saintgrimm92 Posted April 8, 2021 Share Posted April 8, 2021 (edited) I've built a waterway dungeon for a mod I'm working on that's very layered. In one area, I have a hallway underneath a room that's filled with water. When going under that room, the palyer swims instead of walks. Here's a screenshot of the problem area in the CK; the separate hall going down underneath the water on the top left: Is there anyway to stop the hallway from being under water in-game? Or is it just a set rule that you can't build dry areas anywhere underneath a water plane?EDIT: going to go ahead and re-route that path to go around the water, but would still like to know if it's possible to make dry areas under water planes for future reference. Edited April 8, 2021 by saintgrimm92 Link to comment Share on other sites More sharing options...
maxarturo Posted April 8, 2021 Share Posted April 8, 2021 If you mean, example: - Having a pool on the second floor of a house, and the water to not affect the room right beneath the pool. Then you have 2 options: A) Make 2 separate cells, one for each floor. B) Create your own "Water Activator" and define yourself the water's area of 'Underwater Influence'. To do this you need to edit the meshe's "bhkSimpleShapePhantom" which holds the "Underwater Influence". Go To: bhkSPCollisionObject V bhkSimpleShapePhantom V bhkTransformShape V bhkBoxShape > Dimensions = X, Y, Z After you have define the "Area of Influence", you also need to move the whole "bhkSPCollisionObject" to the "Water Plane". * When you edit the Z Dimension the whole box moves on the Z axe. Now you only need to add the mesh as a new object into CK. * The picture you posted don't really help to understand your issue, i just guessed. Have a happy modding Link to comment Share on other sites More sharing options...
NexusComa2 Posted April 8, 2021 Share Posted April 8, 2021 In general no. Things underneath the water are underwater. You may be able to get pools to work. There are a few around the kit. Link to comment Share on other sites More sharing options...
saintgrimm92 Posted April 8, 2021 Author Share Posted April 8, 2021 Thanks both! I've already got it re-routed now, but I'll try to remember that before building something else a unique in this way! Link to comment Share on other sites More sharing options...
AnishaDawn Posted April 9, 2021 Share Posted April 9, 2021 (edited) I got a theory. It's technically an activator and thus an object. So you can try disabling it when you're within distance of the place you want the area to be dry out - this might "turn off" the associated underwater influence. You'll have to somehow fake the transition though so it doesn't look uh...hacky? Like how the player will "blink" if MoveTo is called on it and the player is not moved too far to cause a load screen.Edit: Max's method avoids scripting which might be better if you don't want to test my theory. Edited April 9, 2021 by AnishaDawn Link to comment Share on other sites More sharing options...
saintgrimm92 Posted April 9, 2021 Author Share Posted April 9, 2021 (edited) I got a theory. It's technically an activator and thus an object. So you can try disabling it when you're within distance of the place you want the area to be dry out - this might "turn off" the associated underwater influence. You'll have to somehow fake the transition though so it doesn't look uh...hacky? Like how the player will "blink" if MoveTo is called on it and the player is not moved too far to cause a load screen. Edit: Max's method avoids scripting which might be better if you don't want to test my theory.It doesn't show the water until I'm inside of it. So in theory I could make a trigger box in the hallway that sticks out past the water just a little and call an ontriggerenter event, disable.(), and ontriggerleave event, enable.(). But it's rerouted now, I'll try to keep this option in mind if ever build a similar cell as well. The visual for the water itself didn't appear until the camera was actually in the water. If I just stood at the edge, but inside the water, it looked like my character was just floating/swimming in the air . But moving further down the hallway would cause the camera to take on the effect of being under water as well. So there wouldn't be anything to see being disabled, as long as the trigger box hung far enough out of the water to call the script. Edited April 9, 2021 by saintgrimm92 Link to comment Share on other sites More sharing options...
NexusComa2 Posted April 12, 2021 Share Posted April 12, 2021 I've actually messed around with water quit a bit. You can have many bodies in the same area but they will not line up with each other. The best I've ever got was: you couldn't see the difference but your character catches a breath between bodies. Under all bodies always filled with water also. But, there are pools and I don't think it would be all that hard to create a rectangle pool the size you would need. Time to pull out NifSkope and start messing around using a pool as your example. Link to comment Share on other sites More sharing options...
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