture alpha layers have been updated with a better gradient for a better effect.
- New rain texture option for ENB users. DON'T use this without ENB! It won't work.
- ENB Textures have been merged with the main mod. They will work for both ENB and non-ENB users.
- "Remastered" many of the textures by cleaning them up (removed noise, removed artifacts, sharpened, etc.)
- Optimized the Small Drops option textures.
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- MAJOR VERSION CHANGELOG
-
Version 1.11.0
- Fixed the missing rain ripples in Riften and at Clearspring Tarn (this should be compatible with all weather mods)
Fixing this issue involved setting up a game-start enabled quest and some light scripting. Users not seeing rain ripples on a saved game may need to manually start the quest (WTRIsItRainingOnPlayer). This quest assigns a hidden ability to the player that checks if it is raining on the player and if it is, applies an effect. This effect enables hidden rain ripples meshes via a script (WTRIsItRaining).
*** A shout out to Alex_ on The Dark Fox Guild Discord for helping with initial scripting.
*** A HUGE shout out to Candoran2 on the same Discord for coming up with the final solution and walking me through the process of setting it up!
If any areas are found that would benefit from this fix, please report them. - Converted the following patches to ESPFE plugins using the ESL record flag (these plugins will no longer take up an ESP slot):
* Beyond Reach
* Beyond Skyrim Bruma
* Falskaar
* Needs Mods Patch
* Open Cities
* The People of Skyrim
* Watercolor Addon (both)
- Fixed the missing rain ripples in Riften and at Clearspring Tarn (this should be compatible with all weather mods)
-
Version 1.10.0
- Added initial support for Beyond Reach ( https://www.nexusmods.com/skyrimspecialedition/mods/3008 ). I have not played this mod; thus, have not tested the changes. The basic waters have been set up to duplicate RWT's colors and other settings for consistency. Other custom waters, like the Void's "blood" water, have not been included since they will likely require a more custom touch. Please report any oddities.
- Added initial support for Beyond Skyrim: Bruma ( https://www.nexusmods.com/skyrimspecialedition/mods/10917 ). Again, I have not played this mod; thus, have not tested the changes. The basic waters have been set up to duplicate RWT's settings for consistency. Please report any oddities.
- Added "No Merge" bash tag to the "Needs Mods" patch. This is to ensure users aren't overwriting the changes when making a Bashed Patch. Advanced users can undo this, but will need to make sure the changes have been carried forward properly.
-
Version 1.9.1
- - Corrected FOMOD installer to select the Falskaar patch, if Falskaar is active in the load order
- Properly ported 'RealisticWaterTwo - Falskaar.esp' (no more WB error)
- Forwarded color updates to Falskaar plugin
- Added missing ambient water sounds to Falskaar plugin
- Removed waves from Wyrmstooth main plugin
- Updated and restructured the FOMOD installer to be more clear as to what the options are and how things are installed.
- Wizard for WB users is out of commission until I can get it updated. Sorry, those things are just a pain to mess with. Mod is still BAIN compatible.
- Added new river texture option for Skyrim VR users. This is untested since we do not have the VR version of the game. Feedback is encouraged!
- Added support for Falskaar. This is untested. (Thanks sirjesto!)
- Added wave support for Falskaar. This is untested. (Thanks sirjesto!)
- Added wave support for Falskaar. This is untested. (Thanks sirjesto!)
- - Corrected FOMOD installer to select the Falskaar patch, if Falskaar is active in the load order
-
Version 1.8.x
- MINOR VERSIONS CHANGE DETAILS
1.8.0 through 1.8.2
There is no need to update to this version unless you need compatibility with mods that add waves to coastlines, like GKB Waves ( https://www.nexusmods.com/skyrimspecialedition/mods/19077? ). Since this update changes how RWT is offering one of it's features, it warranted a Minor version jump.
===== Main Plugin =====
> RealisticWaterTwo.esp
* Removed all record edits surrounding the addition of waves.
===== Add-ons =====
> RealisticWaterTwo - Waves.esp
For compatibility with other mods like, GKB Waves, I decided to remove the wave addition from the main plugin and provide it as a separate add-on feature again. This new plugin can be merged.
* Created and saved new plugin in the CK.
* Added "C.Water" Bash Tag to the header.
* Copied all wave records from the main plugin into the this new plugin.
* Cleaned with xEdit.
===== Assets =====
- Moved wave sounds to only install with the new Waves option.
