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Detect object in water


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Hey guys, without SKSE64 is it possible to detect if an object is in water? In Oldrim I spawn a tiny actor and use SKSE IsSwimming(). Is there a native papyrus way, even if messy?

 

Rich

Edited by B1gBadDaddy
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I thought I had a solution but it seems to not work right.

It involved in checking for activators(water is an activator after all), but working with the FormIDs and having to pass them to array, causes an issue when casting the form to an objectreference after finding the activator through FindClosestReferenceOfTypeFromRef().

Maybe you can figure out your own thing. Here's the FormIDs for every wateractivator I recorded, except for the last 2(I think). It's in order. (water1024 onward)

0x0003AC83
0x000D19F4
0x00074EE9
0x00015428
0x0010AD2F
0x00106A21
0x00106A25
0x0010CAC9
0x000CC7B8
0x000CC7B3
0x0010CACD
0x000C1D44
0x0010CAC7
0x0010CAC4
0x00062A60
0x0007E627

0x000E41D6
0x001063A9
0x000E717D
0x00107FC5
0x0010CAC1
 0x000F4572
0x0010CACB
0x000713C5
0x00085FCC
0x000CC7B9
0x000CC7B5
0x00106E56
0x00108AFD
0x000CC7BA

0x000CC7B6
0x00108B01
0x000FD0CB
0x000FD0CC
0x00041B4D
0x0009727E
0x000FD0D7
0x000FE091
 0x000FD0DC
0x0010DE14
 0x0010DE15
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