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Posted 20 hours ago

Woodland Scenics Realistic Water 16 oz, 473.2 ml (Pack of 1)

£9.9£99Clearance
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ZTS2023
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Creeks have been updated to use the calmwater.DDS texture for a more detailed and smoother overall appearance. fxwaterTile03_n.DDS has been removed due to this change. Updated the flow maps for cells where we fixed the in/out flows from lakes and reversed Treva River. (v3 - v3.0.4) Updated the Whiterun Dragonsreach waterfall hue to a more blue colour. Thanks for the suggestion, reg1st3r.

Note: The Darker Gradients optional will be updated in due time. You may not need it now if you were using it before due to effects being made less bright in this version by default. Please also refer to the description on how to reduce brightness of effects if you are using an ENB, if you haven't already. Lake, pond, river and ocean water are a bit more blue. In a mountainous region like Skyrim, water should be fairly cold. Colder water limits the growth of freshwater algae and other plant particles, which tends to give water its greenish hue. Ocean and river water are now bluest followed by lake, pond then marsh water. Keep in mind this mod was balanced with vanilla lighting so other lighting mods will affect the color. New waterType created that is a duplicate of the pond water style but with the default RWT colors. (v3 - v3.0.4) This is Realistic Water Textures revived and remade from scratch. New water surface textures were carefully crafted in an attempt to imitate the fluid motion of water. Lake, pond, river and ocean water are now visually and aurally distinct from each other. Various water effects have also been modified.Updated all water types with new water surface textures generated from a high resolution 3D water simulation for superb realism. (v4.0.0) Large waterfalls have been sped up animation-wise, retextured and more splash particles have been added. Waterfall mists have more volume. All done via mesh and texture edits. THIS LIST IS NOT NECESSARILY ALL-INCLUSIVE; listed mods are definitely required, but there may be more needed as well.

Splashes that appear below city waterfalls and near rapids have been totally overhauled. They now feature churning splash particles instead of unconvincing flat (vanilla) geometry. Cleaned up the shallows for all waters a bit more, which means shallows will be a bit clearer. (v3 - v3.0.4)If you do not use 'Splashes of Storms' and want the hand-placed ripples, do nothing. The ripples will be enabled by default. All waters were once again refined and changed to better suit the new textures introduced in v4, thus all 3rd party watercolor mods will require updates

Fixed a water seam at the Solitude harbor/marsh transition location, at the Ivarstead river and at the Wyrmstooth river. Users will have to regenerate DynDOLOD for at least the Tamriel worldspace to carry these changes forward into their game. Fixed all the river in/out flow transitions from the all lakes by use of waterType and flowmaps. (v3 - v3.0.4) New custom waterType for the tundra streams that bend and flow, which allows for much better visuals and faster flow speed Patches between mods, watercolor mods, and gradient mods require no permissions. Create and upload as you see fit.Added sound effect sliders to the default game menu (Settings>Audio). You can now adjust the volume for any of the new sound effects from this mod. Changed the pool of water outside Twilight Sepulcher from dirty to clear to match the creek (v3.1.2) The lake and ocean water surface texture has had its depth reduced by 25%. This change should improve blending between distant (LOD) water and the higher detail close water across the board. This change could effect ENBs for any that are using high values to produce larger waves. Such ENBs could see a slight reduction in wave height and may need to re-compensate with slightly higher values. It shouldn't be too noticeable, though. Some waters were redesigned in how they differentiate from one another, thus making them more distinct

Restored vanilla occlusion data to the records that were missing such data. Users should generate this data using xLODGen. (v3 - v3.0.4)Changed fxwhitewater02.dds: brightness and transparency reduced to fit better with the new general foam changes There are no special instructions since this is a script-free mod. Just make sure you completely uninstall all files before updating. Altered the area in cell 10,-1 (near Whiterun) to remove one water pane causing issues with ENBs. (reported on ENB forums) Incorporated the fix for culling data, which fixes some distance water cells not rendering. Credit to "Hexaae/rolloLG" for the original fix.

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