- Fixed borked collision on animated icebergs that were causing crashes in certain instances. Thanks Sansum for the report.
- Fixed rain ripples so they no longer fade into large circles during some weathers. Thanks CakeofHonor for the report.
- Added "RealisticWaterTwo - Textures.bsa". This contains the 600+ flow textures that were originally loose files in previous versions. These have been added to an archive because you shouldn't need to hide or remove these files at all. They are an integral part of RWT.
- Improved gravity and drag physics on all waterfalls.
- Tweaked splash sizes on all waterfalls.
- Added new texture to improve character splash transparency.
- Rapid rocks now have improved and additional splashes.
- Added new texture for the new splashes around rapid rocks.
- Long creeks now have added splashes. Thanks LoD7995 for the suggestion.
- Droplet and rain ripples should no longer be as bright.
- Some city waterfalls now have the correct animation timings for foam.
- Other minor misc. asset tweaks and updates.
===== Installers =====
* Updated the FOMOD for the new Waves option, validated
* Updated the Wizard for the new Waves option
===== Nexus =====
* Updated feature list for latest changes.
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- MINOR VERSIONS CHANGE DETAILS
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Version 1.7.2
- CHANGES THAT HAPPENED IN VERSION 7
===== Plugins =====
> RealisticWaterTwo.esp
* Added C.Water bash tag to the header
----- This was done in case WB ever supports it. I think Mator Smash already does.
----- What this does is to help ensure RWT's water record edits are forwarded, when necessary.
* Removed an unused waterfall record
* Added missing data from all movable statics (thanks to Saqer for the detailed report)
----- Hopefully this will fix any errors in DynDOLOD.
* Added missing GNAM records to a few of the custom sounds.
----- This makes the Audio Overhaul Skyrim patch for RWT, provided by AOS, completely redundant. Users can remove this patch.
----- Credits to those authors of AOS for providing corrections to the custom sounds all this time!
===== Patches =====
> RealisticWaterTwo - Open Cities.esp
* Corrected the worldspace LOD water to match the rest of the plugins
> RealisticWaterTwo - Wyrmstooth.esp
* Corrected the worldspace LOD water to match the rest of the plugins
* Cleaned with xEdit.
> RealisticWaterTwo - iNeed.esp
* Converted this patch to: RealisticWaterTwo - Needs Mod Patch.esp
----- This was done to reflect this plugin being compatible with both iNeed and RND.
----- This will extent the ability to fill water skins from more water types for iNeed, since RND supports more water sources.
* Updated noise layers to match the main plugin for lake water type.
> RealisticWaterTwo - Needs Mod Patch.esp
* Corrected form version errors on water records
> RealisticWaterTwo - Watercolor.esp (for 'needs mods' users)
* Updated to latest versions of iNeed and RND.
----- Again, iNeed users will be able to fill their containers at more locations with this patch installed.
===== Assets =====
> Credits to SparrowPrince for the asset updates.
* Removed a leftover mesh that was unused
* Cinematic Rain Ripples option updated
----- The amount of ripples has been increased and a more chaotic behavior to the rain ripple textures has been added.
* New "thin" waterfall meshes have been added
----- Smaller "thin" waterfalls have had the volume of their splashes increased (not sound, visually).
* Removed a DLC01 waterfall asset that was causing CTDs.
===== Installers =====
* Updated description for Paper World Map (thanks sirjesto)
* Updated the options to reflect the new "Needs" mod patch
* Updated some of the images
----- This was done to better represent their respective mods and to better fit with the default image window size of MO2.
* Fixed the Wizard for the new ripples option.
===== Nexus =====
> Updated description with more detailed information and instructions for users.
* Formating improved throughout description for better readability
* Features list expanded and improved
* Version Scheme better defined
* Update of the Compatibility section
* Update of the Bug Reports section with more rounded out information for common issues
----- All users should read this section before posting a bug report.
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- CHANGES THAT HAPPENED IN VERSION 7
-
Version 1.6.0
- MINOR VERSION UPDATES
===== Plugins =====
> RealisticWaterTwo.esp
-- Reverted all previous animated icebergs back to bobbing icebergs.
-- Reverted changes to Markarth waterfalls. This was no longer needed with the updated assets.
-- Updated the fix for the pond at NightgateInnExterior03 from v1.4.4 to use pond water rather than default water.
-- Removed the vanilla sound descriptors from the mod because I felt sound edits to vanilla assets were outside the scope of this mod as those type of changes should be left up to audio mods. This makes RWT more compatible with all audio overhauls.
