In addition to the fix, the fact that you mention how you did it on the description page taught me how to make my own patches for inappropriately bright objects. Thank you so much for freeing me from years of mild annoyances!
I'm a couple weeks late but sadly that's not possible unless they've changed rules on including assets in the download. Edit: Replied to old comment just to maybe be wrong, I saw similar mods, *maybe* mesh replacements are allowed. My bad.
I tried my hand on a patch for RWT. I asked Techangel about getting permissions to share, so I'll wait for now. If I get permissions, I could send them over to wSkeever to host it here, if they want to. I'm not sure if I made a mistake in copying the records over appropriately, but it looks quite fine in my game, I THINK. It can look a bit weird without ENB on my end.
EDIT: Upon rereading the permissions, I've noticed this written down detail. And since all I did was simple number edits for a few meshes, I would consider that to be a mod patch, I believe, and therefore should be ok to share.
No permissions are required for creating and uploading mod patches, including watercolor plugins.
I hope it's ok to ask this. I absolutely have to have this mod in my game. It's like a miracle. But while I can see that there are conflicts, I'm not experienced enough to know why they matter in particular. Is there something I should look at to see what makes the mods "incompatible"? You seem to have done a great job for your own game.
Realistic Water Two modifies a lot of water meshes to either change the texture paths, add splash particle effects nodes, or both. That's only two things among many tweaks within the meshes. One of the biggest ones I saw is that it changes some waterfall meshes from BSLighting to BSEffect, essentially changing a big component of the mesh. These changes complements their textures too, so that many water effects will look layered and, in some ways, look better and more realistic.
From what I understand, if you install this mod and overwrite RWT's meshes, the waterfall may look REALLY weird. That's probably because it doesn't have the layering effects from RWT anymore, while still using that mod's texture changes (which, I remind you, is designed for the changes brought in the water meshes). On the flip side, if you let RWT overwrite this mod's meshes, then you lose wSkeever's fixes on the conflicting meshes.
What I did was going through every single conflicting files and applying the changes that wSkeever laid out in the mod descriptions into RWT meshes. 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.
I hope this answers your question. My recommendations would be to install this mod and overwrite RWT, and check how it looks like in your game. Best case scenario, you may not notice anything weird and may like the result.
Thank you so much for your reply! I did in fact decide to pull this out until I figured out what I was seeing - an odd look to some of the big splashes - and that's probably exactly what was causing the odd look. I have had the older "Bright Waterfall Fix" for a long time and I really dislike what it does to the water during daylight - what is supposed to be a thundering waterfall looks like a trickle because it's been darkened so much.
I LOVE what this mod does to nightime waterfalls. It's perfection. But RW2 is what works best for the rest of my game sooooo I will just keep an eye on developments :) Thanks again!
@crunkless Last time I tried that patch, the waterfalls didn't look really right in my game. As Baakay said, it affects daytime waterfall quite badly in some cases.
Upon rereading the permissions, I've noticed this written down detail. And since all I did was simple number edits for a few meshes, I would consider that to be a mod patch, I believe, and therefore should be ok to share.
No permissions are required for creating and uploading mod patches, including watercolor plugins.
I didn't touch the dyndolod files. RWT didn't have such a thing being overwritten by this mod, so Dyndolod should simply use the ones provided in this mod anyway.
EDIT: Nope. I'm sure it's something with my particular setup but I was getting some truly bizarre bright blue segments just before each waterfall. It was definitely worth trying, though, and I appreciate it!
Unfortunately, no matter how good is a waterfalls fix for RWT: The Dyndolod 3.0 resources will screw up everything, if you use Dyndolod (because will sum the emissives from every layer of every nif in a particular way). If you don´t use Dyndolod, it´s ok. No problems. A complete solution needs to change Dyndolod Resources too. I tried it and failed.
Really nice work on the RWT-port, Mur4s4me. From some minimal testing, it works well for me.
@Lockwoodbr: so you're saying DynDOLOD users will still get bright waterfalls at night as soon as we're using LOD objects, i.e. viewing from a distance? If so, should that not be an issue for the original mod (Water Effects Brightness and Reflections Fix) as well as for Mur4s4me's RWT version?
Also, could we not simply hide/delete the relevant files in DynDOLOD resources, to ensure that only the files from this mod are read?
@darksynth0 I don't use the mod and their permissions are also restrictive, so no. Sorry.
@HamsterSensei12 I am unsure about the whole Dyndolod thing. I am using Dyndolod 3 and my GIF screenshots was done with that installed. I have no issues.
EDIT: I will eventually make a dedicated mod page for this tweak, with the blessing of Techangel and Sparrowprince.
@Poacher886 I will but no ETA. You can still install through vortex though. Just download the file, open Vortex, go to your mods tab, and drag-drop in the box at the bottom.
Is there a way to turn down the amount of color the waterfalls get from light? This looks great a lot of the time but sometimes the waterfalls and streams look a little too colorful, like too blue in nights with blue lighting. If there's a simple way to desaturate the lighting received that should fix it for my setup but I don't really know nifscope or how nifs work very well. Love your mods, wSkeever!
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Is there any conflict with the MOD above? Or a complete replacement?
Edit: Replied to old comment just to maybe be wrong, I saw similar mods, *maybe* mesh replacements are allowed. My bad.
EDIT:
Upon rereading the permissions, I've noticed this written down detail. And since all I did was simple number edits for a few meshes, I would consider that to be a mod patch, I believe, and therefore should be ok to share.
- Install Realistic Water Two
- Install Water Effects Brightness and Reflection Fix, and overwrite the former
- Install my patch, and overwrite all previous files.
Cheers.From what I understand, if you install this mod and overwrite RWT's meshes, the waterfall may look REALLY weird. That's probably because it doesn't have the layering effects from RWT anymore, while still using that mod's texture changes (which, I remind you, is designed for the changes brought in the water meshes). On the flip side, if you let RWT overwrite this mod's meshes, then you lose wSkeever's fixes on the conflicting meshes.
What I did was going through every single conflicting files and applying the changes that wSkeever laid out in the mod descriptions into RWT meshes. 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.
I hope this answers your question. My recommendations would be to install this mod and overwrite RWT, and check how it looks like in your game. Best case scenario, you may not notice anything weird and may like the result.
However it doesn't have the reflection fixes
I LOVE what this mod does to nightime waterfalls. It's perfection. But RW2 is what works best for the rest of my game sooooo I will just keep an eye on developments :) Thanks again!
I prefer the results here IMO.
- Install Realistic Water Two
- Install Water Effects Brightness and Reflection Fix, and overwrite the former
- Install my patch, and overwrite all previous files.
Cheers.EDIT: Nope. I'm sure it's something with my particular setup but I was getting some truly bizarre bright blue segments just before each waterfall. It was definitely worth trying, though, and I appreciate it!
@Lockwoodbr: so you're saying DynDOLOD users will still get bright waterfalls at night as soon as we're using LOD objects, i.e. viewing from a distance? If so, should that not be an issue for the original mod (Water Effects Brightness and Reflections Fix) as well as for Mur4s4me's RWT version?
Also, could we not simply hide/delete the relevant files in DynDOLOD resources, to ensure that only the files from this mod are read?
@HamsterSensei12 I am unsure about the whole Dyndolod thing. I am using Dyndolod 3 and my GIF screenshots was done with that installed. I have no issues.
EDIT: I will eventually make a dedicated mod page for this tweak, with the blessing of Techangel and Sparrowprince.
EDIT: Uploaded.
Amazing. Thanks.
It's why I was asking about possible nif tweaks.
Update: Switched from Obsidian Weathers to Wander and this is no longer an issue