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It's definitely something I would have never expected and especially astonishing considering the humble beginnings of Water for ENB. In the beginning, it was essentially just a tech demo with not much more than a couple of texture assets hastily cobbled together to take advantage of the new ENBSeries features with a few water tweaks here and there, thrown in for a good measure. Come to think of it, I'm actually surprised that we've come so far and that's all thanks to everyone who have used Water for ENB, provided feedback and pushed me forward to improve it.
I run a huge modlist (1000+) so I'll not submit a bug report, and I'm not even sure this is a "Bug", it might just be Skyrim being a fossil at this point.
Does this look.. expected? When I go to water level, it darkens to what it should look like. For reference, this is looking towards Darkwater Crossing / Mistwatch from upper Darkwater pass.
EDIT: I downloaded 2.06 on 11th of June, installing shades of Skyrim. I use CS, and.. woah dat changelog. Is it safe for me to update from 2.06 and maybe install the darker LOD option? Would I need to re-gen DynDOLOD or would I be good? Cheers!
(btw this mod has been welded to my LO since 2021. Absolute banger, and I'm stoked to see CS updates!)
Thanks for using my mod, happy to hear you've found my mod worthy since a long time!
You mean the water is brighter than expected? Is that with the Shades of Skyrim CS? If not then I guess it's as expected since the non CS versions are tuned for ENB and may look wrong for CS in most cases. Darker LOD Water option won't make a difference since it only affects the distant lod water.
To he honest the first thing I noticed are those dark things which definitely look odd.
That's the thing! The water darkens when I get closer, aligning with the "dark" waterfalls. It might be the angle and such. I'll update and see if the CS adjustments help. :)
Right, I re-combobulated everything and re-did the synthesis patching, the works. New particle waterfalls are a GAME CHANGER.
Colours are way better, and the only thing I can notice is the LOD colour that doesn't match the closer up water (in this case it's way darker). But is this just a side effect of using shades of skyrim?
As for the distant lod water, you should check how it looks for larger bodies of water like Sea of Ghosts. The game engine only allows one type of lod water per worldspace and for the rivers in particular it's a compromise because I have prioritized the larger bodies of water.
Hi mindflux! first of all, THANK YOU so much for this amazing mod and all the dedication and work you constantly put in it. It never leaves my load order and I love the flexibility that comes along with it as well!!
I just have a persistent issue that I can't seem to fix nor track the cause. So in Riverwood there is this square-shaped seam/colour inconsistency on both sides under the watermill as shown in the screenshot. I tried many solutions, including running the Synthesis patcher (which is amazing btw because it solved another water seam/colour issue in Riverwood and Riften Docks that bugged me for a while) and disabling all the mods that touch Riverwood in general to no avail.
If it's not an issue with the recent updates could you possibly explain to me how I can check better for conflicts in that specific area under the watermill (perhaps with xEdit)? I believe it has something to do with the rapid water but I'm not sure. I'm using the clear creek patch in the FOMOD, and the INI preset for Dark and Transparent for the enbseries.ini by the way.
Thank you so much, happy to hear my mod has earned its place in your load order! Without users, my mods are nothing.
As for the issue, I can you give you straightforward steps on how to check if you know how to use xEdit at least somewhat.
1. To get started, launch xEdit and load in your whole load order (just keep smashing enter). 2. Once everything loaded in, type "00009713" without quotes to the search field at the top left corner and hit enter. 3. In the cell properties (right pane), inspect the "XCWT - Water" record. In this pane your load order goes from left to right so the rightmost plugin is the one from which the record that is used by the game is coming. If you're using Shades of Skyrim, it should read "RiverwoodWaterFlow" and if it's something else it's wrong. You can also check the adjacent cell 00009712, it should be the same.
Thank you for your reply and guidance! I'm using Shades of Skyrim option, and I checked the records and everything seems fine since the rightmost entry says 'RiverwoodWaterFlow'. However, the only thing that is different from the Water for ENB entry is the ID in between the brackets 'RiverwoodWaterFlow[WATR:CA01B057]' vs 'RiverwoodWaterFlow[WATR:01001232] from the Synthesis.esp.
Perhaps there is something else I'm not seeing so I attached 2 screenshots from both cells in xEdit:
Thanks but wait, for 00009713 the XCWT records shows "RiverWaterFlow" coming from the Synthesis patch which is not right. Also you have wrong records for the DynDOLOD and Occlusion plugins which indicates that your load order has not been correct (Water for ENB not taking priority) when you have generated lods.
I see!! so could this mean that the incorrect record in the Synthesis patcher is caused by the inconsistency in records of Dyndolod and Occlusion ESPs as well? Worth to note that I did reinstall Water for ENB and used a different preset after generating lods so that could have been the cause for the incorrect records in Dyndolod and Occlusion right? Regenerating the LODs and rerunning Synthesis afterwards would be the solution?
I'm planning to regenerate them soon of course once I'm completely settled with tree mods, town overhauls, and troubleshooting their conflicts, since I generate for all the seasons and it takes me a long time (4 hours for 60+ GB dyndolod output xD). I was certain that I did the correct load order for WENB prior to generating LODs after doing quite a lot of reading. Just to double-check though what would be a correct load order before using DynDOLOD? to be on the safe side.
