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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. DON'T post a bug report, you'll only be wasting our time! If you require help for these issues, post here 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.
User Content Uploaded user content (screenshots and video) is allowed and encouraged! However, the content MUST be primarily about or showcasing RWT. These sections on our page are reserved for RWT content, not for showcasing your NPC mod that has 20 seconds of water in a 3 minute video. Such cases do not meet our requirements of showcasing RWT and will be removed. See the "Permissions and credits" box on the description page for a full set of permissions regarding user content.
Hello everybody. Is there a way to fix this borderline on the water? The plugin order is correct, as mentioned in the description. Tried disabling everything else. Is it some sort of unfixable thing tied to the game engine?
You can try this from the FAQs: This is caused by Screen Space Reflections (SSR). The only known workaround for the line on the water is to set the following in your Skyrim.INI. Values between 0.3 and 0.5 have been reported to work to remove or reduce the line:
Excellent mod! Love the realism - Thanks! Does the Creation Club version of this mod affect view distance underwater? It's currently very bright and view distance is unrealistically far. Anyone know of a Creation mod that limits underwater visibility?
I've found a cell that has river creeks (outside of Whiterun, cell 00009561, coordinates 0,2, in front of Silent Moons Camp) that does not have water. I've tested and searched for conflicts, but it seems to be a vanilla thing (intended or bugged), loading the cell in the CK only with Skyrim.esm or update.esm, with or without mods, CC plugins like Fishing, no matter, it's dry. Tested with 3 users. It's weird. Also tested with RWT2, other water mods and vanilla water.
Could be fixable with RWT? I mean it's not important honestly, but it's weird there is no water there.
If you're referring to the dry river bed that starts at a boulder face with two silver ore veins, then this is part of the vanilla game design. I don't think I've ever seen a mod that places water in it and I doubt this mod would do so as it's effecting the way water looks, not adding water to the landscape. If you do find a mod that places water in dry river beds, please drop by and list it, I'd be interested to know about too.
If I remember RW2 added missing water meshes in some dried out beds that should have water, behind Whiterun its just before you get to the bandit camp with out this mod its just another dry bed.
If you see missing panels just leave the cell come back will load in, usually only a problem with updates or load order changes not directly this mod.
I have water in that riverbed. There was a long time when the water looked incorrect. It was weird circles when viewed from the east, but water if viewed from west. I forget how I fixed it. I think it was xedit and I copied something into something else. Rn, I have one piece of river water outside of Morthal where it should be swamp. Just one big rectangle of blue river surrounded by the yellow marsh. When I try to look at it, the CK crashes, but I think that is just the ck being a bethsoft product.
I noticed some waterfalls just look better if certain parts of the mesh are simply removed -- I know these are mostly vanilla meshes, so it's not like I'm complaining about this mod -- I use it. I think it's great!
But for example:
fxwaterfallskirttallfront.nif:
the part of the mesh that uses fxcloudroundtile.dds just looks bad, so I removed the entire branch (L2_FXWaterfallSkirtFillMesh01). It could be salvaged by reducing the alpha on the bseshaderproperty sufficiently so that the effect is barely noticeable... like from 1.0 to 0.6 ish... but it's better to just remove that part of the mesh imo. Messing around with the angle just makes flickering more likely, so removing that part of the mesh entirely should make flickering less likely in general. Removing that part of the mesh does not affect the visible seam at all where the waterfall hits the water, so there's really no downside to removing it -- it's not there to fix/hide anything, it's meant to just make it look better and fails. It might be better to replace it with a better effect (more steam sprays!), but that will probably induce flickering -- can't just keep layering effect upon effect without flickering.
4773 comments
Attention!
This post section remains open for the purpose of user-to-user support. This means users are feel to post comments, feedback, and questions; however, do not expect replies from the authors.
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. DON'T post a bug report, you'll only be wasting our time! If you require help for these issues, post here 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.
User Content
Uploaded user content (screenshots and video) is allowed and encouraged! However, the content MUST be primarily about or showcasing RWT. These sections on our page are reserved for RWT content, not for showcasing your NPC mod that has 20 seconds of water in a 3 minute video. Such cases do not meet our requirements of showcasing RWT and will be removed.
See the "Permissions and credits" box on the description page for a full set of permissions regarding user content.
Legacy documentation (not updated)
Thank you! Thank you!!
This is caused by Screen Space Reflections (SSR). The only known workaround for the line on the water is to set the following in your Skyrim.INI. Values between 0.3 and 0.5 have been reported to work to remove or reduce the line:
[Display]
fWaterSSRIntensity=0.5
Using NAT.ENB III
Does the Creation Club version of this mod affect view distance underwater? It's currently very bright and view distance is unrealistically far. Anyone know of a
Creation mod that limits underwater visibility?
TIA!
I've found a cell that has river creeks (outside of Whiterun, cell 00009561, coordinates 0,2, in front of Silent Moons Camp) that does not have water. I've tested and searched for conflicts, but it seems to be a vanilla thing (intended or bugged), loading the cell in the CK only with Skyrim.esm or update.esm, with or without mods, CC plugins like Fishing, no matter, it's dry. Tested with 3 users. It's weird. Also tested with RWT2, other water mods and vanilla water.
Could be fixable with RWT? I mean it's not important honestly, but it's weird there is no water there.
Pics:
https://imgur.com/a/WhSQI6m
Thanks!
I don't think I've ever seen a mod that places water in it and I doubt this mod would do so as it's effecting the way water looks, not adding water to the landscape. If you do find a mod that places water in dry river beds, please drop by and list it, I'd be interested to know about too.
If you see missing panels just leave the cell come back will load in, usually only a problem with updates or load order changes not directly this mod.
But for example:
fxwaterfallskirttallfront.nif:
the part of the mesh that uses fxcloudroundtile.dds just looks bad, so I removed the entire branch (L2_FXWaterfallSkirtFillMesh01). It could be salvaged by reducing the alpha on the bseshaderproperty sufficiently so that the effect is barely noticeable... like from 1.0 to 0.6 ish... but it's better to just remove that part of the mesh imo. Messing around with the angle just makes flickering more likely, so removing that part of the mesh entirely should make flickering less likely in general. Removing that part of the mesh does not affect the visible seam at all where the waterfall hits the water, so there's really no downside to removing it -- it's not there to fix/hide anything, it's meant to just make it look better and fails. It might be better to replace it with a better effect (more steam sprays!), but that will probably induce flickering -- can't just keep layering effect upon effect without flickering.
Caveat - I have no idea if it works with this mod. It's the reason I'm scrolling through the pages of comments :)