About this mod
A water modification that takes full benefit of superior features provided by ENBSeries.
Requirements
This mod doesn’t have any known dependencies aside from the bottom recreation.
Permissions and creditsCredits and distribution permission
* Other person’s property All the property on this file belong to the writer, or are from free-to-use modder’s resources
* Upload permission You are not allowed to addContent this file to different sites underneath any circumstances
* Modification permission You should get permission from me earlier than you may be allowed to change my files to improve it
* Conversion permission You are not allowed to convert this file to work on different video games underneath any circumstances
* Asset use permission You should get permission from me earlier than you are allowed to make use of any of the belongings in this file
* Asset use permission in mods/files that are being offered You aren’t allowed to use property from this file in any mods/files which are being bought, for cash, on Steam Workshop or other platforms
* Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points in your mods if they use my assets
Author notes
This writer has not offered any further notes regarding file permissions
File credits
Thanks to SA547 for kindly providing the patch for Expanded Towns and Cities.
Donation Points system
This mod is opted-in to receive Donation Points
TranslationsTranslations out there on the Nexus
Water for ENB – German (1.71)Water for ENB – Castellano – SpanishWater for ENB – Patch – Midwood Isle Spanish Patch – Parche en CastellanoWater for ENB Turkce TranslationWater for ENB 1.35 Spanish by xlwarrior Mirrors Changelogs
Features
* Displacement assist
* Eliminates most water seams*
* Semi-realistic water transparency
* More tranquil, transparent shore water
* Removes water flow from massive water our bodies
* Maintains vanilla type water move for rivers
* Unique waves for Sea of Ghosts, lakes and rivers
* No glowing waterfalls or whitewater in darkish
* Optional tropical green water shade
* Optional mineral teal water shade
* 4k textures for greatest displacement
* Optional 2k textures for greatest efficiency
* Optional wavy river waters (disables flowmap)
* Optional Waterfalls and Effects Add-On
* Support for iNeed – Food Water and Sleep
Sea of Ghosts waves:
Lake Ilinalta waves:
* The seam between the detailed water and distant water is least outstanding when using the Wavy Rivers option.
NOTE: ENBSeries for Skyrim SSE is required. Please use binary model 0.460 or newer.
NOTE: IT IS NOT RECOMMENDED TO UNINSTALL THE SHADES OF SKYRIM OPTION WITHOUT STARTING A NEW GAME.
Compatibility
Not compatible with any other water modification. Works nice with Depths of Skyrim, although.
Compatible with all legacy wants mods such as the next:
iNeed – Food Water and Sleep
Keep it Clean – A Bathing Mod
Realistic Needs and Diseases 2.zero
TDG’s Wade In Water – Enhanced Edition
For these, please make certain to choose the iNeed set up possibility.
The installer consists of patches for a lot of mods, such as:
* Atlas Map Markers
* Beyond Reach
* Beyond Skyrim: Bruma
* Expanded Towns and Cities
* Falskaar
* Folkvangr
* Half Moon Creek
* JK’s Bannered Mare
* Lakeview Manor Avant Garde EX
* Landscape Fixes for Grass Mods
* MEZF – Missing Encounter Zones FIXED
* Midwood Isle
* Simple Inn Bath
* Vominheim
* Wyrmstooth
Additional patches for USSEP and site mods Millwater Retreat, Moon and Star and Oakwood provided by BloomAndGloom are available here.
The great Flat World Map Framework SSE by pavelk requires patches for full compatibility, and patches for the commonest map types are supplied in the installer. The patches offered by pavelk will work nice as well. In case you employ an FWMF map style that isn’t covered and doesn’t work with the usual FWMF patch (please attempt it, though), please do not hesitate to let me or pavelk know.
A patch for MEZF – Missing Encounter Zones FIXED – All Exteriors Zones is supplied within the installer, courtesy of CosmicSloth0.
CosmicSloth0 provided the following note:
For MEZF, the patch is for the all exteriors model (which you should be using anyway!). I suggest using the MEZF Synthesis patcher to use “disable combat boundaries” flag to the EZs to prevent mob deaggro concern when participant leaves the cell. The Synthesis patcher is out there right here.