It's possible but in that case you have gotten it the wrong way around. The correct workflow is that you perfect your load order and make sure it contains all the appropriate patches including the Synthesis ones in the correct order, check that everything looks fine and as you want in-game (usually you do this while building your load order of course) and only then run DynDOLOD as the absolutely last step. Only that way DynDOLOD can forward the correct records based on your load order.
Switching to or away from Shades of Skyrim will break the DynDOLOD output (and of course the Synthesis patch as well) so doing that would require regenerating lods. Switching between the other plugins is fine as is going from one Shades of Skyrim variant to another.
I see that makes perfect sense! Thank you so much for your explanation! I will rerun everything later on when my load order is finally complete, and I will see if that fixes the seam. I appreciate you mindflux! Have a lovely day <3
Not saying it's WENB, but maybe it could be a combination with WAVY Waterfalls and Restless Dead? This particular log happened instantly upon exiting Dragonsreach.
Just out of curiosity, why on ENB dll 0.499? it's been updated to 0.503, 0.499 is from last summer, so you are missing a lot of optimizations and new features in ENB, you don't have to, but you should update, as a lot of stuff that needs it, also gets updated for mods to work better with the new binaries as they come out to take advantage of the new features.
I've been suffering from the same crash log as you for the past few weeks, but it seems to be stable now.The BGSWaterCollisionManager problem seems to be an error caused by a mismatch between the water in DynDOLOD and the water in the area.Some people seem to be able to fix it by recreating DynDOLOD.In my case, it was difficult to investigate because I didn't have DynDOLOD installed, but the CTD stopped when I removed the waterfall-related mod and the mountain compatibility patch mod, which also included the DynDOLOD folder and meshe, so I suspect that the CTD was caused by this meshe conflicting with the water in the area. (There is a difference in updates between the original mod and the patch, so it may be a problem due to version differences.)I wrote this in the hope that it will help solve the CTD investigation, even if only a little.
Hi mindflux, I recently got a few random crashes about `BSWaterShaderMaterial` and `BSWaterShaderProperty`, I wonder if they could be related to your mod? I'm using Community Shaders and Shades of Skyrim for CS. It happened a few times around Whiterun, but it also happened at Ivarstead and Winterhold. It's not a definite crash so I cannot reproduce it reliably. Here are some crash logs:
These crashes all happen at the same memory address, and the stack top is always `BSWaterShaderProperty`. I'm also using some other mods related to water: GKB Waves Reborn, Natural Waterfalls, Splashes Of Skyrim, Splashes of Storms, and WAVY Waterfalls Effect. Do you think your mod could be the cause?
Alright, thanks for the quick reply! It's kinda hard to debug such a randomly occuring issue so I'm not sure where to start. Will report back if I have any update.
Hmm, you are right, I didn't notice the ShadowSceneNode before. Maybe I should just play as normal to gather more crash logs and see what's in common. Thanks for the help!
Dear sir i have no idea what Voodoo you use but you inadvertently fixed an issue in Rayek's end i had for the longest, in the alchemy lab, the 2 pipes coming out from the wall always looked like black goo with a slight tint of the color, not sure which one it was, but after updating WENB and installing the new waterfalls ( i think this was it) it just looks lovely, will post to show you.
Thank you mindflux, for all you do for this community to enjoy this game a little bit better!!!
Btw: I cleaned up the screenshoots in case you was wondering like: damn I know I do a good job, he likes it, is happy for it, and I'm flattered, but geez, I think 6 copies of the same screen is a bit much.... lol The site is acting weird, didn't even show a loading bar so wasn't aware that every time I tried, it actually uploaded it.
Oh almost forgot, the changelogs goes up to 2.10 with the 2 changes for calmer water, that I would like to actually try. Is it a place holder for the upcoming update, or a mistake?
Hah yes, thanks for cleaning up those screenshots. I did actually notice the dupes myself too but didn't want to jump the gun and start deleting them right away since like you noticed Nexus is sometimes acting weird and I could have accidentally deleted legit screenshots.
The calm water option is already done and I will update the mod tonight so you can give it a go.
6721 comments
It's definitely something I would have never expected and especially astonishing considering the humble beginnings of Water for ENB. In the beginning, it was essentially just a tech demo with not much more than a couple of texture assets hastily cobbled together to take advantage of the new ENBSeries features with a few water tweaks here and there, thrown in for a good measure. Come to think of it, I'm actually surprised that we've come so far and that's all thanks to everyone who have used Water for ENB, provided feedback and pushed me forward to improve it.
I'm sincerely grateful to you so thank you.
I run a huge modlist (1000+) so I'll not submit a bug report, and I'm not even sure this is a "Bug", it might just be Skyrim being a fossil at this point.
Does this look.. expected? When I go to water level, it darkens to what it should look like. For reference, this is looking towards Darkwater Crossing / Mistwatch from upper Darkwater pass.
