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isoku-TechAngel85-SparrowPrince

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  1. TechAngel85
    TechAngel85
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    BUG REPORTS

    I am no longer replying to Bug Reports that are found to be user issues with either their mod lists or record overwrites, which need to be handled by the user for their specific setup. I will simply delete them. If you've reported a bug and found it's been deleted, you need to investigate on your end and stop wasting my time.

    To properly determine if your issue is RWT or setup related, load nothing but the vanilla plugins, unofficial patch, and RWT. Then COC into the game (don't load a save because that could be the issue too) and travel to the problem area. Check to see if the issue remains. This is exactly how I test these issues. If the issue isn't there, it's a problem on your end. DON'T post a bug report and waste my time. Post here in the comments, if you need help with your user issue. DON'T get upset if an author doesn't reply to your personal issue here in the posts section. We are busy people!


    POSTS
    Be nice and don't post useless information. I am deleting rude comments and putting those users on a list. If you continue being rude, I will ban you from posting on this page. I don't have time to deal with immaturity.
    1. SparrowPrince
      SparrowPrince
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      LOAD ORDER

      See the description for more info.

      SEAMS

      See the description for more info.

      CLEANING

      Do not clean this mod or you may experience water seams unrelated to load order. If you are an experienced user and discover a mishap over a previous version, please report it so it can be taken care of.

      BUGS

      Before opening any new reports or asking any troubleshooting questions, check the BUGS tab for dedicated topics to known issues.

      FREQUENTLY ASKED QUESTIONS

      Check the ARTICLES tab for answers to frequently asked questions.

      Legacy documentation (not updated)
  2. rbartmoss
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    Hmm, these: https://imgur.com/a/ITL1kRt are new, aren't they? Location is upstream outside Riverwood.

    The splashes look highly out of place as they currently are. It doesn't come across well in the screenshot, but the water basically just squirts upward perpendicularly to the water's surface in defiance of the laws of physics. I hate to be a critic but I suggest to simply remove them again. It's a river, and not a fountain. :)

    Version used 1.8.0
    1. TechAngel85
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      Interesting... Sparrow added these "splashes" in v1.6.0. I'm sure he'll see this post and comment. Feedback is good to help make them more realistic or remove them, if needed.
    2. Andysweet
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      Can confirm that I am also getting these splashes, glad I am not the only one :)
    3. SparrowPrince
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      Last minute addition. I think I had to fix a billion other things with this file and forgot to develop it further. That and the particles clip horribly if you don't make them jump a bit. I probably needed to move them to each rock like I initially planned, but that's slightly more costly. I guess I was relying on people's imagination more so than I should have done.

      Edit: Let's not delete it yet, actually.
    4. jeromes09
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      I like it. You used similar particles to your waves addition, right? I think this is a great 0.1 version addition and people shouldn't be expecting a finished product from the splash effect. I'm sure it'll look really good once you get some time to work on it.
    5. SparrowPrince
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      ^
      I like you. It is a rare thing when someone sees further potential with something around here.

      Yes, this is similar to the wave splash particles. I forgot to tell you on your comment that you are welcome. Glad you like them.

      To iterate further: it is currently only one particle splash spawner. I always work in maximum performance mode, so I assumed people would use their imagination a bit here and think that it was hitting underwater debris.

      I think down the line, there needs to be a spawner in front of each rock. That would mean 3-4 of these instead of 1 though.

      If anyone doesn't like it for the time being, just hide/remove "fxrapidsrocks01.nif". It may be a while until I can tweak it again.
    6. Andysweet
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      It's not that I don't like it, it just sticks out for me since some of them are floating in the air or under ground. I'm sure when they get fleshed out they will be a great addition. This quick hint to what file needs to be removed to have the effect go away is a good solution for those who prefer it that way for the time being.
    7. SparrowPrince
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      So if you don't mind it too much, I could quickly add a bit of wind drag in the direction of the rapids, and also make them not last as long so they can't jump as high. That was meant to be included before I went and forget. Does that sound like something you would want? I could give that a quick bash soon. The other way I mentioned (more spawners) would require a lot more time and testing. If you could be more specific, that would be great.
  3. Ruskiyvix
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    LOOT says your mod doesn't recognize the Paper Map mod even though it's installed?
  4. jeromes09
    jeromes09
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    Love the waves!
  5. xx0987
    xx0987
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    1.60. I used Watercolor.esp but not green water. Water color is default blue and black color.How to fix that?
    1. TechAngel85
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      You can edit the colors in xEdit to fit your needs. I have never changed that plugin's colors so they should be isoku's original colors.
    2. drift123
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      I have the same problem. Watercolor.esp is not working for me, tried versions 1.5.3, 1.7 and 1.8 with no luck. My load order is correct. It was working for me while using Nexus Mod Manager and RW2 version 1.5.3. I switched to Mod Organizer 2 and am re-installing my mod-list and have this issue. The only new mod I've added is Obsidian Weathers. No clue as to why this is happening, but there is only 1 conflict with a SMIM mesh, which is overwritten by RW2. I do not have a Needs mod installed.
    3. drift123
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      Well, it turns out it is working for me, its just that with my weather mod and ENB, the effect is quite subtle and hard to notice. I did comparison screenshots in the same location and the watercolor.esp does in fact work its just quite hard to notice. I can only tell if I open two identical screenshots of water and switch back and forth, paying close attention to the color of the water. The watercolor-enabled screenshot has a slight green tint to the water. Guess I will have to manually edit the color if I want it to be more green.
  6. Stormaxel
    Stormaxel
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    Hello, I'm having a slight issue that the optional watercolor isn't working no matter what I do and try. All the plugins for this Mod have a Global Priority of "5" in LOOT and are loaded after their corresponding mods. I'm at a loss and I use Mod organizer 2. Also the watercolor stopped working for me after the last update, if anyone has any pointers, I'd love to know because I'm lost
    1. drift123
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      my comment can be deleted, as I have resolved my issue
  7. Qwinn
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    I have a question that's very important to me. In some cells, RW2 adds "Has Water" to the DATA - Flags setting. I know this is part of RW2's cleanup of the blacksmith forge water. My question is - does it do any *harm* if this setting is set to "Has Water" without RW2 installed? Alternatively, does it do any harm if it is not set with RW2 installed?

