BUG REPORTS To properly determine if your issue is RWT related: 1) Load the game with nothing but the vanilla plugins, unofficial patch, and RWT. 2) COC into the game (don't load a save because that could be the issue too) and travel to the problem area. 3) Check to see if the issue remains. This is exactly how we test reported issues. If the issue is resolved, it's a problem on your end. DO NOT post a bug report, you'll be wasting everyone's time! If you require help for these issues, inquire in the POSTS section.
CLEANING Do not run the meshes through NIF Optimizer! Doing so will break them.
FREQUENTLY ASKED QUESTIONS Check the ARTICLES tab for answers to frequently asked questions. The is also an article discussing some conflict resolution tips for your patches.
I wanted to inform the community of a small change with Realistic Water Two going forward. Very observant community members may have noticed a small change on the page; my name being switched out with Isoku's under the "Uploaded by" field. Essentially, RWT has been transferred to my Nexus account. With Isoku more or less in retirement, Captain Cockerel and myself have maintained RWT for several years and will continue to do so. In the event that we wish retire, the mod will be transferred to Step Modifications' Stewardship Service. Essentially, this change puts in place some contingencies to ensure RWT's continued relevance to the community into the future, regardless of author status.
Next, I'd like to ask all authors who have RWT listed as a requirement within their Nexus page settings to review these requirements. I have visited the majority of the pages. There are several that have RWT listed as a requirement, but do not actually require RWT; presumably due to updates over time. There are also quite a few outdated mods that no long function. For these mods, I would request that you either update or hide/delete them, as they can be confusing for users. It would be nice to have this list cleaned up a bit on our page. Thank you, to those of you do this!
Lastly, I have updated the permissions for RWT to be more clear. Mods that utilize RWT assets (which still requires written permission), provide alternative water colors/gradients, and/or provide patches for other mods are allowed to use any of the Nexus-provided methods to earn monetary value from these derivative works. So please feel free to opt-in to DP and add donation options to these mod pages. Any monetary value earned from non-Nexus methods (Creations, Patreon, Discord, etc.) are still prohibited.
Starting with version 5.7 and going forward, Realistic Water Two is compatible with the latest version of Skyrim SE. At the time of this post that is game version 1.6.1130.
The reasoning behind this is that RWT is developed on the latest version of the game. In game version 1.6.1130, Bethesda updated the plugin header from v1.70 to v1.71. This expanded the address range for records and some other changes. Thus, going forward RWT's plugins will have header v1.71, which is automatically attached by development tools.
Running a new header version on an older game version that doesn't support it could lead to unknown issues, including CTDs. Older versions of RWT are still available for use on the Files tab and via Archives, for those that aren't running the latest game version.
are creeks supposed to have these bright cyan spots? the only conflict RWT has is with SMIM and i also run community shaders, disabling either of those did nothing
Having the same weird teal color spot here and there, maybe an aestetic choice. I'm looking for a solution to have something homogeneous or at least more subtle.
EDIT: i made somes tests, ''Rudy ENB SE for Cathedral Weathers'' seems to be the source of these teal color. Not RWT
Are you running any post processing (such as Community Shaders) or weather mods? We added the slight color in one of the last updates to simulate the water being "churned" by the rapids. In reality, this adds air bubbles the water, which cause it to be a slightly brighter color than the rest of the water. That is what we're simulating here. It seems that some mods that are altering lighting/processing are highlighting/enhancing this color for some reason.
Why LOOT is putting RealisticWaterTwo.esp, bruma patch esp, wyrmstooth patch esp so low in load order. Its putting it after Alternate Perspective - Alternate start, after XPMSE, after 6 patches for DarkerNights, Weathers, Wyrmstoothpatch, Pilgrim patch, and some other. Only thing its allowing to go lower then itself is Luminosity Lighting Overhaul, which is lighting for indoors and its said always have to be at bottom of load order.
But so are Alternate Perspective - Alternate Start, XPMSE has to go after ALL the animations, i like to have my patches after ALL the mods, so im certain some patch isnt higher then the required mod accidently. But LOOT puts RealisticWaterTwo.esp at almoust bottom.
I can fix it manually, but i need LOOT help too, sometimes when i install 10-20 new mods, its hard to keep track of everything, so its better to let LOOT sort it and then manually adjust if somethings wrong.
Is it really this important that its coded for LOOT to put it this low or is this a mistake? Cos usually envoirenment mods go in middle or top of load order (right after ESMs). For example, the same LOOT that puts water on BOTTOM, puts Immersive Sounds Compendium, True Storms, Skyrim Bridges and Skyrim Better Roads on TOP of load order.
