YouDoNotKnowMyName Posted October 24, 2021 Share Posted October 24, 2021 Good afternoon everybody! Is it possible to disable the "underwater" effect (the visual and audio effect and the "loosing HP after a while") when the player enters a trggerbox and enable it again when the player leaves that triggerbox? Link to comment Share on other sites More sharing options...
RoNin1971 Posted October 24, 2021 Share Posted October 24, 2021 I've been looking into that some time ago, but afaik, its impossible. Anything under a water plane simply counts as water. To a certain depth, then it stops. So if you swim too far down, you'll drop.Of course this doesn't occur anywhere within the game. Inside a custom cell it might be possible to use that, to create a plain of air below water. (I forgot how far down) Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted October 24, 2021 Author Share Posted October 24, 2021 I talking about the exterior worldspace water, not the placed activator water thing. Link to comment Share on other sites More sharing options...
South8028 Posted October 24, 2021 Share Posted October 24, 2021 I talking about the exterior worldspace water, not the placed activator water thing.They seem to be no different. This is the same plane. Just hit the tcl, dive through the Commonwealth under the water level and see where the water ends. I have interiors 500k x 500k x 500k, a sandbox in the form of a complete void. If I place the plane of water manually or in ck, then it does not end where. I can swim to any depth. Link to comment Share on other sites More sharing options...
RoNin1971 Posted October 25, 2021 Share Posted October 25, 2021 It's been discussed before. Something about a custom island with a volcano filled with water. The water wasn't 'deep' enough for that crater....but I can't find the topic anywhere... (wasn't that you too, YDNKMN ?) I think it was Niston who knew a thing or 2 about it. Link to comment Share on other sites More sharing options...
Zorkaz Posted October 25, 2021 Share Posted October 25, 2021 Was it my Sombre Mountain?https://www.nexusmods.com/fallout4/mods/47332 Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted October 25, 2021 Author Share Posted October 25, 2021 It's been discussed before. Something about a custom island with a volcano filled with water. The water wasn't 'deep' enough for that crater....but I can't find the topic anywhere... (wasn't that you too, YDNKMN ?) I think it was Niston who knew a thing or 2 about it.Yes that was me. But that was about making the water in an exterior worldspace "height adjustable" with a script. This question is about trying to make a "non-water" area below the water level of an exterior worldspace. (within a triggerbox) Link to comment Share on other sites More sharing options...
greekrage Posted October 29, 2021 Share Posted October 29, 2021 What i did once was sink the cell water .. and replaced it with MANY small activators that act as cubes (smaller cube less depth etc. ) Link to comment Share on other sites More sharing options...
niston Posted October 29, 2021 Share Posted October 29, 2021 I don't think you can disable the auto water in cells: The Cell script has no property or function to enable/disable it or adjust it's level. Not even with F4SE. But, you could do what greekrage suggested, turn the autowater off (haswater flag I think, not sure offhand) or move it out of the way for the cell in CK. Then place a water activator and resize it as needed.You can then enable/disable that activator from script. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted October 29, 2021 Author Share Posted October 29, 2021 I don't think you can disable the auto water in cells: The Cell script has no property or function to enable/disable it or adjust it's level. Not even with F4SE. But, you could do what greekrage suggested, turn the autowater off (haswater flag I think, not sure offhand) or move it out of the way for the cell in CK. Then place a water activator and resize it as needed.You can then enable/disable that activator from script. I could lower the water of that cell to 20 meters below the "surface" and fill up the "part that has water" of that cell with water activator planes (they are actually boxes).But doesn't placing two water activator "boxes" over each other make the game crash or screw up?Or placing a water activator above actual cell exterior water? Link to comment Share on other sites More sharing options...
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