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[LE] Water Activator


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So i am not new to the idea of modding skyrim. I have about 50 mods in my game right now and working on more as i test certain things. I have added a ton of food recipes, but they need tons of salt. So i set off to find a solution to my problem. Well since i am playing the SE not a ton of mods actually worked and the ones that did i didnt like. The ones that did were ones that added salt mining locations. Which sure i could use. However i feel like this isnt a perfect solution. Instead i would like to add the mechanic to where you can boil water at a cooking station and get salt that way. No big deal, make bottles of water cook into 1-2 salt. But Skyrim doesnt have bottles of water natively and even if added by a mod how do you get them? Thus is my issue.

 

I would like to add an activator to all the water in the game that is bigger than a puddle. This activator will allow me to use an empty bottle on the water and get water. I cannot seem to find a way to do this however. I was hoping i could just attach the activator to all the water that is used in the game however this hasnt seemed to work. Anyone have any ideas on how to make this happen?

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If you don't mind that your mod is going to be incompatible with other mods editing water, then you should be able to just edit all water activator base objects and add a name like "Water", then add a script to them that replaces empty bottles with filled ones via event OnActivate.

 

An alternative solution could be to frequently check whether the player is currently in water (have a look at how another person has achieved this) and then replace the bottles with filled ones if he/she is.

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If you don't mind that your mod is going to be incompatible with other mods editing water, then you should be able to just edit all water activator base objects and add a name like "Water", then add a script to them that replaces empty bottles with filled ones via event OnActivate.

 

An alternative solution could be to frequently check whether the player is currently in water (have a look at how another person has achieved this) and then replace the bottles with filled ones if he/she is.

I didnt think of that and i think thats a much better approach. Right now i was trying to change another mod that uses wells (and doesnt work in SE, or with any city mod at least) however a water detection of some kind seems like a much better approach.

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I'm wondering if an activation override perk would work, that way ensuring compatibility with almost everything, and being more reliable.

 

I know activators don't work unless the object has a NAME, but a perk might negate that.

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I'm wondering if an activation override perk would work, that way ensuring compatibility with almost everything, and being more reliable.

 

I know activators don't work unless the object has a NAME, but a perk might negate that.

Again sorry i am new to making mods in skyrim. You mean attaching the activator to a perk? Wouldnt water still need to be involved, attached to water in some way.

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I'm wondering if an activation override perk would work, that way ensuring compatibility with almost everything, and being more reliable.

 

I know activators don't work unless the object has a NAME, but a perk might negate that.

Again sorry i am new to making mods in skyrim. You mean attaching the activator to a perk? Wouldnt water still need to be involved, attached to water in some way.

I made a post here that might be helpful. Just change the conditions of the perk to catch Activator object types. Then add another condition for HasKeyword (iirc water activators have keywords). You might need to add more conditions to catch actual water that isn't an activator.

 

https://forums.nexusmods.com/index.php?/topic/6591656-anyway-to-make-a-script-fire-when-any-book-is-read

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I'm wondering if an activation override perk would work, that way ensuring compatibility with almost everything, and being more reliable.

 

I know activators don't work unless the object has a NAME, but a perk might negate that.

Again sorry i am new to making mods in skyrim. You mean attaching the activator to a perk? Wouldnt water still need to be involved, attached to water in some way.

I made a post here that might be helpful. Just change the conditions of the perk to catch Activator object types. Then add another condition for HasKeyword (iirc water activators have keywords). You might need to add more conditions to catch actual water that isn't an activator.

 

https://forums.nexusmods.com/index.php?/topic/6591656-anyway-to-make-a-script-fire-when-any-book-is-read

 

Sadly there is no keyword for water. I really wish there was because what i can tell this could actually work possibly.

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So I had a quick attempt at doing this and it doesn't seem possible. Most likely because water activators don't have names, but I also couldn't get it to work for cell water. Having looked at other mods that do this they go the automatic route by detecting water dynamically, for the most part.

Edited by B1gBadDaddy
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Yes, objects (at least activators) unfortunately need names to be activated by the player - and therefore neither OnActivate events nor similar approaches like the perk override will work without names.

Edited by wormple12
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Yes, objects (at least activators) unfortunately need names to be activated by the player - and therefore neither OnActivate events nor similar approaches like the perk override will work without names.

As I feared...

 

You could dynamically attach names using SKSE SetName() but it's not reliable and probably creates more work, unless you want to roll up your sleeves.

 

How you'd do cell water is a different story and would need more investigation. Fallout 3 has it so something must be in there leftover.

 

Edit

 

You can also add a name using an Alias. More reliable than SetName(). Actually I'm interested in attempting to make this now..............

Edited by B1gBadDaddy
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