It's definitely the ENB dynamic cubemap; using the eyecubemap.dds from an eye retexture mod fixed it. (Authentic eyes 1.1) as opposed to a 1x1 blank cubemap from say "ENB Dynamic Cubemap Textures"
Not sure if this is intentional or not, but the river rapids next to Kynesgrove look very strange to my eye. There are gaps in the flow of the rapids that suggest there should be rocks there, but there's nothing there, so there are sharp angles and strange bends that appear incredibly unnatural. I've tried isolating my modlist down to just this mod and it still looks like this, so im pretty sure theres no conflict causing it.
My water looks very bright ingame, the only files overwriting this mod are the files from the Majestic Mountains patch. I do use water for ENB, but ive enabled the patch as well.
Need any more info? Im not sure whats causing this, iI'm using NAT 3 with the Cabbage ENB. I enabled the Cabbage preset in the Water for ENB installer, im unsure if anything Ive mentioned is the cause of this issue
Hmm, I deleted it and it got fixed. However I waited 24 ingame hours and the problem returned. Not sure what is causing the issue. Also thank you so much for the quick response
Is there a way to get older versions of the mod? I liked them better because the waterfalls didn't glow in the sunlight, the waterfalls are just white.
Love this mod and the water overhaul option. Just one issue I'm having - my water starts to flicker between two different textures which I determined are the Water for ENB SoS texture and the NWF water overhaul texture. I really love the water overhaul and I installed the Water for ENB compatibility that comes with this mod. Is there a way to make them play nice?
I loaded NWF after WFENB and before my particle patch for ENB. I'm not super knolwedgeable about modding so there is definitely something I'm missing.
That worked perfectly, thank you!! To think I've been loading these mods incorrectly..
Btw props again on such a beautiful mod. I find myself hanging around the Riverwood/Whiterun waterfalls so much now because of how beautiful the mod makes it.
After testing this mod a bit, I like it a lot but I have a question.
I use Cathedral Water which seems to work perfectly with this mod, but I also want to use Realistic Water 2 because I prefer the "water current" textures on flat water in RW2. The issue here, load order cannot help me: I can't put RW2 after Natural Waterfalls because it overwrites some stuff about the waterfalls than I prefer in your mod, but I can't put RW2 first either because then I don't get the water current textures from it which is the only thing I want to use it for.
Is there a way to use them both to get the currents on flat water from RW2 and everything else from Natural Waterfalls? I've tried finding the current textures in the files one by one but there's too many textures overall and I can't seem to isolate them, it's not like architecture textures which are fairly easy to identify from how they look. If I could just delete a couple (or however many there are) flat current textures from your mod, I could put it after RW2 and make sure Natural Waterfalls overwrite everything else.
834 comments
Natural Waterfalls - Majestic Mountains Patch
Natural Waterfalls - Immersive Fallen Trees Patch
Natural Waterfalls patch for Rapid Rocks
Natural Waterfalls Water Addon - Flow Direction Edit
Natural Waterfalls - Markarth Mossy AF - Patched
Markarth - City of Stone - Natural Waterfalls Patch
It gets some waterfall messed up. Read sticky below.
"textures\cubemaps\eyecubemap.dds"
I'm suspecting that newer ENB features, that change how reflection works, may be responsible for this:
these are e.g. rockl04wet.nif, rockl05wet.nif etc
can someone confirm?
That is why i did not have this issue. I have setted that dds to MoHidden cause the normal eyes from PC and NPC's got a tiny glow.
Thnx for report and i will make a sticky of it.
Not sure if this is intentional or not, but the river rapids next to Kynesgrove look very strange to my eye. There are gaps in the flow of the rapids that suggest there should be rocks there, but there's nothing there, so there are sharp angles and strange bends that appear incredibly unnatural. I've tried isolating my modlist down to just this mod and it still looks like this, so im pretty sure theres no conflict causing it.
Fix will come.
Need any more info? Im not sure whats causing this, iI'm using NAT 3 with the Cabbage ENB. I enabled the Cabbage preset in the Water for ENB installer, im unsure if anything Ive mentioned is the cause of this issue
fxrapidsrocks01.nif
And no problem
Thanks endorsed !
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I loaded NWF after WFENB and before my particle patch for ENB. I'm not super knolwedgeable about modding so there is definitely something I'm missing.
Btw props again on such a beautiful mod. I find myself hanging around the Riverwood/Whiterun waterfalls so much now because of how beautiful the mod makes it.
I use Cathedral Water which seems to work perfectly with this mod, but I also want to use Realistic Water 2 because I prefer the "water current" textures on flat water in RW2. The issue here, load order cannot help me: I can't put RW2 after Natural Waterfalls because it overwrites some stuff about the waterfalls than I prefer in your mod, but I can't put RW2 first either because then I don't get the water current textures from it which is the only thing I want to use it for.
Is there a way to use them both to get the currents on flat water from RW2 and everything else from Natural Waterfalls? I've tried finding the current textures in the files one by one but there's too many textures overall and I can't seem to isolate them, it's not like architecture textures which are fairly easy to identify from how they look. If I could just delete a couple (or however many there are) flat current textures from your mod, I could put it after RW2 and make sure Natural Waterfalls overwrite everything else.