We don't manage the LOOT load order, the LOOT Team does that. However, it's loaded so low because it has landscape records, which should be loaded after most other mods, else you'd end up having to patch more than is necessary. It seems to me your understanding of how mods work could use some expansion because most of these orders seem correct to me. It would be wise of you to learn xEdit and how mods conflict vs only relying on LOOT; however, in doing this you will understand LOOT isn't usually far off with their recommendations. I never adjust anything from LOOT's recommended order and simply apply a custom patch (which all users should be doing on their own, anyway) to hand any conflicts within the sorted load order.
Thank you for your reply! Im sorry for ranting, i guess i was tired that day, quite possibly from 8 hours of modding.
Thanks for explaining, i will note this. Landscape records is the reason and some important landscape mods need to be on bottom.
I will try to expand my knowledge on load order sorting. And i would like to learn xEdit and make patches as you say. But im having lots of trouble to get many mods to work together as it is. Ive managed to go up to 240 mods in past year, i started out with 40 max, after that my game broke:P. But to learn all that - its a LOT of work. Many days its 6-12 hours of modding. Im afraid that xEdit will be too hard for me, at least at this point of my "education":)
If you want, you i can tell you why i was confused, im sorry i cannot explain this shorter. If not you can stop reading here.
On youtube guide a girl with 1500 mods said that i should look at load order as a cake. First level of the cake is the foundation, middle is the body of the cake and some decorations, fruits and candles on top, after everything else is finished.
So i load order its upside down, foundation is top, because top of load order loads first. So i thought that first game loads engine and standart scripts, then landscapes, then buildings and bodies of pc and npcs and then clothes, weapons, dialogues, flowers, trees, air, bridges, buildings and stuff that is on the landscape and on the bodies kindof. So i understand that lighting cannot exist without landscape and objects, thats why its on bottom.
But im guessing that this picture might not be as good way to imagine how to sort mods. And its more about mods that do similiar things overwrite each other in one way or another.
Thats why i was confused that landscape mod needs to be so low.
I have a potentially stupid question. I've never really used visual mods like this so I don't really know how they work. Can I use this with Water for ENB and GKB Waves Reborn, or are they mutually exclusive with RWT? And if they are, does anyone have any suggestions for other wave mods that tend to work well with new lands mods?
Water for ENB, you can make them compatible; which may take some xEdit patching. RWT is compatible with ENB, though. People mix the two mods for their own reasons.
GKB Waves Reborn can be compatible, but you'll want to disable the RWT waves in the MCM.
If you haven't experienced the features in RWT before adding these extra mods, I would encourage you to do so. RWT wave are completely redone from vanilla, 3D, and more realistic than the flatter waves from GKB. GKB does fit the shoreline almost perfectly, though.
Another stupid question, though this one isfrom me: do you get 3D waves without ENB?
Furthermore, if I understood correctly the main differences between RWT and WfENB is that your mod is made to work with ENB but it is not required while WfENB requires ENB. Your mod stops the flow of water in ponds and static bodies of water while WfENB doesn't. You recommend to disable sky reflections while WfENB sets distant reflection on true (to disable) in all his presets, so basically the same. Am I missing something?
Cathedral - Water Overhaul and Bug fixes fixed that problem. Does RWT fixe it?
Do you get 3D waves without ENB? Yes, the waves are meshes.
Furthermore, if I understood correctly the main differences between RWT and WfENB is that your mod is made to work with ENB but it is not required while WfENB requires ENB. Yes, but wfENB will still work without ENB...you just won't have the same look or fancy effects.
Your mod stops the flow of water in ponds and static bodies of water while WfENB doesn't. You recommend to disable sky reflections while WfENB sets distant reflection on true (to disable) in all his presets, so basically the same. Am I missing something? There are a lot of differences between RWT and WfENB besides these. The majority of the features listed on the description WfENB doesn't have.
Cathedral - Water Overhaul and Bug fixes fixed that problem. Does RWT fixe it? Which problem? Distance reflections? No, it doesn't. The problem with Distant Reflections is that it will sometimes pick up the skycolor too much. This causes the water to basically be a bright color of the sky and washes out the water vs looking like water reflections. This can be fixed or minimized within ENB presets, however, most ENB authors don't address this issue. Hence our recommendation to just turn it off.