===== Patches =====
> RealisticWaterTwo - Paper World Map Patch.esp
-- new patch for users of the 'Paper World Map' mod ( https://www.nexusmods.com/skyrimspecialedition/mods/10836 ).
===== Assets =====
> Thanks to SparrowPrince for the updated assets!
-- Added two new bobbing iceberg meshes with custom animation.
-- Updated all larger waterfalls with fixes to correct collision and force issues.
-- Added splash particles to all larger waterfalls with gravity and drag physics.
-- Increased distance at which splash particles can be viewed on all larger waterfalls.
-- Removed fake reflections (cube maps/environment maps) on all larger waterfalls, as this may cause lighting issues.
-- Increased steam cloud particle size on fxwaterfallbodyslope.nif.
-- Increased splash particle size on animated hand-placed waves.
-- Increased steam cloud particle size on animated hand-placed waves.
-- Increased distance at which splash particles can be viewed on all animated hand-placed waves.
-- Removed fake reflections (cube maps/environment maps) on all animated hand-placed waves, as this may cause lighting issues
-- Added splash particles to fxrapidsrocks01.nif.
-- New collision has been generated and the 3D geometry has been combined on fxrapidsrocks01.nif to improve performance (over vanilla and SMIM).
-- Changed droplet particles to be a neutral white/clear colour instead of bright blue in some effect files.
-- Fixed the player splash effect emitting an area of black under your character.
-- Fixed currents not functioning on fxcreekflatlarge.nif, as the characters required in the file were changed by NIF Optimizer.
-- Most effect files have been looked at to try and reduce glowing assets similar to the ENB particle patch.
===== Installers =====
Updated for new patch option.
- MINOR VERSION UPDATES
-
Version 1.5.3
- CHANGES THAT HAPPENED IN VERSION 5
===== Plugins =====
> Realistic Water Two.esp
* The following water types have had both their "Fog Properties - Above Water" records updated to match the rest of the rivers. This restores the shore transparency in clearer weathers. (Thanks to LoD7995 for the suggestion)
----- DLC1FrostreachWaterFlowSE, DLC1FrostreachWaterFlowNE, and DLC1FrostreachWaterNoFlow
* Multiple waters types have been edited towards fixing the LOD.
* Fixed error in main plugin, which was caused by a possible feature I was testing
* Tweaked one wave
* Updated the water at 'Clearspring Tarn' to use the pond water from RWT.
---- It was using the default creek water, but this made no sense because it's a natural spring with no (above ground) water source supplying it. This calms the waves down on the water.
* Fixed missing water at Clearspring Tarn. Not all of the edit made it into the last plugin. ^_^
The following changes have been made to vastly improve the LOD issues. I really debated on whether or not to make this change because it would result in the ocean and lake waters are no longer distinct. I concluded an actual fix is better than just leaving it broken, therefore, I've made the change. You can now enjoy more beautiful distant views with water in them without the LOD seam consistently ruining them. This hasn't 100% fixed all LOD seam issues, but it's probably the best it's going to get. There will be no options included to revert this change! It's a trivial task for users to do themselves in xEdit. Special shout out to LoD7995 who suggested this for the Dragonborn worldspace...I just expanded it to Tamriel.
* Changed the default water used for Tamriel to _WTRLakeWaterNE.
* Changed the default water used for DLC2SolstheimWorld to _WTRLakeWaterNE.
* Changed the LOD water type used for DLC2SolstheimWorld to _WTRLODWaterNE.
----- This incorporates the LOD fix into Dragonborn.
===== Assets =====
>MarkarthWorld
* Replaced two waterfalls with a custom mesh that has the collision removed from it.
---- This has since been reversed with corrected vanilla meshes.
===== Patches =====
> Realistic Water Two - Wyrmstooth.esp
This is a new patch for the newly available SE version of Wyrmstooth. It has been properly ported from Skyrim LE using the CK and merged with the waves option. It has also been completely cleaned and updated with all the current fixes from RWT and Wyrmstooth. Finally, I expanded the use of the animated ice floes and reverted the use of animated icebergs, since they are buggy in SE. Keep in mind this patch has not been tested. Please report any issues found with it.
> RealisticWaterTwo - FlowingLakes.esp
I'd like to restate that this is not a recommended option for the best experience. It's provided for those who still want flowing lakes regardless of any issues.
* Lake Ilinalta has been re-added to the plugin. This was somehow missed or lost along the way. It's back in now.