EDIT: I downloaded 2.06 on 11th of June, installing shades of Skyrim. I use CS, and.. woah dat changelog. Is it safe for me to update from 2.06 and maybe install the darker LOD option? Would I need to re-gen DynDOLOD or would I be good? Cheers!
(btw this mod has been welded to my LO since 2021. Absolute banger, and I'm stoked to see CS updates!)
You mean the water is brighter than expected? Is that with the Shades of Skyrim CS? If not then I guess it's as expected since the non CS versions are tuned for ENB and may look wrong for CS in most cases. Darker LOD Water option won't make a difference since it only affects the distant lod water.
To he honest the first thing I noticed are those dark things which definitely look odd.
Colours are way better, and the only thing I can notice is the LOD colour that doesn't match the closer up water (in this case it's way darker). But is this just a side effect of using shades of skyrim?
Thanks again!
As for the distant lod water, you should check how it looks for larger bodies of water like Sea of Ghosts. The game engine only allows one type of lod water per worldspace and for the rivers in particular it's a compromise because I have prioritized the larger bodies of water.
I just have a persistent issue that I can't seem to fix nor track the cause. So in Riverwood there is this square-shaped seam/colour inconsistency on both sides under the watermill as shown in the screenshot. I tried many solutions, including running the Synthesis patcher (which is amazing btw because it solved another water seam/colour issue in Riverwood and Riften Docks that bugged me for a while) and disabling all the mods that touch Riverwood in general to no avail.
If it's not an issue with the recent updates could you possibly explain to me how I can check better for conflicts in that specific area under the watermill (perhaps with xEdit)? I believe it has something to do with the rapid water but I'm not sure. I'm using the clear creek patch in the FOMOD, and the INI preset for Dark and Transparent for the enbseries.ini by the way.
As for the issue, I can you give you straightforward steps on how to check if you know how to use xEdit at least somewhat.
1. To get started, launch xEdit and load in your whole load order (just keep smashing enter).
2. Once everything loaded in, type "00009713" without quotes to the search field at the top left corner and hit enter.
3. In the cell properties (right pane), inspect the "XCWT - Water" record. In this pane your load order goes from left to right so the rightmost plugin is the one from which the record that is used by the game is coming. If you're using Shades of Skyrim, it should read "RiverwoodWaterFlow" and if it's something else it's wrong. You can also check the adjacent cell 00009712, it should be the same.
Perhaps there is something else I'm not seeing so I attached 2 screenshots from both cells in xEdit:
00009713 cell:
https://i.postimg.cc/qq2b4cGV/Screenshot-2025-06-29-194739.png
00009712 cell:
https://i.postimg.cc/yNM9yMFB/Screenshot-2025-06-29-200229.png
I truly appreciate your patience with this matter!
And no worries, always up for helping if I can.
I'm planning to regenerate them soon of course once I'm completely settled with tree mods, town overhauls, and troubleshooting their conflicts, since I generate for all the seasons and it takes me a long time (4 hours for 60+ GB dyndolod output xD). I was certain that I did the correct load order for WENB prior to generating LODs after doing quite a lot of reading. Just to double-check though what would be a correct load order before using DynDOLOD? to be on the safe side.
Switching to or away from Shades of Skyrim will break the DynDOLOD output (and of course the Synthesis patch as well) so doing that would require regenerating lods. Switching between the other plugins is fine as is going from one Shades of Skyrim variant to another.
Not saying it's WENB, but maybe it could be a combination with WAVY Waterfalls and Restless Dead? This particular log happened instantly upon exiting Dragonsreach.
Looking the log more closely it does seem like The Restless Dead is somehow related to the crash so I would first test without it.
https://pastebin.com/MNn7Kf9X
https://pastebin.com/fZcn0EU0
https://pastebin.com/GzEW83fL
These crashes all happen at the same memory address, and the stack top is always `BSWaterShaderProperty`. I'm also using some other mods related to water: GKB Waves Reborn, Natural Waterfalls, Splashes Of Skyrim, Splashes of Storms, and WAVY Waterfalls Effect. Do you think your mod could be the cause?
The two others have NiCamera in the callstack too so I believe they might be related.
If you look it up you can find a lot of theories surrounding the ShadowSceneNode crash but alas, no exact reason for it is known.
Thank you mindflux, for all you do for this community to enjoy this game a little bit better!!!
Thanks for appreciating my work, you're very welcome as I'm very happy to hear my mod has made the game better for you.
I'm still working with the new waterfalls so you can expect more improvements to them in the future.
And thanks for sharing the screenshots too! I always enjoy seeing those a lot.
The site is acting weird, didn't even show a loading bar so wasn't aware that every time I tried, it actually uploaded it.
Oh almost forgot, the changelogs goes up to 2.10 with the 2 changes for calmer water, that I would like to actually try.
Is it a place holder for the upcoming update, or a mistake?
The calm water option is already done and I will update the mod tonight so you can give it a go.
Is this mod compatible with RW2 ?
Thanks,
It's not a bad suggestion at all so I will look into it.
Thank you!
I love your work and there is no modlist without your stuff :)