Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou 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 pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
SSEEdit team
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.2
Update:
1.1: Optional file added that makes a patch ESP, instead of directly editing ESPs
1.1: Put both scripts in one archive. Output message made more clear. Reworked record copying logic so unnecessary records won't be copied over.
1.2: Now reflects changes from USSEP first, then update.esm. Both files need to be loaded in SSEEdit for this to work.
1.2: Displays total number of record changes done at the end of the script.
1.2: Deletes XCWT - Water element in the record if the selected record contains XCWT element but USSEP/Update.esm doesn't have XCWT element.
1.2: Editing of Bethesda ESMs and USSEP is disabled by default.
1.2: Uses GetEditValue and SetEditValue function instead of GetNativeValue and SetNativeValue as these seem to return different value even though SSEEdit GUI shows the same entry in some cases.
Description: In the old days of Skyrim (aka Oldrim), there was no real water flow, only strictly animated one existed. Since Special Edition is released, simulated water flow is added as a new feature, but lots of Oldrim mods are missing in that part. This SSEEdit script patches converted Oldrim mods and some Special Edition mods to enable the feature.
Requirements: SSEEdit http://www.nexusmods.com/skyrimspecialedition/mods/164/ (Not necessary, but optional) Unofficial Skyrim Special Edition Patch http://www.nexusmods.com/skyrimspecialedition/mods/266/
Usage:
Thanks to Tooneyman for tutorial video 1. Unpack archive into SSEEdit Install Folder\Edit Scripts 2. Load ESPs in SSEEdit with Update.esm 3. Select ESPs that you want to fix by Shift+Click, CTRL+Click, Click and drag mouse over files, by whichever method you prefer 4. Right click -> Apply Script 5. Select __fix waterflow for Oldrim mods to directly edit ESPs, select _make a patch file for waterflow for Oldrim mods to generate a new ESP. 6. Click OK 7. Save when exiting 8. (Optional) Make sure new ESP is loaded below original ESPs if you chose make a patch option.
Note: I personally recommend directly editing individual ESPs by using _fix waterflow script, because not only it doesn't add extra ESP to load, sometimes undesired record edits are carried over to the patch file from individual ESPs, thus rendering load order of mods useless.