Guys, I have a problem If I install a mod with the Alternative Volcanic Water Color option, the game does not start If I disable this option, everything works fine, what is the problem and how to fix it?
I have something of a very specific request, but in a future update, would it be possible to have this mod set DefaultMarshWater [WATR:00105CC3] (or another marsh water type) as the water type for the cell (-6,22)? This is a specific spot in the marsh (just south of Windstad Manor) that sits under an ice floe. RWT currently doesn't touch this spot, which results in a water seam (as USSEP and other mods set the type as RiverWaterFlow [WATR:01001232]) that's usually hidden under the low-poly ice slush that accommodates the ice floe models. However, if you're using a mod like Skyrim Remastered for ice, that low-poly slush is removed, revealing the seam. I've patched this for myself in xEdit, but I was wondering if it'd be possible for RWT to touch that cell in the future. DefaultMarshWater [WATR:00105CC3] is what I used, since it's what the neighboring cell (-7,22) is set to by RWT.
TL;DR - This mod currently doesn't touch cell (-6,22), Tamriel worldspace, which is usually fine because the resulting water seam is hidden by an ice model, but certain ice mods alter that model in a way that reveals the seam.
I tried for a long time to understand what causes fps drops, at first I thought that the problem was in this mod, but no. This problem is also present with vanilla water. When I look at water, fps drops from 80+ to 57-50 its very visible near riverwood. Disabling reflections does not affect. Please help, I'm starting to go crazy.
upd: I found what was causing the fps drop, but only partially. The grass mod I used created a lot of pebbles under and near the water. I removed the pebbles but the frames still disappear, although not as much.
4966 comments
To properly determine if your issue is RWT related:
1) Load the game with nothing but the vanilla plugins, unofficial patch, and RWT.
2) COC into the game (don't load a save because that could be the issue too) and travel to the problem area.
3) Check to see if the issue remains.
This is exactly how we test reported issues. If the issue is resolved, it's a problem on your end. DO NOT post a bug report, you'll be wasting everyone's time! If you require help for these issues, inquire in the POSTS section.
CLEANING
Do not run the meshes through NIF Optimizer! Doing so will break them.
FREQUENTLY ASKED QUESTIONS
Check the ARTICLES tab for answers to frequently asked questions. The is also an article discussing some conflict resolution tips for your patches.
Very observant community members may have noticed a small change on the page; my name being switched out with Isoku's under the "Uploaded by" field. Essentially, RWT has been transferred to my Nexus account. With Isoku more or less in retirement, Captain Cockerel and myself have maintained RWT for several years and will continue to do so. In the event that we wish retire, the mod will be transferred to Step Modifications' Stewardship Service. Essentially, this change puts in place some contingencies to ensure RWT's continued relevance to the community into the future, regardless of author status.
Next, I'd like to ask all authors who have RWT listed as a requirement within their Nexus page settings to review these requirements.
I have visited the majority of the pages. There are several that have RWT listed as a requirement, but do not actually require RWT; presumably due to updates over time. There are also quite a few outdated mods that no long function. For these mods, I would request that you either update or hide/delete them, as they can be confusing for users. It would be nice to have this list cleaned up a bit on our page. Thank you, to those of you do this!
Lastly, I have updated the permissions for RWT to be more clear.
Mods that utilize RWT assets (which still requires written permission), provide alternative water colors/gradients, and/or provide patches for other mods are allowed to use any of the Nexus-provided methods to earn monetary value from these derivative works. So please feel free to opt-in to DP and add donation options to these mod pages.
Any monetary value earned from non-Nexus methods (Creations, Patreon, Discord, etc.) are still prohibited.
Starting with version 5.7 and going forward, Realistic Water Two is compatible with the latest version of Skyrim SE. At the time of this post that is game version 1.6.1130.
The reasoning behind this is that RWT is developed on the latest version of the game. In game version 1.6.1130, Bethesda updated the plugin header from v1.70 to v1.71. This expanded the address range for records and some other changes. Thus, going forward RWT's plugins will have header v1.71, which is automatically attached by development tools.
Running a new header version on an older game version that doesn't support it could lead to unknown issues, including CTDs. Older versions of RWT are still available for use on the Files tab and via Archives, for those that aren't running the latest game version.
https://imgur.com/7bQy449
are creeks supposed to have these bright cyan spots? the only conflict RWT has is with SMIM and i also run community shaders, disabling either of those did nothing
EDIT: i made somes tests, ''Rudy ENB SE for Cathedral Weathers'' seems to be the source of these teal color. Not RWT
But so are Alternate Perspective - Alternate Start, XPMSE has to go after ALL the animations, i like to have my patches after ALL the mods, so im certain some patch isnt higher then the required mod accidently. But LOOT puts RealisticWaterTwo.esp at almoust bottom.
