MrPebbles1961 Posted October 3 Share Posted October 3 Hey folks. I'm working on some mods for FNV and, as a GIMP/NifSkope challenge to myself, I've made a water trough for a brahmin (pictured). Initially I tried to create the trough with the water in it, but getting the animation to work was beyond my current skill level, so instead I put the trough into the cell and placed a patch of water I'd made near the top of the trough. I ended up looking great. However, no matter what type of water I use, even ones that say CLEAN, it produces radiation. I've looked at it in xEdit and there's nothing in the data for the water patch that indicates it should be radioactive. Anyone have thoughts on how to correct this? Link to comment Share on other sites More sharing options...
JimboUK Posted October 3 Share Posted October 3 I might be wrong here but I read that the water radiation depends on the region or cell you're in, some areas are radioactive and some aren't. Link to comment Share on other sites More sharing options...
UndeadMartyr Posted October 4 Share Posted October 4 Water is generally defined by the worldspace, secondarily by cell or quad. You'll need to manually edit the water type I think. Alternately there might be a water activator somewhere in the GECK objects, you can spoof this by treating your trough like a faucet perhaps. 1 Link to comment Share on other sites More sharing options...
madmongo Posted October 5 Share Posted October 5 I generally recommend against using placeable water in exterior cells because it can really screw things up if it goes wrong. You might be experiencing one of those bugs and it might be picking up the water type from the cell or worldspace instead of the water type from your placeable water. Landscape water defaults to the default water type defined in the worldspace and defaults to the water height also defined in the worldspace. You can edit those on a cell by cell basis if you want, though. To override the defaults for your cell, load up the exterior cell in the render window, press B to show cell boundaries (to make sure you're on the right cell), then while you have your desired cell in the center of the render window, select World (at the top) and then select Cells... Verify that you are editing the correct cell by comparing the X and Y coordinates for the cell that comes up in the cell form with the X and Y coordinates of the cell you want to edit in the render window. Here you can change the water height for that cell as well as the water type, along with some other stuff like the acoustic space, music type, and a few other options. You might need to place your placeable water again after you've made the change to get it to change to the proper clean water type. Always make a backup of your mod before using placeable water because it can completely screw up the water height and water type in that area of your landscape, which can be difficult if not impossible to fix properly. 1 Link to comment Share on other sites More sharing options...
MrPebbles1961 Posted October 16 Author Share Posted October 16 Thanks for the replies. Sorry I didn't see them until now. I'll look into both of these. I have seen that the water type in this cell (it's in Goodsprings) is Potomac [a holdover from FO3, I assume] and I expect that is irradiated, so I'll try changing it to one of the safe ones and see what that does. Link to comment Share on other sites More sharing options...
laclongquan Posted October 17 Share Posted October 17 (edited) If I remember correctly there's a placeable water that is the size approriate for a bath basin, thus correct size for a water trough too. So I think such placebale water asset would not cause problem because even if the game engine load things incorrectly, its default size is still too small to affect other things. I think, off the top of my head, one example of that is in Goodsprings Source's water troughs. --- On the topic of unexplained radiation, I am using a mod that adding rad whenever I step into water, or certain terrain (like irradiated ground, rubble pile). So even if I step into squeakly clean water of whatever it still irradiated me because that's how the mod modified things. DId you use a similar mod to that? Edited October 18 by laclongquan Link to comment Share on other sites More sharing options...
MrPebbles1961 Posted October 19 Author Share Posted October 19 Quote Did you use a similar mod to that? Not that I'm aware of. I still need to look at the default water in the cell, as that may be set to an irradiated one. I'm just working on another mod at the moment, so I haven't had time to get back to the trough. Link to comment Share on other sites More sharing options...
MrPebbles1961 Posted October 19 Author Share Posted October 19 On 10/4/2024 at 10:02 PM, madmongo said: Landscape water defaults to the default water type defined in the worldspace and defaults to the water height also defined in the worldspace. You can edit those on a cell by cell basis if you want, though. (Sorry I took a while, I switched to working on another mod for a while.) Thanks! This was exactly it. I changed the water in the cell to a clean one, got into the game, and no radiation around the trough. I'm also in an area that has no landscape water, so there's nothing else in the cell that gets changed. Link to comment Share on other sites More sharing options...
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