    I ask because I have a large patch compendium (QUASIPC) that already has a couple of patches for RW2 and I'm about to add a few more (including for OMEGA). If I could just set that data flag to on, or off, in all of my patches just in case RW2 is installed but not requiring it, it would seriously reduce the number of 3-way patches that would have to be created. Thanks lots for any help.
    1. TechAngel85
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      The flag turns on water for the interior cell: https://www.creationkit.com/index.php?title=Common_Data

      You can assuming that any changes are deliberate. It would not be same to turn this flag on or off for all records. Doing so would likely result in bugs in some locations.
    2. Qwinn
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      Hi, thanks for the response. I may have miscommunicated. I didn't mean to turn it on anywhere that RW2 doesnt set it. I was creating a patch between OMEGA and Luminosity, a lighting mod. One of the records in that patch was Halted Stream Camp, which RW2 adds the flag to, and I just figured out it also adds a horse trough which is an asset from RW2. What I was thinking was I could have my OMEGA/Luminosity patch set the Has Water flag to on and that would let it work if RW2 was installed, and hopefully not *hurt* anything if RW2 wasn't installed. I guess without RW2 the horse trough wouldn't be there... I take it from your answer that means that could cause an issue, to have the flag set without the horse trough added? If so, no help for it but to make a 3 way patch I guess.
    3. TechAngel85
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      That should be fine to do without causing any issues.
    4. Qwinn
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      Awesome, thanks! After finishing the patches, turned out the only places I needed to set the flag on for RW2 compatibility, but where RW2 might potentially not be installed, is the Halted Stream Camp and the 3 Hearthfire basements.
  8. oneshotmk2
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    just litle missmutch from info version
    https://image.ibb.co/mAaO5p/1_7_2.png
  9. ImRevelation
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    I believe I have found a crash that occurs 100% of the time and at the same spot when walking pass the spider trap in the Forgotten Vale when using 1.7 or 1.7.1 of RW2. The crash, however, does not occur when using 1.6. The crash happens when using a mod list I'm currently building while testing, as well as a mod list with only USLEEP and RW2 enabled and nothing else.

    Edit: I also wanted to add that since it crashes at the same spot every time, I checked the meshes with Nifscan just in case there was something wrong with them, but the output didn't list anything weird.

    If anyone else would like to check if that area crashes for them, simply 'coc FalmerValleyStart' and run a bit past the spider trap.
    1. TechAngel85
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      I was awaiting a possible report for this. This is most likely the mesh found here:
      \meshes\dlc01\effect\fxwaterfallbodytall02nolod.nif

      Remove that mesh and see if the crash remains. I did what Sparrow said for updating this mesh, but I feared something might have gone astray while I was doing it.
    2. ImRevelation
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      I just tested it with 1.7.1 with the mesh hidden and it no longer crashes, so like you said there is something wrong that specific nif. Just out of curiosity though could I use the 1.6 nif with 1.7.1? Or is it a better idea to keep it deleted until you find a fix?

      Thanks by the way!
    3. SparrowPrince
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      Erm... My first suggestion was to delete it from the mod. If you used my second suggestion, which was replacing it with one of the working waterfalls used everywhere else, then there is another problem.
    4. SparrowPrince
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      I have quickly hidden the mod, with a message, as I don't think it's fair on people to continue downloading another bugged version
    5. TechAngel85
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      I took care of this. The update just removes that one file.
  10. User_57296052
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    thank you so much for everything :)
  11. Altonis
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    Is there a way to turn down the volume on the waterfalls and rivers? I can barely hear the voices of my characters when I walk through them in dungeons or near Riverwood.
    1. TechAngel85
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      This mod no longer alters those records. You can alter the level using xEdit. Sound mods, like AOS, will now be the place to look for these records. If you don't have a sound mod installed or one installed that alters those sounds, then you'll have to find them in the Skyrim master and create a new plugin for your edits. Such a plugin would most likely be merged into the Bashed Patch or could be added to merged plugins. This will eliminate the plugin using up an ESP slot.
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