* Added the Tamriel worldspace edit for the new LOD fix.
----- It's still not perfect and never will be with this option (there will always be a LOD seam), but it's slightly improved with this fix added in.
===== Installers =====
Both installers have been updated to support the new Wyrmstooth Patch and version number.
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- CHANGES THAT HAPPENED IN VERSION 5
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Version 1.4.4
- CHANGES THAT HAPPEN IN VERSION 4
===== General =====
A huge shout out to SparrowPrince who was able to spend some time to fix some of these issues for everyone!
===== Plugins =====
- Updated water types near Solitude Lighthouse to fix the seams in the water.
- Removed a wave at "Bujold's Retreat" to prevent it clipping over the dock/boat. Thanks to Penetrator3 for reporting it.
- Fixed trough water placement at Northwatch Keep. Thanks to ZeinzuDebisu for the bug report!
- Changed water type in cells 19,11 and nightgateinnexterior03 to DefaultWater from MurkyWater to fix a very bad surface lighting transition. Thanks lolpeura.
===== Mod Patches =====
- Fixed the underwater issue with The People of Skyrim Patch. Thanks to all who reported it. Decided to keep this patch.
- New patch for 'The People of Skyrim Complete SSE'
===== Assets =====
The following assets have been fixed for the green glow issue. The waterfall assets have had an adjustment made so the green panes should no longer be visible. If anyone notices any more assets with these issues, please report them so they can be fixed:
meshes\effects\fxwaterfallbodyslope.nif
meshes\effects\fxwaterfallbodytall.nif
meshes\effects\fxwaterfallbodytall02.nif
meshes\water\tundrastreamtransition01.nif
wrterwind01waterfall01.nif
The following meshes have had their water current mesh components combined and made to only render in
the Creation Kit. This should hopefully alleviate/fix the reportedly rare vanilla bug causing them to render as green squares in the game itself:
fxwaterfallbodyslope.nif
fxwaterfallbodytall.nif
fxwaterfallbodytall02.nif
- defaultwaterripples.nif has had its mist transparency increased to try and alleviate very minor flickering when turning the camera. There doesn't seem to be a way to fully fix this issue as it still happens with Bethesda default settings. Thanks ossumpossum.
- Removed the Whiterun water mesh at the stairs (wrstairswater01river01.nif) to restore the slower water. Thanks to all who reported it.
- Removed texture rwt_wave_sky_e.dds as it wasn't being used. SparrowPrince note: This has been defunct since I added my new animated waves to RWT.
===== NOTICE =====
Please do NOT run these the meshes through NIF Optimizer nor Sanitize them in Nifskope. Doing so will likely break them.
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- CHANGES THAT HAPPEN IN VERSION 4
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Version 1.3.x
- ===== General =====
Many files from SparrowPrince's mod, WATER, have been included. SparrowPrince gave most of his files to isoku to combine into RWT. Some of the textures that didn't make it into the core files, are available as new options in the installer. The only thing not included, thus far, are WATER's new waves. These will come later either in the core files or as an option. We'd like to take a moment to thank SparrowPrince for his hard work and generosity.
The mod has been left unpacked from its BSA format. The first reason for this is because the original archiving was done incorrectly for SE. This was likely some of the issues people were experiencing. The second reason is for better compatibility.
- Cleaned up the Nexus description and added some extra information.
- Pruned the Bug Reports.
===== Installers =====
Redesigned the FOMOD to make more sense in its layout and to be more intelligent. If you have mods installed for the patches and active in your load order, the installer will detect them and make recommended selections for you.
- Folder structure has been made more informative for Wrye Bash users.
- Included a Wizard for Wyre Bash users. Thanks to Mertz for the wizard.
===== Assets =====
- Ran all the meshes through the latest version of NIF Optimizer.
- Fixed a folder for the flowmaps that was left over from testing.
> Water Flows
Flows are new to Skyrim SE. They allow the water to flow around corners and react more naturally in certain situations, like where two different water currents meet. Al flows have been updated with custom flows provided by SparrowPrince. This should fix most oddities in the vanilla flows.
> Blacksmith Troughs
New trough textures and animated water! The mod, 'Blacksmithforge water fix' has been incorporated into RWT with some of Sparrow's edits. Credits to rolloLG and SparrowPrince.
> Foam Textures
The foam textures from WATER have become the default textures. If you desire the original textures, they're available as an option in the installer.
