BUG REPORTS To properly determine if your issue is RWT related: 1) Load the game with nothing but the vanilla plugins, unofficial patch, and RWT. 2) COC into the game (don't load a save because that could be the issue too) and travel to the problem area. 3) Check to see if the issue remains. This is exactly how we test reported issues. If the issue is resolved, it's a problem on your end. DO NOT post a bug report, you'll be wasting everyone's time! If you require help for these issues, inquire in the POSTS section.
CLEANING Do not run the meshes through NIF Optimizer! Doing so will break them.
FREQUENTLY ASKED QUESTIONS Check the ARTICLES tab for answers to frequently asked questions. The is also an article discussing some conflict resolution tips for your patches.
I wanted to inform the community of a small change with Realistic Water Two going forward. Very observant community members may have noticed a small change on the page; my name being switched out with Isoku's under the "Uploaded by" field. Essentially, RWT has been transferred to my Nexus account. With Isoku more or less in retirement, Captain Cockerel and myself have maintained RWT for several years and will continue to do so. In the event that we wish retire, the mod will be transferred to Step Modifications' Stewardship Service. Essentially, this change puts in place some contingencies to ensure RWT's continued relevance to the community into the future, regardless of author status.
Next, I'd like to ask all authors who have RWT listed as a requirement within their Nexus page settings to review these requirements. I have visited the majority of the pages. There are several that have RWT listed as a requirement, but do not actually require RWT; presumably due to updates over time. There are also quite a few outdated mods that no long function. For these mods, I would request that you either update or hide/delete them, as they can be confusing for users. It would be nice to have this list cleaned up a bit on our page. Thank you, to those of you do this!
Lastly, I have updated the permissions for RWT to be more clear. Mods that utilize RWT assets (which still requires written permission), provide alternative water colors/gradients, and/or provide patches for other mods are allowed to use any of the Nexus-provided methods to earn monetary value from these derivative works. So please feel free to opt-in to DP and add donation options to these mod pages. Any monetary value earned from non-Nexus methods (Creations, Patreon, Discord, etc.) are still prohibited.
Starting with version 5.7 and going forward, Realistic Water Two is compatible with the latest version of Skyrim SE. At the time of this post that is game version 1.6.1130.
The reasoning behind this is that RWT is developed on the latest version of the game. In game version 1.6.1130, Bethesda updated the plugin header from v1.70 to v1.71. This expanded the address range for records and some other changes. Thus, going forward RWT's plugins will have header v1.71, which is automatically attached by development tools.
Running a new header version on an older game version that doesn't support it could lead to unknown issues, including CTDs. Older versions of RWT are still available for use on the Files tab and via Archives, for those that aren't running the latest game version.
I have a potentially stupid question. I've never really used visual mods like this so I don't really know how they work. Can I use this with Water for ENB and GKB Waves Reborn, or are they mutually exclusive with RWT? And if they are, does anyone have any suggestions for other wave mods that tend to work well with new lands mods?
Water for ENB, you can make them compatible; which may take some xEdit patching. RWT is compatible with ENB, though. People mix the two mods for their own reasons.
GKB Waves Reborn can be compatible, but you'll want to disable the RWT waves in the MCM.
If you haven't experienced the features in RWT before adding these extra mods, I would encourage you to do so. RWT wave are completely redone from vanilla, 3D, and more realistic than the flatter waves from GKB. GKB does fit the shoreline almost perfectly, though.
Another stupid question, though this one isfrom me: do you get 3D waves without ENB?
Furthermore, if I understood correctly the main differences between RWT and WfENB is that your mod is made to work with ENB but it is not required while WfENB requires ENB. Your mod stops the flow of water in ponds and static bodies of water while WfENB doesn't. You recommend to disable sky reflections while WfENB sets distant reflection on true (to disable) in all his presets, so basically the same. Am I missing something?
Cathedral - Water Overhaul and Bug fixes fixed that problem. Does RWT fixe it?
are creeks supposed to have these bright cyan spots? the only conflict RWT has is with SMIM and i also run community shaders, disabling either of those did nothing
Having the same weird teal color spot here and there, maybe an aestetic choice. I'm looking for a solution to have something homogeneous or at least more subtle.
EDIT: i made somes tests, ''Rudy ENB SE for Cathedral Weathers'' seems to be the source of these teal color. Not RWT
Are you running any post processing (such as Community Shaders) or weather mods? We added the slight color in one of the last updates to simulate the water being "churned" by the rapids. In reality, this adds air bubbles the water, which cause it to be a slightly brighter color than the rest of the water. That is what we're simulating here. It seems that some mods that are altering lighting/processing are highlighting/enhancing this color for some reason.
Guys, I have a problem If I install a mod with the Alternative Volcanic Water Color option, the game does not start If I disable this option, everything works fine, what is the problem and how to fix it?
I have something of a very specific request, but in a future update, would it be possible to have this mod set DefaultMarshWater [WATR:00105CC3] (or another marsh water type) as the water type for the cell (-6,22)? This is a specific spot in the marsh (just south of Windstad Manor) that sits under an ice floe. RWT currently doesn't touch this spot, which results in a water seam (as USSEP and other mods set the type as RiverWaterFlow [WATR:01001232]) that's usually hidden under the low-poly ice slush that accommodates the ice floe models. However, if you're using a mod like Skyrim Remastered for ice, that low-poly slush is removed, revealing the seam. I've patched this for myself in xEdit, but I was wondering if it'd be possible for RWT to touch that cell in the future. DefaultMarshWater [WATR:00105CC3] is what I used, since it's what the neighboring cell (-7,22) is set to by RWT.
