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Disable "under water" effect when inside trigger box


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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)

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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.
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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.

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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)

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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.

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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?

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