> Fountains and Vents
New textures and effects for the volcanic tundra's fountains and vents have been included in the core files. Credit to SparrowPrince.
> Waterfalls
New meshes and textures for the waterfalls are included in the core files. They're now faster, smoother, and re-colored so they're not a mismatched tint.
> Water Splashes
New meshes and textures for splashes have been included in the core files. Credit to SparrowPrince.
There have been many updates to the meshes. Many of RWT meshes were older meshes from WATER. I've included all of the updated meshes from SparrowPrince which come with many optimizations and updates.
===== Mod Options =====
> Flowing Lakes
Converted the flowing lakes plugin to an addon. Users will have an extra plugin with this option. The reason for doing was for ease of maintenance and troubleshooting. Please report any issues with this option since I didn't have time to fully test it.
> Smoother Rivers
The riverflow texture from WATER has been added as an option in the installer under the name of 'Smoother Rivers'. Installing this option will create a calmer/smoother river surface effect.
===== Mod Patches =====
> New patch for Open Cities
This patch changes the canal water in Riften to match the lake water in order to eliminate seams at the canal gates.
===== Bug Fixes =====
> LOD Fix
The default LOD water has been tweaked to provide a better transition for the default option (slow, wavy lakes). I'm aware there is a mod by mfcfbro which does something similar. If you like his solution better, feel free to use it. Thanks to oskwar1 for the initial report. The Flowing Lakes option will still have the LOD seam. This is how the engine works for LOD and there's not much that can be done for it. Vanilla has the same issue; however, it's more hidden due to vanilla's high, choppy/crappy water. Currently, for the best experience, the Flowing Lakes option is not recommended.
> All Plugins
- Forwarded water LOD changes to the addon plugins. (Thannks to Astakos)
- Updated descriptions for the plugins to remove the version number from them.
- Cleaned with SSEEdit
> RealisticWaterTwo.esp
- Carried forward a few missed USSEP records (thanks Astakos)
- Fixed water at Guardian Stones (thanks Metalsaber and rbartmoss)
- Changed water for cell <39,14> to DefaultWaterFlowBlend. (Thanks to LoD7995)
----- There may still be a seam here due to the blending of these two normals not being smooth.
- Fixed an incorrect water type at cell <39,14>. (thanks to LoD7995)
- Updated water record for cell <-5,-13> to match surrounding water. (thanks to LoD7995)
- Added sound category to crashing waves and ice gurgle so they would not play while underwater.
- Forwarded some changes from the unofficial patch.
> RealisticWaterTwo - FlowingLakes.esp
- Fixed an error found in the plugin during cleaning.
- Removed a left over record from the new flowing lakes plugin (thanks imaqtpiesub)
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- ===== General =====
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Version 1.2.x
- - Pond outside Stony Creek Cave now uses pond instead of lake water.
- Rowboats at the Solitude docks will now animate.
- Fixed seams in ocean water.
- New option, Watercolor: Turns the water into a more vibrant, fantasy-like, teal color.
- New option, Flowing Lakes: Reverts lake water back to river water, visually and aurally. Lake water will flow strongly in one direction again instead of being made up of slow, lapping waves.
- Rain ripples are now more visible.
- Improved the appearance of waves.
- Disabled the lapping water sound effects next to the rowboats in Morthal to match the still water.
- The green reflections emitted by some meshes when viewed at a certain angle is a bug that was introduced with Skyrim Special Edition. This bug is now fixed.
- Reverted LOD change.
- Improved LOD water transition.
- Restored improved waterfall meshes and cleaned up other water meshes.
- Bobbing ice has been removed until further notice.
- Disabled bobbing ice due to CTDs.
- Removed problematic waterfall meshes.
--- The above will be re-added in a future update.
- Plugin mostly remade due to the water and cell changes in SSE.
- Many cell edits were removed due to new flow system.
- All DLC and wave addons have been merged into the main plugin.
- Lake, river, and ocean water improved.
- River sound effect replaced.
- - Pond outside Stony Creek Cave now uses pond instead of lake water.
-

Legendary Version | Xbox Version | Frequently Ask Questions
Featured on...
PC Gamer's "The Best of Skyrim Special Edition mods"
RockPaperShotgun's "The best Skyrim mods in 2022"
Overview
One of the many upgrades to Skyrim Special Edition is the new water flow system that allows water to bend around turns and change speed depending on the environment. While the water is much improved over the original edition of Skyrim, flowing water was applied to nearly all bodies of water, indiscriminately, resulting in odd looking water in certain situations, such as small marsh pools that flow like rivers. Realistic Water Two's (RWT) goal is to correct these issues; thus, providing realistic bodies of water. Lake, marsh, pond, river, and many more waters are provided to create visually distinct bodies of water.
