SenpaiMuffin Posted July 1, 2019 Share Posted July 1, 2019 To be clear; I'm trying to make a small interior cell that requires the player to drain the water inside of it first, before progressing further on. The closest thing I've seen to this (if it can even be compared) is Thicket Excavations, and the water draining had to happen without the player being there (however this does show that water levels can be changed). However actively raising and lowering water was present in Skyrim, so perhaps it made it's way into Fallout 4. This specific cell wouldn't contain much more area to it since it would only be an entry point, but for detail and impression I'd like to know if it's possible to adjust the water level height actively, and then let the player proceed once the water has reached a certain unit height, or a certain amount of time has passed. Link to comment Share on other sites More sharing options...
hereami Posted July 1, 2019 Share Posted July 1, 2019 (edited) Try looking into a quest, related to Graygarden. There's a pump station and you have to drain the water step by step. If i remember correctly, water level even had visible movement. Edited July 1, 2019 by hereami Link to comment Share on other sites More sharing options...
ElPolloAzul Posted July 1, 2019 Share Posted July 1, 2019 You can refer to the water plane (it is usually a placed object) and translate it down (e.g. TranslateTo, SetPosition) by script.This is the approach I used in my Bilgeplump mod, which I was actually inspired to make by a private mod I had made for Morrowind many years ago (there as in I think Oblivion, the water was based only on which cell you were in, and in the former, there was a script command for moving this at runtime). Others would probably think I derived inspiration from the Weston Water Treatment plant, or the Dwemer ruin in Dragonborn (Nchardak?). Link to comment Share on other sites More sharing options...
DiodeLadder Posted July 1, 2019 Share Posted July 1, 2019 Hello SenpaiMuffin, You first need to create a water plane (activator) with "movable" as a keyword. Then you can do TranslateTo or TranslateToRef on it by attaching a script to it, Link to comment Share on other sites More sharing options...
SenpaiMuffin Posted July 2, 2019 Author Share Posted July 2, 2019 You can refer to the water plane (it is usually a placed object) and translate it down (e.g. TranslateTo, SetPosition) by script.This is the approach I used in my Bilgeplump mod, which I was actually inspired to make by a private mod I had made for Morrowind many years ago (there as in I think Oblivion, the water was based only on which cell you were in, and in the former, there was a script command for moving this at runtime). Others would probably think I derived inspiration from the Weston Water Treatment plant, or the Dwemer ruin in Dragonborn (Nchardak?). This seems to be an exact idea of what I'd like to accomplish, plus adding a raise feature could even further add more detail into the interior I have in mind (I never did get to the Greygarden quest since I wasn't much for settlement quests at all). However,I'll be sure to check this out and let you know how things go when looking into this. And yes, it was Nchardak in Dragonborn. If I remember right even Mournhold had an active water level feature that I looked into long ago, but I never figured it out. Link to comment Share on other sites More sharing options...
hereami Posted July 2, 2019 Share Posted July 2, 2019 Hm, that Nchardak is actually mentioned here DN151_MovableWater and DN_158_MovableWaterScript scripts. Quest is DN151 - Troubled Waters. Always wanted to put'em for good use...BilgePlump looks to be pure evil : ) In open world (or anywhere) does it detect a pit to be "floodable" among landscape (if that's ever possible)? Link to comment Share on other sites More sharing options...
niston Posted July 4, 2019 Share Posted July 4, 2019 You may also take a look at my mod "Forest Grove Water Lock". You'd be interested in the script "FGS_PumpController.psc". You can give it a bunch of water planes, set height levels for flooded/drained state and adjust the pumping speed. Then either call .Flood() or .Drain() to move the water plane(s). It'll raise an event when it's done. Support for sound effects is there as well. It uses the same technique (TranslateTo()) as the MovableWater script from the weston treatment plant quest, but it's less of a marvel of complexitytechnology and thus a bit easier to use for the job at hand. Feel free to reuse the PumpController script, but I ask that you please rename it if you do so! Link to comment Share on other sites More sharing options...
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