TL;DR - This mod currently doesn't touch cell (-6,22), Tamriel worldspace, which is usually fine because the resulting water seam is hidden by an ice model, but certain ice mods alter that model in a way that reveals the seam.
I tried for a long time to understand what causes fps drops, at first I thought that the problem was in this mod, but no. This problem is also present with vanilla water. When I look at water, fps drops from 80+ to 57-50 its very visible near riverwood. Disabling reflections does not affect. Please help, I'm starting to go crazy.
upd: I found what was causing the fps drop, but only partially. The grass mod I used created a lot of pebbles under and near the water. I removed the pebbles but the frames still disappear, although not as much.
Hi Is there a chance you can also apply blended water edge to the coastlines up north? I had to use another mod to do that and I think its making some conflict with RWT since water seams are beginning to appear in other bodies of water.
The blended edge is already included in all our waters. It's affected by various things, though, especially fog/weather. This is why there are mods that push the fog away from the player in the exterior, though those come with their own side effects. For the clearest edges, either community shaders or enbseries should be used.
4963 comments
To properly determine if your issue is RWT related:
1) Load the game with nothing but the vanilla plugins, unofficial patch, and RWT.
2) COC into the game (don't load a save because that could be the issue too) and travel to the problem area.
3) Check to see if the issue remains.
This is exactly how we test reported issues. If the issue is resolved, it's a problem on your end. DO NOT post a bug report, you'll be wasting everyone's time! If you require help for these issues, inquire in the POSTS section.
CLEANING
Do not run the meshes through NIF Optimizer! Doing so will break them.
FREQUENTLY ASKED QUESTIONS
Check the ARTICLES tab for answers to frequently asked questions. The is also an article discussing some conflict resolution tips for your patches.
Very observant community members may have noticed a small change on the page; my name being switched out with Isoku's under the "Uploaded by" field. Essentially, RWT has been transferred to my Nexus account. With Isoku more or less in retirement, Captain Cockerel and myself have maintained RWT for several years and will continue to do so. In the event that we wish retire, the mod will be transferred to Step Modifications' Stewardship Service. Essentially, this change puts in place some contingencies to ensure RWT's continued relevance to the community into the future, regardless of author status.
Next, I'd like to ask all authors who have RWT listed as a requirement within their Nexus page settings to review these requirements.
I have visited the majority of the pages. There are several that have RWT listed as a requirement, but do not actually require RWT; presumably due to updates over time. There are also quite a few outdated mods that no long function. For these mods, I would request that you either update or hide/delete them, as they can be confusing for users. It would be nice to have this list cleaned up a bit on our page. Thank you, to those of you do this!
Lastly, I have updated the permissions for RWT to be more clear.
Mods that utilize RWT assets (which still requires written permission), provide alternative water colors/gradients, and/or provide patches for other mods are allowed to use any of the Nexus-provided methods to earn monetary value from these derivative works. So please feel free to opt-in to DP and add donation options to these mod pages.
Any monetary value earned from non-Nexus methods (Creations, Patreon, Discord, etc.) are still prohibited.
Starting with version 5.7 and going forward, Realistic Water Two is compatible with the latest version of Skyrim SE. At the time of this post that is game version 1.6.1130.
The reasoning behind this is that RWT is developed on the latest version of the game. In game version 1.6.1130, Bethesda updated the plugin header from v1.70 to v1.71. This expanded the address range for records and some other changes. Thus, going forward RWT's plugins will have header v1.71, which is automatically attached by development tools.
Running a new header version on an older game version that doesn't support it could lead to unknown issues, including CTDs. Older versions of RWT are still available for use on the Files tab and via Archives, for those that aren't running the latest game version.
GKB Waves Reborn can be compatible, but you'll want to disable the RWT waves in the MCM.
If you haven't experienced the features in RWT before adding these extra mods, I would encourage you to do so. RWT wave are completely redone from vanilla, 3D, and more realistic than the flatter waves from GKB. GKB does fit the shoreline almost perfectly, though.
Furthermore, if I understood correctly the main differences between RWT and WfENB is that your mod is made to work with ENB but it is not required while WfENB requires ENB. Your mod stops the flow of water in ponds and static bodies of water while WfENB doesn't. You recommend to disable sky reflections while WfENB sets distant reflection on true (to disable) in all his presets, so basically the same. Am I missing something?
Cathedral - Water Overhaul and Bug fixes fixed that problem. Does RWT fixe it?
https://imgur.com/7bQy449
are creeks supposed to have these bright cyan spots? the only conflict RWT has is with SMIM and i also run community shaders, disabling either of those did nothing
EDIT: i made somes tests, ''Rudy ENB SE for Cathedral Weathers'' seems to be the source of these teal color. Not RWT
If I install a mod with the Alternative Volcanic Water Color option, the game does not start
If I disable this option, everything works fine, what is the problem and how to fix it?
NVM think i foud it. 'exotic water colors mod'
TL;DR - This mod currently doesn't touch cell (-6,22), Tamriel worldspace, which is usually fine because the resulting water seam is hidden by an ice model, but certain ice mods alter that model in a way that reveals the seam.
upd: I found what was causing the fps drop, but only partially. The grass mod I used created a lot of pebbles under and near the water. I removed the pebbles but the frames still disappear, although not as much.
Is there a chance you can also apply blended water edge to the coastlines up north? I had to use another mod to do that and I think its making some conflict with RWT since water seams are beginning to appear in other bodies of water.