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Disable "under water" effect when inside trigger box


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Ok, that works. Kind of.

 

Sometimes you need to jump while swimming up through the multiple "water planes" and it really looks weird because when you are underwater and look up (or on the surface and look down) you can see lots of rectangles (the water planes).

But it works to keep an area "underwater" free from water while still having water below it.

 

(I wanted to make an underwater base that had a opening in the bottom where you can swim in and out)

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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?

 

Yes they are cubes/boxes which is why i suggested many but not on top of each other i meant next to... Then the size of the cubes also defines our depth... As for leaving the under water base by swimming out i suggest a load door that you make look like an airlock and teleport out into the water so that the transition looks more natural...Instead of walking into a wall of water...that doesnt spill in...

 

"Light bulb!! "

What if you made a staircase that goes down INTO water (like entering a pool )...and have submarine type door that opens into the water /ocean... This way youre already underwater via stairs so it looks normal..(it could even have a small tunnel after the stairs if you need to cover distance depending on where your outer walls are... )

Edited by greekrage
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Instead of walking into a wall of water...that doesnt spill in...

 

I was planning to have the "exit" at the bottom of the structure.

 

About the "realism" of this:

 

If the air pressure inside of the structure is the same as the pressure of the water at the point of the opening, then no water will get pushed inside the structure.

Kind of like a diving bell works.

 

If you have no idea what I am talking about:

Fill your sink (or a bucket or whatever) with water and then take an empty glass and push it down into the water with the opening downwards.

It will not fill with water, because the air inside gets "trapped".

 

 

But yes, I think I will do something with load doors, maybe "inivisible doors", I already have something in mind ...

Edited by YouDoNotKnowMyName
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Instead of walking into a wall of water...that doesnt spill in...

 

I was planning to have the "exit" at the bottom of the structure.

 

About the "realism" of this:

 

If the air pressure inside of the structure is the same as the pressure of the water at the point of the opening, then no water will get pushed inside the structure.

Kind of like a diving bell works.

 

If you have no idea what I am talking about:

Fill your sink (or a bucket or whatever) with water and then take an empty glass and push it down into the water with the opening downwards.

It will not fill with water, because the air inside gets "trapped".

 

 

But yes, I think I will do something with load doors, maybe "inivisible doors", I already have something in mind ...

 

you didnt get my "wall of water" example... I meant a door opening vertically and walking into a "wall of water "not on the floor.... Take your diving bell and open up one of the observation windows on the wall for example ...will the water spill in ? ;)

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