*Lots of stuff.*
It also works well with MGE animated kelp.
How does one get animated kelp?
As for the thing about night-time darkness, I actually considered adding that to this mod. But I thought it may be possible to just edit your INI water settings somehow for this. (With MGE) If not it would be pretty easy to make a blindness effect which gets a applied during certain times of the day when the player is underwater.
That is Bjorns height script I think. It works out the users height, which is important, as else you can't work out where the users head is.
Yep. I thought it only did this the first time though, so It's not really to annoying. It may be possible to do it without the boxes but I only looked at the scripts for that a little. I actually find that a bit annoying myself too. :lmao:
Is there a way to not have the HUD blur? :unsure:
I do not believe it is possible. I asked about it in the MGE thread, so we will have to see if it's possible for them to make the HUD and such be rendered over the shaders. I know there are quite a few HUD related commands in http://morrgraphext.wiki.sourceforge.net/HUD+functions#Hl. I just don't really understand what any of them do, to be honest.
Too bad you couldn't get the menus to not be blurred, but I suppose that's a problem with how MGE handles this kind of shader, I know that when I tried bloom or HDR shaders, the menus would also give off a glow as well as the things that should.
Well, the effect urns off when in the menus. It's just the HUD stuff that you get a blur with.
Edit: Oh, and thanks for all the kind comments everyone!