Hey, I know it's not your mod, but I wanted to ask you anyway if you had any ideas. I'm trying to get rid of the neon green reflection on the new TMD Epic Waterfalls. I added decal and dynamic_decal flags to BSLightingShaderProperty inside all the meshes, but I'm still getting the neon green reflection. Do you have any idea why it might be persisting?
VR users: yes this works with SkyVRaan, and I did select the vanilla DynDOLOD option and it worked fine, I was even loading a save game where I was staring at a waterfall LOD to test.
Is it intentional that fxsplashheavy.nif has Vertex Alpha flags on it? Replacing that with Grayscale_To_PaletteColor fixes an issue with bright splashes at night (using ENB), although it leaves some splashes still too bright (I probably need to do further changes to that mesh since simply hiding the mesh in MO2 and using the Particle Patch for ENB mesh instead, which is lower priority in my load order, fixes the issue): - before:
Thanks for the quick response. I noticed in the description you said "Skyrim Particle Patch" (and I did try the "compatibility" option in the installer, didn't make a difference). To my mind, "Skyrim Particle Patch" is not the same thing as "Particle Patch for ENB", 2 different mods I thought, so it made sense that the compatibility patch for "Skyrim Particle Patch" did not help when I tried it. Googling for "skyrim particle patch" only finds "particle patch for enb" so I guess that's what you meant by it. However, enabling this option doesn't seem to fix that bright water splash issue.
You are right, vertex alpha has nothing to do with it, but I wasn't completely wrong either, it was the lack of Grayscale_to_PalleteColor (note that I didn't say anything about Grayscale_to_PalleteAlpha in my previousmessage) that triggers the issue. Adding that fixes that bright water effect. I also noticed other meshes that don't suffer from this issue do have Grayscale_to_PalletteColor (like fxrapids*.nif). I don't know enough about this to know if that makes sense, does it make sense for Grayscale_to_PalleteColor to fix bright water issues?
Since it doesn't happen for you I agree this is likely a combination of things, but disabling Particle Patch for ENB did not fix the issue so something else in my setup (together with the lack of Grayscale_to_PalleteColo) must be triggering this issue.
I'm having this same issue. Specifically on SkyrimStormRain 000C8220 weather
Figured it out. It was the Obsidian Weather + True Storm Merged Patch Spectral .esp using some wack values. Value is under "Effect Lighting"->"Sunset"/"Night".
Is there a way to turn down the amount of color the waterfalls get from light? This looks great a lot of the time but sometimes the waterfalls and streams look a little too colorful, like too blue in nights with blue lighting. If there's a simple way to desaturate the lighting received that should fix it for my setup but I don't really know nifscope or how nifs work very well. Love your mods, wSkeever!
Further testing shows this mod failed to address a few weather IDs. It works with some weather ID but not others. For example the mod really works with weather ID = 0010e1e7. the brightness is dimmed as intended:
?
But as soon as weather ID is changed to 0010e1e7, (Edit: I made a typo here, it's actually 0010e1e3) the mod seems losing its edit, leaving the same waterfall super bright (which is a original issue under this weather ID.):
And as mentioned, under certain clear weather (for example fw 81a) This mod gives the waterfall a overly blue hue (as picture shows down below).
This is all tested under Obsidian weather 1.07a, the latest version as April 30th 2022.
I really want the mod to work. But maybe the auther forgot to edit a few weather ID? Or maybe it's the Obsidian weather that causes this issue? because this mod may only edit waterfalls genericly and it's up to the weather mod applying it? Still this mod is a nice try. Hope it can get fixed.
Hi wSkeever: Thanks for trying to confirm. I made a stupid typo in my post. The weather that made waterfall super bright is not 0010e1e7,It's actually 0010e1e3. I edited my post to correct this typo. I still stand by my findings. This weather ID made waterfall super bright on my end.
Could you try that weather ID again and see if it makes any difference on your end?
Till today I still couldn't indentify what mod messed up the waterfall brightness in my build. Since the author went far dnough to confirm it's working on his side, it's safe to assume this mod works. Do not let my problem stop you from using this great mod.
I'm having the exact same issues and I was curious if anyone else has also had this problem or found a solution. Launching the game with only this mod and Obsidian Weather, I get strange smurf-blue waterfalls and splash effects, but only in certain weather types.
314 comments
- before:
- after flag change:
- with hidden fxsplashheavy.nif in MO2:
all this mod does is change the lighting influence value so the water fx's brightness is dependent on surrounding light
it is probably caused by particle patch for enb or something else. That mod changes some arbitrary gradient colors for reasons unknown to me.
Looks fine here:
You are right, vertex alpha has nothing to do with it, but I wasn't completely wrong either, it was the lack of Grayscale_to_PalleteColor (note that I didn't say anything about Grayscale_to_PalleteAlpha in my previousmessage) that triggers the issue. Adding that fixes that bright water effect. I also noticed other meshes that don't suffer from this issue do have Grayscale_to_PalletteColor (like fxrapids*.nif). I don't know enough about this to know if that makes sense, does it make sense for Grayscale_to_PalleteColor to fix bright water issues?
Since it doesn't happen for you I agree this is likely a combination of things, but disabling Particle Patch for ENB did not fix the issue so something else in my setup (together with the lack of Grayscale_to_PalleteColo) must be triggering this issue.
Figured it out. It was the Obsidian Weather + True Storm Merged Patch Spectral .esp using some wack values. Value is under "Effect Lighting"->"Sunset"/"Night".
The bug is also present in vanilla book cabinets as well as the glass display boxes.
It's why I was asking about possible nif tweaks.
For example the mod really works with weather ID = 0010e1e7. the brightness is dimmed as intended:
But as soon as weather ID is changed to 0010e1e7,
(Edit: I made a typo here, it's actually 0010e1e3)
the mod seems losing its edit, leaving the same waterfall super bright (which is a original issue under this weather ID.):
And as mentioned, under certain clear weather (for example fw 81a)
This mod gives the waterfall a overly blue hue (as picture shows down below).
This is all tested under Obsidian weather 1.07a, the latest version as April 30th 2022.
I really want the mod to work. But maybe the auther forgot to edit a few weather ID?
Or maybe it's the Obsidian weather that causes this issue? because this mod may only edit waterfalls genericly and it's up to the weather mod applying it?
Still this mod is a nice try. Hope it can get fixed.
Looks fine with 0010e1e7:
Looks fine with 81a:
Thanks for trying to confirm. I made a stupid typo in my post.
The weather that made waterfall super bright is not 0010e1e7,It's actually 0010e1e3.
I edited my post to correct this typo.
I still stand by my findings. This weather ID made waterfall super bright on my end.
Could you try that weather ID again and see if it makes any difference on your end?
Thanks for your patience.
No issue with 0010e1e3:
Since the author went far dnough to confirm it's working on his side, it's safe to assume this mod works.
Do not let my problem stop you from using this great mod.