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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.
Yes, it works fine with standard CS. This is a CS addon that adds particle effects to things like water, clouds, etc, improving the visuals even further.
Unfortunately, it won't look right as is. The modder said patch-making should be fairly straightforward for fellow modders, though:
Making patches yourself is also rather simple, if not laborious. The short answer & general rule is:if Effect_Light is set to 1, set Uniform_Scale to 1, set External_Emittance to 0 and finally increase the Lighting Influence to 255.The long answer/technical details:For an effect mesh (or particle system) to receive shadows it must have the Uniform_Scale flag set. Most of these effects meshes also have the External_Emittance flag set, which essentially overrides the incoming lighting with whatever the effect lighting colour is set to, causing meshes to glow if their surroundings are not equal to or brighter than the emissive value. There is one more optional element to making the effects/particles look good, and that is lighting influence. This is the factor by which the final lighting colour is lerped from the effect colour set by the weather, to the actual 'lighting' colour. Generally I set this to the maximum (255) for the most pronounced effect, but sometimes this can stray far from the artistic vision that an effect may be used in, so it is worth playing around with this value. It is worth noting though that this can make some effects much less visible (such as the steam coming from cracks in the ground in the volcanic tundra, or ground fog/mist inside really dark interiors. This is presumably why the developers had originally set these meshes/particles to emissive, as it is the easiest way to get the colour you want.
I noticed a color separation when the river splits in two upon reaching Riverwood. World Space : Skyrim [6] Cell : -4, -14 [8] I'm using the 2.04 version of Water For ENB and ENBSeries 0.503. I hope it helps. Thanks again for your work. :)
My mistake, FingerPost Fast Travel.esp must be placed after Atlas Map Marker.esp as recommended by its autor. But Loot places Atlas Map Markers.esp after Water For ENB.esp by default, and doing that FingerPost Fast Travel.esp conflicts with Water For ENB.esp. To solve it, I placed Atlas Map Markers.esp and FingerPost Fast Travel.esp above Water For ENB.esp. That's it. :)
Flag this to the LOOT team on their Discord and they'll investigate and update LOOT order if possible. LOOT gets most of the info from xEdit so if you find something before the xEdit team then letting them know is the easiest way to fix for everyone.
Thanks for adding support for Community Shaders particles! I also wanted to thank you in general for your regular updates and very active help to people in the comments. I just don't have words to express my admiration and gratitude for such a long and wonderful support of your mod
- Skyrim Landscape and Water Fixes 8.5 : the Landscape and Water Fixes - Patch - LFfGM.esp works well in combination with Water for ENB. - Since the 8.9 version : there is a seaming on the path approaching the tower leading to Bleak Falls Barrow.
Spoiler:
Show
CELL: 3, -10
I tried some load orders and to avoid that, the best is to move the esp below Water For ENB.esp and Water For ENB - Patch - Landscape Fixes for Grass Mods.esp, but in that case there is a water seaming at Ilinalta Lake. Since it's not a logical load order, I'm not suprised and I can say it's not a good solution.
Do you think there is something to do to combine SLWF 8.9+ and Water For ENB ?
I also informed WizKiD because when I first tried the solution of moving the esp, I thought everything was correct but I didn't notice the water seaming at Ilinalta Lake.
6480 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 have little problem with Bruma Patch.
SSEEdit
Start: Checking for Errors
[00:00] Checking for Errors in [FE 1C8] Water for ENB - Patch - Beyond Skyrim.esp
[00:00] CYRBiomeTesting "Todd Howard" [WRLD:0B060B7D]
[00:00] WRLD \ XLCN - Location -> [0B0DB0E3] <Error: Could not be resolved>
[00:00] CYRTestWorld "Funland" [WRLD:0B0717AE]
[00:00] WRLD \ XLCN - Location -> [0B0DB0E3] <Error: Could not be resolved>
[00:00] BSHeartland "Tamriel" [WRLD:0B0A764B]
[00:00] WRLD \ XLCN - Location -> [076036AD] <Error: Could not be resolved>
[00:00] Done: Checking for Errors, Processed Records: 14, Errors found: 3, Elapsed Time: 00:00
That said there shouldn't be a major discrepancy as far as I have seen.
https://www.nexusmods.com/skyrimspecialedition/mods/147270
Thanks in advance
Thanks for your vote of confidence!
Unfortunately, it won't look right as is. The modder said patch-making should be fairly straightforward for fellow modders, though:
Thanks, I will investigate when I have time.
I noticed a color separation when the river splits in two upon reaching Riverwood.
World Space : Skyrim [6]
Cell : -4, -14 [8]
I'm using the 2.04 version of Water For ENB and ENBSeries 0.503.
I hope it helps.
Thanks again for your work. :)
I checked and it seems fine at my end so what you have there is likely a mod conflict.
But Loot places Atlas Map Markers.esp after Water For ENB.esp by default, and doing that FingerPost Fast Travel.esp conflicts with Water For ENB.esp.
To solve it, I placed Atlas Map Markers.esp and FingerPost Fast Travel.esp above Water For ENB.esp.
That's it. :)
LOOT gets most of the info from xEdit so if you find something before the xEdit team then letting them know is the easiest way to fix for everyone.
I'll do it.
Have anyone experience with this kind of seam near Riften ?
https://i.imgur.com/FMhEESm.jpeg
I noticed a color discrepancy at this location,
https://www.imgcc.cloud/image/Y2MJen
https://www.imgcc.cloud/image/Y2MFTi
I'm afraid there's still a slight seam but at least it should be much less prominent now.
I don't know if you could help me but who knows ?
- Skyrim Landscape and Water Fixes 8.5 : the Landscape and Water Fixes - Patch - LFfGM.esp works well in combination with Water for ENB.
- Since the 8.9 version : there is a seaming on the path approaching the tower leading to Bleak Falls Barrow.
CELL: 3, -10
I tried some load orders and to avoid that, the best is to move the esp below Water For ENB.esp and Water For ENB - Patch - Landscape Fixes for Grass Mods.esp, but in that case there is a water seaming at Ilinalta Lake.
Since it's not a logical load order, I'm not suprised and I can say it's not a good solution.
Do you think there is something to do to combine SLWF 8.9+ and Water For ENB ?
I also informed WizKiD because when I first tried the solution of moving the esp, I thought everything was correct but I didn't notice the water seaming at Ilinalta Lake.
Thanks in advance for your help. :)