I can fix it manually, but i need LOOT help too, sometimes when i install 10-20 new mods, its hard to keep track of everything, so its better to let LOOT sort it and then manually adjust if somethings wrong.
Is it really this important that its coded for LOOT to put it this low or is this a mistake? Cos usually envoirenment mods go in middle or top of load order (right after ESMs). For example, the same LOOT that puts water on BOTTOM, puts Immersive Sounds Compendium, True Storms, Skyrim Bridges and Skyrim Better Roads on TOP of load order.
Thanks for explaining, i will note this. Landscape records is the reason and some important landscape mods need to be on bottom.
I will try to expand my knowledge on load order sorting. And i would like to learn xEdit and make patches as you say. But im having lots of trouble to get many mods to work together as it is. Ive managed to go up to 240 mods in past year, i started out with 40 max, after that my game broke:P. But to learn all that - its a LOT of work. Many days its 6-12 hours of modding. Im afraid that xEdit will be too hard for me, at least at this point of my "education":)
If you want, you i can tell you why i was confused, im sorry i cannot explain this shorter. If not you can stop reading here.
On youtube guide a girl with 1500 mods said that i should look at load order as a cake. First level of the cake is the foundation, middle is the body of the cake and some decorations, fruits and candles on top, after everything else is finished.
So i load order its upside down, foundation is top, because top of load order loads first. So i thought that first game loads engine and standart scripts, then landscapes, then buildings and bodies of pc and npcs and then clothes, weapons, dialogues, flowers, trees, air, bridges, buildings and stuff that is on the landscape and on the bodies kindof. So i understand that lighting cannot exist without landscape and objects, thats why its on bottom.
But im guessing that this picture might not be as good way to imagine how to sort mods. And its more about mods that do similiar things overwrite each other in one way or another.
Thats why i was confused that landscape mod needs to be so low.
GKB Waves Reborn can be compatible, but you'll want to disable the RWT waves in the MCM.
If you haven't experienced the features in RWT before adding these extra mods, I would encourage you to do so. RWT wave are completely redone from vanilla, 3D, and more realistic than the flatter waves from GKB. GKB does fit the shoreline almost perfectly, though.
Furthermore, if I understood correctly the main differences between RWT and WfENB is that your mod is made to work with ENB but it is not required while WfENB requires ENB. Your mod stops the flow of water in ponds and static bodies of water while WfENB doesn't. You recommend to disable sky reflections while WfENB sets distant reflection on true (to disable) in all his presets, so basically the same. Am I missing something?
Cathedral - Water Overhaul and Bug fixes fixed that problem. Does RWT fixe it?
Yes, the waves are meshes.
Furthermore, if I understood correctly the main differences between RWT and WfENB is that your mod is made to work with ENB but it is not required while WfENB requires ENB.
Yes, but wfENB will still work without ENB...you just won't have the same look or fancy effects.
Your mod stops the flow of water in ponds and static bodies of water while WfENB doesn't. You recommend to disable sky reflections while WfENB sets distant reflection on true (to disable) in all his presets, so basically the same. Am I missing something?
There are a lot of differences between RWT and WfENB besides these. The majority of the features listed on the description WfENB doesn't have.
Cathedral - Water Overhaul and Bug fixes fixed that problem. Does RWT fixe it?
Which problem? Distance reflections? No, it doesn't. The problem with Distant Reflections is that it will sometimes pick up the skycolor too much. This causes the water to basically be a bright color of the sky and washes out the water vs looking like water reflections. This can be fixed or minimized within ENB presets, however, most ENB authors don't address this issue. Hence our recommendation to just turn it off.
If I install a mod with the Alternative Volcanic Water Color option, the game does not start
If I disable this option, everything works fine, what is the problem and how to fix it?
NVM think i foud it. 'exotic water colors mod'
TL;DR - This mod currently doesn't touch cell (-6,22), Tamriel worldspace, which is usually fine because the resulting water seam is hidden by an ice model, but certain ice mods alter that model in a way that reveals the seam.
upd: I found what was causing the fps drop, but only partially. The grass mod I used created a lot of pebbles under and near the water. I removed the pebbles but the frames still disappear, although not as much.