RichWebster Posted May 30, 2017 Share Posted May 30, 2017 (edited) 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 May 30, 2017 by B1gBadDaddy Link to comment Share on other sites More sharing options...
RichWebster Posted May 31, 2017 Author Share Posted May 31, 2017 This might be useful https://www.creationkit.com/index.php?title=Passing_Conditions_to_Papyrus I'll try using a quest alias. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted June 3, 2017 Share Posted June 3, 2017 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 Link to comment Share on other sites More sharing options...
RichWebster Posted June 3, 2017 Author Share Posted June 3, 2017 Thanks mate, might be useful. Link to comment Share on other sites More sharing options...
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