Water Customization
The great factor about ENBSeries is that it allows to customise how the water seems to a great extent. A customization option for darker distant water is supplied in the installer for Shades of Skyrim, Nordic Blue and Wavy Rivers. This possibility comes useful in case you regulate the water to be darker by for example growing FresnelMultiplier. The darker distant water option is supplied as a patch, and when used at the side of other Water for ENB patches it’s critical to stick to the following load order (from low to high priority):
Water for ENB (Shades of Skyrim).esp
Water for ENB – Creeks Add-On.esp
Water for ENB – Patch – [any patch aside from FWMF].esp
Water for ENB – Patch – Darker LOD Water.esp
Water for ENB – Patch – [any FWMF patch].esp
Do not belief your mod manager or no matter you use to type load order to get it proper so ensure to verify.
Every setup is unique, an it is just about unimaginable to provide settings that would work 100% great for each so I wholeheartedly advocate you to experiment.
In any case, here are some starting points on your own exploration.
Preset 1 – Light and Opaque:
Spoiler:[WATER]
IgnoreWeatherSystem=true
DisableDistantReflection=true
EnableTemporalAA=true
EnableDispersion=true
EnableCaustics=true
EnableParallax=true
EnableShadow=false
EnableVolumetricShadow=false
EnableCloudsShadow=true
EnableLighting=true
EnableSelfReflection=false
EnableDisplacement=true
EnableTessellation=true
DisplacementQuality=0
Tessellatijavascript-event-stripped0
VolumetricShadowQuality=2
Reflectijavascript-event-stripped1.00
FresnelMultiplier=0.35
FresnelMin=0.30
FresnelMax=1.00
Dispersijavascript-event-stripped0.35
CausticsAmount=0.75
SunSpecularMultiplier=1.00
SunScatteringMultiplier=3.00
SunLightingMultiplier=0.30
WetMultiplier=1.00
WavesAmplitudeDawn=0.50
WavesAmplitudeSunrise=0.seventy five
WavesAmplitudeDay=1.00
WavesAmplitudeSunset=0.75
WavesAmplitudeDusk=0.50
WavesAmplitudeNight=0.25
WavesAmplitudeInteriorDay=1.00
WavesAmplitudeInteriorNight=1.00
BrightnessDawn=1.00
BrightnessSunrise=1.00
BrightnessDay=1.00
BrightnessSunset=1.00
BrightnessDusk=1.00
BrightnessNight=1.00
BrightnessInteriorDay=1.00
BrightnessInteriorNight=1.00
Muddiness=0.90
Preset 2 – Light & Transparent:
Spoiler:[WATER]
IgnoreWeatherSystem=true
DisableDistantReflection=true
EnableTemporalAA=true
EnableDispersion=true
EnableCaustics=true
EnableParallax=true
EnableShadow=false
EnableVolumetricShadow=false
EnableCloudsShadow=true
EnableLighting=true
EnableSelfReflection=false
EnableDisplacement=true
EnableTessellation=true
DisplacementQuality=0
Tessellatijavascript-event-stripped0
VolumetricShadowQuality=2
Reflectijavascript-event-stripped1.00
FresnelMultiplier=1.00
FresnelMin=0.30
FresnelMax=1.00
Dispersijavascript-event-stripped0.35
CausticsAmount=0.seventy five
SunSpecularMultiplier=1.00
SunScatteringMultiplier=3.00
SunLightingMultiplier=0.30
WetMultiplier=1.00
WavesAmplitudeDawn=0.50
WavesAmplitudeSunrise=0.75
WavesAmplitudeDay=1.00
WavesAmplitudeSunset=0.seventy five
WavesAmplitudeDusk=0.50
WavesAmplitudeNight=0.25
WavesAmplitudeInteriorDay=1.00
WavesAmplitudeInteriorNight=1.00
BrightnessDawn=1.00
BrightnessSunrise=1.00
BrightnessDay=1.00
BrightnessSunset=1.00
BrightnessDusk=1.00
BrightnessNight=1.00
BrightnessInteriorDay=1.00
BrightnessInteriorNight=1.00
Muddiness=0.00
Preset 3 – Dark & Transparent:
In most instances it goes to be helpful to make use of the Darker LOD Water choice.
