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

£9.9
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Woodland Scenics Realistic Water 16 oz, 473.2 ml (Pack of 1)

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

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Changed the pool of water outside Twilight Sepulcher from dirty to clear to match the creek (v3.1.2) Fixed all the river in/out flow transitions from the all lakes by use of waterType and flowmaps. (v3 - v3.0.4) Meshes overhauled to use new gradient effects for finer control over different mesh effects (tint, saturation, etc.) without the need to edit the meshes. (v3 - v3.0.4) New water option provides an alternative color for the Volcanic water, for those users who don't like the vanilla color You may not use this mod or anything included within this mod for any monetary purposes without written permission. This includes, but not limited to: donations, alternative monetary currencies (aka Donation Points), pay portals, member only access (i.e., Patreon Subscription-only access, Discord-only access, etc.), etc.

MarkarthWaterFlow: increased wave UVs to give the water the appearance of more body and realign the water so it it flows better Brightness tweaks have been made to some of the custom water effect gradient textures. (v3 - v3.0.4) content MUST be primarily about or showcasing RWT (comparison videos, screenshots, showcase videos, etc.)

New RNAM data has been regenerated on the ESM using Sheson's updated xEdit script (300+ refs; prevents large reference bugs) Fixed the transparency of the foam for thin waterfalls by adding more brightness and reducing contrast on the 'fxfluidtile01.dds' texture and adjusting the gradients. This fixes the issue on the Whiterun waterfalls so they appear to reach the ground. (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. 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.Now that lake, pond and ocean water are separated, it's possible to give them unique, ambient sound effects. Ponds are silent. Lakes and oceans have gentle, gurgling, steady waves. To match the quality and volume of the new sounds, the river ambient sound effect was replaced as well. If RealisticWaterTwo - Waves.esp is installed, all waves from Dragonborn will now have a crashing water sound effect (unfortunately not perfectly synced). The volume of the new sound effects can be configured through the default game menu (Settings>Audio). Finally, the volume of waterfalls and rapids has been increased. Rivers and creeks are the only bodies of water with an obvious flow direction. It was strange seeing lake, pond and ocean water flowing only in one direction and by definition lakes and ponds don't flow. Instead, they will appear to ripple and bob in place to emulate the vertical movement of real life, standing water. Fixed a bug on "fxcreekflatlarge.nif" where most of the water currents were accidentally disabled. (v3 - v3.0.4) 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 water activator at (34,-26) to correct water within a small pool. Also moved it up to create a larger pool. Updated a bunch of effect textures to reduce brightness, improve transparency and to add more clarity. 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.Cleaned up the shallows for all waters a bit more, which means shallows will be a bit clearer. (v3 - v3.0.4) Archived a bunch of old mod versions and updated their metadata. These archives are no longer supported and are archived for reference only. Fixed water seam at lake/river transition near Guardian Stones (0,-14) & (0,-15) caused by the flowmaps (thanks DocRoberts) Particle bar shows a number of particles on the scene. The maximum is 5000 and the default framerate is 40fps. If the frame rate is lower than 30fps the bar is greyed out.

Carried forward edits from the DLCs, bug fixes from the Unofficial Patches, mesh improvements from SMIM and the Skyrim Particle/Subsurface Scattering Patch. Let this mod overwrite everything--including other HD texture mods. New waterType created that is a duplicate of the pond water style but with the default RWT colors. (v3 - v3.0.4)Animated waves have been updated to look less bright, look softer and to blend better with the water surface. Updated many gradient textures to reduce brightness and improve transparency on certain effect meshes. The logic I mostly followed in placing them is simple: is there a large expanse of primarily open, deep water where wind-powered waves can build up before breaking towards the shore? If yes, then there will most likely be a large wave there. Looking at the waves already on Solstheim, it appears Bethesda followed the same logic. RealisticWaterTwo - Waves.esp is required for the wave sound effect to apply to all waves.



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