Version 2.0 fixes three waterfall meshes that were still problematic under certain weather. More info in the changelogs. Thanks to BigHatMagnus for reporting the issue.
Any ideas as to why I'm not seeing a noticeable improvement such as in the screenshots? I believe its ENB related but changing any settings under particles doesn't seem to help weirdly enough. I'm wondering if it could be post processing related or something similar. I'm using a tweaked Pi-cho enb btw for anyone wondering.
I believe it's ENB related. If you disable ENB you may even notice that waterfalls can be relatively bright, but it should still be darker than vanilla/without my mod. As for why the settings don't change things... Does Pi-cho have "weathers" settings? If it does, it's possible that they have different particle settings depending on some weathers, meaning that, unless you tick "ignore weather system" on a setting tab, your changes won't do much. I am not knowledgeable enough to know how to edit settings per weather. That is of course assuming there's weather settings in the ENB.
Thanks for the reply. I've already tried ignore weathers system. I'll have to keep tweaking stuff till I figure it out. Thank you anyway for the great mod!
For anyone else wondering, turns out it was the particles tab and more importantly, IgnoreWeather! I was just an idiot and didn't change multiple settings at the same time when testing. AmbientInfluence is the main culprit btw. Also, something else to note, if your enb has adaptation settings (pi-cho does) see if you can tweak them in the gui under adaptation.fx. Adaptation at night causes everything to be brighter at night and particles can look jarring with it. Thanks again Mur4s4me!
There's one mesh not covered by this which is meshes\dlc01\effects\fxwaterfallbodytall02nolod.nif, luckily its the exact same as meshes\effects\fxwaterfallbodytall02.nif in RWT so you can probably just make a copy of the one contained here and rename it.
From your thread/post on wSkeever's Water Effects Brightness and Reflection Fix:
"For example, every time I see a BSEffectShaderProperty entry, I check lighting influence and make sure it's set to 0, to remove its own glow. I also go through the new particle entries to set its lighting influence to 0 as well, pr else the splash particle will still be bright."
Is anything other than 0, even a very small amount, ineffective for muting the brightness? Ideally, I'd still want some reflection for moonlight or other ambient lighting.
It'll save me time instead of having to find AND do all these edits by myself YET AGAIN for an upcoming playthrough.
I don't even use an ENB, and the glowing water is crazy annoying... probably because I don't use vanilla lighting values (I prefer a darker game).
Did anyone else ever get around to doing these nif edits to steam/smoke/dust/snow effects? Those are a bit more involved to fix because some of them are overrused for multiple effects and so need to be duplicated (and so needs an esp). But they basically all need the same kind of nif edits, too.
And I don't know why you're listing the fact that the diffuse texture will pick up some of the color of ambient light... that's what normally happens in irl. It would look very weird if it didn't.
And I don't know why you're listing the fact that the diffuse texture will pick up some of the color of ambient light... that's what normally happens in irl. It would look very weird if it didn't.
Skyrim's lighting isn't always very good, which can make the color look really weird in some situations, NOT like IRL. This includes some areas where waterfalls look almost pitch black while the surrounding water is still a bit reflective. Limitation of Skyrim engine.
I've put that in the description because some people commented on it in the past to ask if that can be fixed (which it cannot, as far as I know).
Let my mod overwrite if you want to apply my changes. Flickering Meshes Fix have closed permissions, while mine are open, so they're free to make a patch with my tweaks.
Oh my goodness! I have been waiting for this for so long. Glowing water B-Gone (finally)!! I also get the flickering distant waterfalls but it is an acceptable tradeoff, in my opinion.
Question though: Could the same technique be applied to eliminate the glowing smoke from forges and water wheels?
I'm glad you like it! I really wish I knew how to fix the flickering LOD waterfalls >< I still haven't found a way to do that yet.
As for your question, yes the same should be possible in theory. For example, the Add-On file includes the water mist from mills, which I applied the same tweak to them and it's working in my game.
I am experiencing this in the Shadow of Meresis temple entrance and I do use ENB with RWT and Water Effects Brightness and Reflection Fix - Realistic Water Two Patch.
I wouldn't be able to say for sure, but I think it has to do with the engine and how it handles particles\light sources. I believe, if I'm not wrong, that this is part of the tradeoff wSkeever mentioned as well. When the waterfalls are set to have bright emittance and not affected by external emittance, they always glow, but will also not flicker (or at least not noticeable when it does). However, with the mods, the waterfall doesn't have bright emittance anymore and are affected by external emittance, allowing them to be dark at night, but also subject to the flickering issues.
85 comments
Thanks to BigHatMagnus for reporting the issue.
Screen:
"For example, every time I see a BSEffectShaderProperty entry, I check lighting influence and make sure it's set to 0, to remove its own glow. I
also go through the new particle entries to set its lighting influence
to 0 as well, pr else the splash particle will still be bright."
Is anything other than 0, even a very small amount, ineffective for muting the brightness? Ideally, I'd still want some reflection for moonlight or other ambient lighting.
It'll save me time instead of having to find AND do all these edits by myself YET AGAIN for an upcoming playthrough.
I don't even use an ENB, and the glowing water is crazy annoying... probably because I don't use vanilla lighting values (I prefer a darker game).
Did anyone else ever get around to doing these nif edits to steam/smoke/dust/snow effects? Those are a bit more involved to fix because some of them are overrused for multiple effects and so need to be duplicated (and so needs an esp). But they basically all need the same kind of nif edits, too.
And I don't know why you're listing the fact that the diffuse texture will pick up some of the color of ambient light... that's what normally happens in irl. It would look very weird if it didn't.
I've put that in the description because some people commented on it in the past to ask if that can be fixed (which it cannot, as far as I know).
I also get the flickering distant waterfalls but it is an acceptable tradeoff, in my opinion.
Question though: Could the same technique be applied to eliminate the glowing smoke from forges and water wheels?
As for your question, yes the same should be possible in theory. For example, the Add-On file includes the water mist from mills, which I applied the same tweak to them and it's working in my game.
Any suggestion?
https://drive.google.com/file/d/1vz_Nb47UcR55RDyypJ-_lk0y_ENeAAo_/view?usp=share_link
Goes from full lit, to half lit to pure shadow and flickering intermittently depending on angle.
https://imgur.com/a/v1Q0LY6
I am experiencing this in the Shadow of Meresis temple entrance and I do use ENB with RWT and Water Effects Brightness and Reflection Fix - Realistic Water Two Patch.
That's what I think at least.
EDIT: Update is ready!
https://www.nexusmods.com/skyrimspecialedition/mods/28221