Spoiler:[WATER]
IgnoreWeatherSystem=true
DisableDistantReflection=true
EnableTemporalAA=true
EnableDispersion=true
EnableCaustics=true
EnableParallax=true
EnableShadow=false
EnableVolumetricShadow=false
EnableCloudsShadow=true
EnableLighting=true
EnableSelfReflection=false
EnableDisplacement=true
EnableTessellation=true
DisplacementQuality=0
Tessellatijavascript-event-stripped0
VolumetricShadowQuality=2
Reflectijavascript-event-stripped1.00
FresnelMultiplier=1.00
FresnelMin=0.10
FresnelMax=1.00
Dispersijavascript-event-stripped0.35
CausticsAmount=0.seventy five
SunSpecularMultiplier=1.00
SunScatteringMultiplier=3.00
SunLightingMultiplier=0.30
WetMultiplier=1.00
WavesAmplitudeDawn=0.50
WavesAmplitudeSunrise=0.75
WavesAmplitudeDay=1.00
WavesAmplitudeSunset=0.seventy five
WavesAmplitudeDusk=0.50
WavesAmplitudeNight=0.25
WavesAmplitudeInteriorDay=1.00
WavesAmplitudeInteriorNight=1.00
BrightnessDawn=1.00
BrightnessSunrise=1.00
BrightnessDay=1.00
BrightnessSunset=1.00
BrightnessDusk=1.00
BrightnessNight=1.00
BrightnessInteriorDay=1.00
BrightnessInteriorNight=1.00
Muddiness=0.00
Preset 4 – Dark & Opaque:
In most circumstances will in all probability be useful to make use of the Darker LOD Water possibility.
Spoiler:[WATER]
IgnoreWeatherSystem=true
DisableDistantReflection=true
EnableTemporalAA=true
EnableDispersion=true
EnableCaustics=true
EnableParallax=true
EnableShadow=false
EnableVolumetricShadow=false
EnableCloudsShadow=true
EnableLighting=true
EnableSelfReflection=false
EnableDisplacement=true
EnableTessellation=true
DisplacementQuality=0
Tessellatijavascript-event-stripped0
VolumetricShadowQuality=2
Reflectijavascript-event-stripped1.00
FresnelMultiplier=1.00
FresnelMin=0.10
FresnelMax=1.00
Dispersijavascript-event-stripped0.35
CausticsAmount=0.seventy five
SunSpecularMultiplier=1.00
SunScatteringMultiplier=3.00
SunLightingMultiplier=0.30
WetMultiplier=1.00
WavesAmplitudeDawn=0.50
WavesAmplitudeSunrise=0.seventy five
WavesAmplitudeDay=1.00
WavesAmplitudeSunset=0.seventy five
WavesAmplitudeDusk=0.50
WavesAmplitudeNight=0.25
WavesAmplitudeInteriorDay=1.00
WavesAmplitudeInteriorNight=1.00
BrightnessDawn=0.10
BrightnessSunrise=0.10
BrightnessDay=0.10
BrightnessSunset=0.10
BrightnessDusk=0.10
BrightnessNight=0.10
BrightnessInteriorDay=0.10
BrightnessInteriorNight=0.10
Muddiness=0.00
For reference, this is also how my [UNDERWATER] part is currently arrange:
Spoiler:[UNDERWATER]
IgnoreWeatherSystem=true
EnableCaustics=true
HighQualityCaustics=true
CausticsAmount=3.zero
TintAmount=1.65
Note that there is no such thing as “right” settings because it’s all right down to individual preferences and other mods (mainly the weather mod) you’re using.
Waterfalls and Effects
When using the Waterfalls and Effects Add-On, you possibly can regulate the brightness and color of waterfalls and associated effects with LightingIntensity and AmbientIntensity parameters beneath [PARTICLE] section in enbseries.ini. In basic, I’ve found that for greatest visible results, you want to use larger AmbientIntensity and lower LightingIntensity during daytime and vice versa for night-time. But like always, your mileage could vary so it’s best to easily play with the parameters to search out out a great stability for the given preset and climate modification you are utilizing.
Water Seams
When installed appropriately, there ought to be practically no major water seams in the detailed water with Water for ENB.