Features
- Lakes and ocean water share the same water, visually, which fixes most distant LOD issues
- Lakes, ponds, marsh, and small bodies of water no longer flow in any particular direction
- Ponds, marsh, volcanic, and other waters have unique colors
- Lakes, rivers, and oceans have new, extended ambient sound effects (from 30 to 50 seconds). Ponds are silent.
- Realistic water for blacksmith troughs. Includes animated floating hammerscale debris from the forging process.
- Icebergs and ice chunks will sometimes crack and gurgle
- Coastal waves from Solstheim have been added to Skyrim shoreline
- MCM to support RWT features and to expand those features to other mods
- Rain ripples for water activators. Water activators don't receive ripples during rainfall in vanilla. RWT has a lightweight feature for adding ripples where these activators are used. It includes a lightweight script that enables/disable the ripples during/after rainfall.
Assets
- Large waterfalls have improved textures, smoothed 3D geometry, faster animation, added particle splashes, expanded steam cloud particles, color edits, and increased effect distances
- Coastal waves have been massively overhauled with new animation, particle effects, and textures
- Quality (up to 4k) water surface textures that were taken from a high resolution 3D water simulation
- Foam effects have been retextured and were generated from a high resolution 3D water simulation
- Splash effects have been retextured and captured directly from high quality 3D particles
- Fog and steam cloud textures have been retextured
- Rapids have been changed to remove ugly lines and seams. Particle splashes have also been added to rapids near rocks.
- Churning water and fountains have been edited to reduce visible seams and retextured.
- Character splashes have been retextured and reworked. Their 3D model has also been tweaked to provide further realism.
- Rain ripples will no longer slide across the water surface. They've also been retextured and transparency has been increased.
- The green reflections emitted by some meshes when viewed at a certain angle is a bug that was introduced with Skyrim Special Edition. This bug is now fixed.
- New meshes for volcanic water vents have a heat wave effect added
- New sounds for water, waterfalls, waves, and ice
Installer Options (available in the main archive)
- Half Res/Quarter Res Textures: These optional textures are provided for users desiring vanilla resolution textures or for those playing on low settings.
- Smaller Water Drops: These optional textures will produce a smaller water droplet for water drip effects. This is provided for users you feel the droplets are too large in vanilla; however, this could make them difficult to see.
- Alternative Volcanic Water: Changes the watercolor of the volcanic tundra water from vanilla's sulphur hues to a blue-teal.
MCM Options
- Blacksmith Forge Water: Enables compatibility with 5 different location overhaul mods for correct placement of the forge water.
- Skyrim Waves: Enables/disables the new hand-placed waves added along the coasts for mod compatibility.
- Disable Hand-Placed Ripples: Enables/disables the hand-placed water ripples for mod compatibility.
Optional Files
- Darker Gradients: This file provides a set of darker gradient textures. These are provided for users with ENBs or lighting mods that make the lighting of effects, such as waterfall mists and foams, too bright. Currently there is one set provided that reduces the brightness of the textures by 10%. This file should overwrite any conflicting assets within the Main File. See our article on how users can customize the gradients to their desired preferences.
Version Scheme
The scheme will be as follows:
Major.Minor.Hotfix
- Major = major changes to assets which alter the look and feel of the mod, new scripts (if applicable), new meshes or textures, etc.
- Minor = compatibility updates, new patches, larger bug fix roll-outs, existing mesh or texture edits, etc.
- Hotfix = hot-fixes, single bug fixes, update to installer code, etc.
Installation / Updating / Uninstall
Installation
To install RWT, simply download the file using your respective manager and use the provided FOMOD installer.
- File structure supports BAIN.
- Manual installation is not supported. Use a mod manager!
- Supported mod managers include: MO2, Vortex, and WB
Optional but recommended: Turn off Sky reflection in your INI. Sky reflections will cause the LOD seam to be more visible on the water's surface. BethINI is highly recommended! You can also check our FAQ for manual instruction.
Installing an Update File
When an "Update File" is provided (not the Main File with FOMOD), users should not replace the mod, but rather allow the Update File to overwrite the files already installed. MO users would choose "Merge" in this case.
Plugin Load Order
- RealisticWaterTwo - Resources.esm
- mods! mods! mods!
