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XCLW - Water Height in TTWFixes

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khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

XCLW - Water Height in TTWFixes

Post by khumak » Fri Apr 28, 2017 5:04 pm

I was looking through conflict losers in FNVEdit and came across something I thought was odd.  TTWFixes sets XCLW - Water Height to 0 for quite a few cells while the base game and nearly every other mod I've come across sets it to -2147483648.000000.


So if you have a large load order, most if not all of those records from TTWFixes will get reverted but if you are running just TTW by itself you could end up with quite a few cells with what I assume is the wrong water height value.  When I ran across this in Skyrim, the effect was that as you'd hit a certain elevation, visuals would act as if you were under water even though you weren't.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Ignore the water height ones,

Post by RoyBatty » Fri Apr 28, 2017 7:13 pm

Ignore the water height ones, they are useless edits that I didn't clean.


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