RichWebster Posted May 2, 2018 Share Posted May 2, 2018 (edited) Hmm a better way round might be to check whether the player is standing in water. You can poll for that, say every 5 seconds. Or you could do a fire and forget when you equip the water skin in your inventory, or cast a spell/power, which will check it you're in water. I have some script already for checking this in my animal trapping feature. It's not available natively in the game. Edited May 2, 2018 by B1gBadDaddy Link to comment Share on other sites More sharing options...
Wdrussell1 Posted May 3, 2018 Author Share Posted May 3, 2018 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.............. It looks as though my only recourse is just to make it a recipe for the cook utensils. Just make a 'Fill Bottle' option that turns empty bottles into water bottles and then you turn those into salt. Most of what i have seen requires some sort of detection or an activator. I see that suggestion of the guy up there for detecting if the player is in dagerous water as well as detecting the water level. It might be best to go that way though not overly intuitive to work with. Link to comment Share on other sites More sharing options...
RichWebster Posted May 3, 2018 Share Posted May 3, 2018 (edited) What if you had a power to collect water that when cast would check if you're in water, and then replace any empty bottles in your inventory with special water ones? Edited May 3, 2018 by B1gBadDaddy Link to comment Share on other sites More sharing options...
Wdrussell1 Posted May 3, 2018 Author Share Posted May 3, 2018 What if you had a power to collect water that when cast would check if you're in water, and then replace any empty bottles in your inventory with special water ones?I will have to take a look at it when i get home. (at work) I have been trying to see what would make the most since. I really just wish it were possible to have a local action of the character to interact with water. But without doing an activator its just not possible. What if....just maybe...i combine your idea with a "weapon". Have something like a "scoop" that you equip. You use that to scoop and filter the water. It runs a spell attached to the item to check if you are in water. It then replaces all empty bottles with water bottles. Link to comment Share on other sites More sharing options...
Evangela Posted May 3, 2018 Share Posted May 3, 2018 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.............. Why it's not reliable? I had to add the thing about activators requiring a name to the wiki, since I didn't know that either. Link to comment Share on other sites More sharing options...
RichWebster Posted May 3, 2018 Share Posted May 3, 2018  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.............. Why it's not reliable? I had to add the thing about activators requiring a name to the wiki, since I didn't know that either.It probably needs more varied testing, but when I was doing it on ObjectReferences in the world sometimes the name would disappear. Couldn't pinpoint exactly circumstances, unload etc, so just went with dozens of aliases instead. Link to comment Share on other sites More sharing options...
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