- RealisticWaterTwo.esp
- RealisticWaterTwo - ModPatches.esp (any patches installed)
Updating to new version:
- Create a save indoors without any water (any Inn will do)
- Install RWT again using the FOMOD
- MO users should choose to "Replace" when presented with the option of installation
- Wrye Bash users may need to Anneal some mods
- If automatically generated patches (Bashed, DynDOLOD, xLODGe, etc.) reference cell data (Cell or Worldspace) from previous RWT plugin versions, then they will need to be updated/regenerated. Users with the knowledge can do this by using xEdit, however, it's recommended to simply regenerate these patches.
- If 3rd party patches reference any old record data from previous RWT plugin versions, then they will need to be updated/patched. This includes patches that are patching cell data, as well as, mods providing different watercolors.
- ENB water settings will rarely need to altered between RWT updates, however, they may need to be initial adjusted when first installing RWT. This will depend upon whether or not the author designed their settings for RWT vs another water mod. See suggested, initial settings in the ENBSeries section below. Also see the Step Modifications reference for the section.
Check the changelog for any mention of the things above needing to be addressed.
Uninstall:
Use your mod manager to remove the mod. It is not recommended to uninstall mods mid-game.
Compatibility
Anniversary Edition DLC is compatible but untouched
Compatibility Patches
Our beliefs on patching is that normal conflict resolution patching of mod lists has always been and should always be user-side task. Therefore, the only patches we provide are those to support new worldspace mods and mods that are more complicated to patch have normal.
To help users we've linked a video below that explains the basic concepts. It's for FO4, however, the process is the same for Skyrim. Besides the video, please also see the Conflict Resolution article linked above.
Available Patches
Plugin patches are currently provided within the FOMOD installer and additional patches are provided via MCM:
- Arthmoor's village mods (MCM)
- Beyond Reach
- Beyond Skyrim Bruma
- Falskaar
- Island Hobbit Home - Revisited
- Myrwatch (CC or AE DLC)
- Open Cities (also has MCM option)
- Splashes of Skyrim (MCM)
- Wyrmstooth
JK Skyrim mods
These mods provide their own patches for the trough water that can safely be used.
iNeed, Keep It Clean, Realistic Needs & Diseases
We are no longer providing patches for these mods due to the reasons stated above. However, iNeed users are encouraged to use iNeed Universal Water Patch over a traditional one.
User/Author/3rd Party Patches
All users and authors are granted permissions to upload and support whatever patches they desire for RWT. However, due to the nature of these patches often becoming outdated and causing issues, we will not officially support any of them. If there is an issue with a patch that is not provided by us, please take that issue to the author of that patch. Users are encouraged to patch their own mod lists as this is the only way to guarantee patches are always up-to-date with the latest version of RWT.
Any patches for Skyrim Particle Patch will be unsupported. The ESP is depreciated and shouldn't be used. See the post here and Mindflux's reply following it:
http://enbseries.enbdev.com/forum/viewtopic.php?f=6&t=1499&start=1420#p84443
Requesting Patches
Users may request patches by doing the following:
- Submit a Bug Report.
- Use the title format: Patch Request: ModName
- ...replace ModName with the name of the mod a patch is being requested for.
- In the text field, simply provide a link to the mod. Any information about what is needed to support the mod will be appreciated.
How to Patch
This video is for FO4, but he concept is the same for Skyrim.
Not Compatible
The following mods are not compatible with Realistic Water Two:
- SSEEdit Script - Fix Oldrim Mods Waterflow - (link) This mod checks for the existence of "RiverWaterFlow" on cell records. RWT intentionally changes some of these records to provide the various custom waters. This script cannot be run on any plugins provided by Realistic Water Two; doing so will break intended edits.
ENBSeries & RWT
The core textures are designed to work out-of-the-box with ENBSeries water effects (this includes wave displacement; aka '3D waves'). The following settings within enbseries.ini are suggestions to keep most of the intended look of RWT. They are based from editing a preset using OriginalPostProcessing during clear weather. Other weathers may vary, especially if the ENB uses multiple weathers. Therefore, use these as a baseline and adjust as needed.