This is how the “infamous” Solitude water seam the place the river meets the ocean ought to look like with WENB (looking immediately at it):
If you are seeing odd water seams displaying up, likelihood is you have an issue along with your load order (WENB not given excessive enough priority) or you have an active mod that reverts SSE specific updates to the XCWT (Water) information. The latter is particularly likely to occur with mods ported over from LE, or SSE mods that the authors of have used old LE mods as a base, whether their own or someone else’s. Adding an insult to the injury is the fact that some mods include bogus edits, so sometimes the wrongdoer can be almost impossible to find without manually inspecting the cell records. However, all just isn’t misplaced: there’s a great script that automates this course of for you:
Water Fix Script
To use it, merely launch xEdit, select all besides the Bethesda masters, USSEP if relevant, and Water for ENB (because these you don’t wish to touch), after which run the script. It will appropriate the XCWT information to match those from Bethesda masters and USSEP, fixing the seams stemming from ported LE mods in a single go.
Blacksmith/Horse Trough
Water for ENB doesn’t function assist for blacksmith trough water, mainly as a end result of I assume there are already a few very good choices out there and it doesn’t make sense to create yet one more duplicate modification, just causing compatibility points. If you’re not comfortable with working with xEdit and scripts, I recommended the following turnkey resolution:
Blacksmith Forge Water Fix
If you know how to use scripts and wish to create your personal patch, I recommend the following excellent script:
Blacksmith Forge Water Fix xEdit Script
Shore Waves
For waves, I really helpful the next great mod by GaKnomboe:
GKB Waves
Frequently Asked Questions
Waterfalls are too bright especially at night time.
Adjust LightingIntensity and AmbientIntensity parameters within the [PARTICLE] section.
Water seems too darkish and not like in your screenshots.
This is most likely caused by how Water Multiplier parameter is ready by the weather mod you are using. If you like to not change your weather mod or modify it, as a workaround you’ll find a way to strive rising Brightness and Muddiness parameters underneath [WATER] in enbseries.ini, and if these alone does not yield satisfactory results, carefully enhance ReflectionAmount in small steps. Increasing Muddiness and decreasing ReflectionAmount may even give the water extra colour but the finish end result will differ depending on the preset and weather mod, and too drastic adjustments will make the water appear dull.
Water animation isn’t smooth and there’s this odd kind of jittering and/or pixelated noise.
For smoother animation and fewer jittering, set up 4K water textures.
Performance takes a noticeable hit when using the mod.
Try lowering the quality of displacement and tessellation by growing (higher is lower) DisplacementQuality and TessellationQuality parameters in enbseries.ini. You can go as a lot as 2, with 2 being the bottom quality. Using 2K maps may also help however notice that artifacts will begin appearing especially when taking a glance at water up shut.
Water has a shiny edge at shoreline.
If your water edge is simply too bright as on this image:
Reduce CausticsAmount within the [WATER] section.
Water is glowing at night time.
If your water looks like this at night time:
Reduce BrightnessNight in the [WATER] part to this kind of an effect:
Some sort of black artifacts (“tears”) seem on the waves.
Make certain to replace to 1.48 or newer.
Water is too transparent or not transparent enough.
Adjust Muddiness underneath [UNDERWATER]. Higher value will make water less transparent, and decrease more transparent. Do not set to zero.0.
Note that distant LOD water doesn’t have transparency, meaning that setting Muddiness to a really low worth for transparent water will end result an abrupt seam between detailed water and distant water. Because of this, it is usually finest to depart Muddiness to 1.zero or no less than very close to it.
An odd-colored wave follows my character when walking in shallow water.
Reduce SunScatteringMultiplier underneath [WATER].
A very apparent seam can been seen between the high-detail water and LOD water.
If your distant water looks one thing like this:
It’s greater than likely that something is overwriting Water for ENB in your load order, the worldspace data specifically.
When everything is set up correctly, the seam should be pretty tough to notice except zooming in shut:
Alexanderman95 provided one other set of screens that does a great job at illustrating the problem:
For further fine-tuning, you may also try to set DisableDistantReflection=true underneath [WATER] to see whether it improves the transition.
Underwater is completely clear.
Make positive the following parameter in SkyrimPrefs.ini is about as follows:
[Imagespace]
bDoDepthOfField=1
Water reflection may be very blocky.
The following parameter in SkyrimPrefs.ini ought to improve the quality of display screen house reflections with the expense of minor performance toll:
[Display]
iReflectijavascript-event-stripped1
Thanks to Guzio for serving to out with waterfall meshes when motivation was dwindling.
Thanks to Fuzzlesz for alerting me about the normal map coordinate area issue.