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Posted

https://skyrim.nexusmods.com/mods/46915/?

 

By Anamorfus (author of ELFX).

 

I can't copy the description on tablet for some reason... Will add that later.

 

Edit: I know tech... :P

 

Mod description

 

Enhanced Wetness and Puddles brings more wetness to the harsh lands of Skyrim, it will give your coasts a more wet feeling by adding many new wet meshes such as boxes, barrels, tree trunks and thousnads of decals around the coast waters. The point of this mod is to bring more dramatic and impressive looking as well as adding some realism. 

- New wet meshes such as barrels, boxes, tree trunks and many rock meshes that didn't have a wet version.

- Adds wet looking decals to all Skyrim coast and created a few to simulate puddles in many areas.

- Uses SMIM, USKP and Mindflux Meshes so you don't have to worry about that.

- No FPS loss and no scripts.

They might not fit in too well with vanilla mountains/rocks though. I didn't find them particularly appealing at the pictures either. The dark wet contrast with the grey of vanilla is too much.

 

In-game I found them to match up much better with modded mountain slabs. I tried them with Vivid Landscapes - Rocking Stones and Mountains Parallax, AOF & Alternative Rock and Mountains 4K_2K_1K and watery Rock. Especially with Alternative Mountains, which already have a slightly more wet look than default, they fit in well. 

 

It is also dependent on which lightning mod/enb/sweetfx you use, as either of them can increase or reduce the shiny effect. 

Posted

Descriptions should be of the user's (you) own words and not copied from the Nexus. In your own words, you should tell us a brief description of the mod, why you like it, why you use it, why you're posting it here, etc etc etc.

 

Most of the images looks like shiny plastic goodness. Not really a good thing. How's it look in-game?

Posted

I love the idea. The screens look great to me, but others will have their own opinions. One thing that worries me though is the memory impact all these decals will have on a given environment. The decals are static, so if the author is judicious about it it might be fine. Combined with a lot of high res texture mods though, if there are literally thousands of them in the game, it might be too much for the engine to handle. Something to note if this mod ever goes to testing.

Posted

Any one decal only has to be loaded into memory once.. so memory wise its not a problem.

The problem is if it has to render them on and off all the time, like fire impacts from spells etc. Since then it has to access the memory every time it needs to place it... for static objects then they are just loaded once upon a cell load so it should not be as bad.

Posted

New version: 0.3 - Reduced Rocks specular strength by 50%.

 

 

The new version  makes them less dark and less shiny. It's still WIP apparently but I tried 0.3 ingame and it looks more natural. 

Also, they don't look good on screens... in-game the wet effect is pretty nice. Just try it under the bridge when you type "coc whiterun".

Posted
I don't like it. The rocks look too much like playdo' date=' or clay someone shaped into rocks and then threw in the river. bluish grey clay.[/quote']

I agree that without the right rock texture, they could really stand out. They stand out in the video.

Posted

It is really hard to create a specular texture, and place it next to a non specular one and have it look really good...

My main issue with this type of textures is that the cutoff is too strong between the specular and non specular textures...

Sadly it would be a bit too much work to go and change all surrounding textures so that the transition was more smooth.

  • 6 months later...
Posted

Well, I don't know what version 0.3 looked like, just found out about this mod and it looks totally brilliant. Haven't tried it in-game but here's some shots from the mod page:

 

Posted ImagePosted ImagePosted ImagePosted Image

 

Really, how cool is that?!

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