[EFFECT]
EnableWater=true
[WATER]
EnableLighting=true
EnableTemporalAA=true
EnableParallax=false
EnableDisplacement=false
DisplacementQuality=0
EnableTessellation=true
Tessellatijavascript-event-stripped0
DisableDistantReflection=true
EnableSelfReflection=false
Reflectijavascript-event-stripped0.8
EnableCaustics=true
CausticsAmount=1.75
EnableDispersion=true
Dispersijavascript-event-stripped0.66
EnableCloudsShadow=false
EnableShadow=true
EnableVolumetricShadow=false
VolumetricShadowQuality=2
FresnelMin=0.5
FresnelMax=0.75
FresnelMultiplier=0.7
Muddiness=0.8
SunLightingMultiplier=0.25
SunSpecularMultiplier=0.5
SunScatteringMultiplier=1.0
WavesAmplitude*=1.0
The [WATER] settings above are only meant as a starting point. Users can adjust any of them to their preference. The following are a few tips:
- The water clarity is controlled by the Fresnel and Muddiness settings
- Fresnel will also control the amount of the environment lighting that is reflected on the surface. This lighting can be seen up close, but is far easier to notice changes at distance just before LOD starts (lower range = less lighting)
- Underwater caustics effect requires ENB Helper SE
- If experiencing water clipping through other planes of water that have been placed on top, please report the location of the issue. Turn off Tessellation to fix this until the issue is corrected on our end, or alternatively turn down the WavesAmplitude.
- If the water foams and water particle effects are too bright, lower the LightInfluence and AmbientInfluence settings under [PARTICLE] for time of day and/or weather that is applicable to when the issue occurs.
Recommendations
Specific Mod Recommendations
Majestic Mountains - (link)
Install Majestic Mountains before RWT.
Majestic Mountains includes three meshes that conflict with RWT. Users should overwrite Majestic Mountains with RWT, for the time being. They are two creek meshes and one river rapids mesh.
SMIM - (link)
Install SMIM before RWT.
SMIM has one mesh that conflicts with RWT. Users should allow RWT to overwrite this mesh when using both mods or delete/hide the file from the SMIM installation. RWT fixes a green glow on this mesh caused by certain lighting conditions. The SMIM mesh was used as the base for the included, fixed file so users are still getting the SMIM fixes/updates.
ENB Particle Patch - (link)
Install ENB Particle Patch before RWT.
RWT needs to overwrite a lot of effect files in ENB PP. If you don't overwrite ENB PP, you will be missing a lot of visual upgrades and features in RWT.
Note: It has been said that the texture gradwhitewater.dds can cause black spray on rapids in the ENB PP. Please hide or remove this texture, as RWT will not overwrite it. Let us know if this changes or is incorrect.
Recommended Mods to Install
Unofficial Skyrim Special Edition Patch - (link)
An essential mod for everyone.
SSE Engine Fixes (skse64 plugin) - (link)
This mod will fix several issues within the game engine, including some FPS issues with tree LOD, but it's recommended here because it also includes a fix for the new water flow system being tied to the game's timescale. Without this mod, lowering the timescale will slow down the movement of river water. This mod fixes this so that the water flow speed will remain consistent across all timescale settings.
Bug Reports
A quick statistic: 90% of reports are user error!
Before reporting any bugs please ensure the issue has been narrowed down to Realistic Water Two and is not a conflict between mods. To do this:
- First, search Bug Reports and Posts to see if the issue has already been addressed and if not, continue below.
- Remove all the mods except the game's content, the unofficial patches, and Realistic Water Two.
- Ensure Realistic Water Two plugins are loaded and the ESP is the last mod. If you have other plugins from RWT, follow the load order above.
- Run the game.
- At the menu screen, open the console (~)
- type in: coc riverwood
- Once in game, open the console again and type in: tmm 1
- Open your map and travel to the location where the issue was presenting itself. If combat is an issue, you can turn it off with the console command: tcai
If the issue is no longer present, it is either your mod list or your save file that is the issue. If the issue is still there, you've likely found an issue with the mod. Please report the issue using the "BUGS" tab above. If you're able to narrow the issue down between RWT and another mod, please report it so that I can look into making a patch.
Else, if you're not sure whether or not it's a RWT issue, you should simply post in the POSTS section. If it's a bug, we can move it to the bug reports later.
Due to the statistic above, users who don't follow these procedures to narrow down the issue before posting a bug report, will simply have their bug reported deleted. These users didn't take the time to follow these procedures and wasted our time by having to do it for them. We don't have time to sort through bug reports that end up being user error. We will help any users who have diligently attempted to narrow down the issue to RWT.
Frequently Asked Questions
We have put together a FAQ for users. This should be the first thing users check when investigating issues. Read it before posting a bug report or posting about issues!