NCK30 Posted February 10, 2021 Posted February 10, 2021 Hi, Do anybody know how to add animated water with collision to a Bath Tub? I know Goma Pero pulled it off in Goma Pero Land (Room to the left with shower/bath in the Lost City). It's for my new animation set "Hot Tub". It would make the set much better.
blank_v Posted February 10, 2021 Posted February 10, 2021 I don't know how GP made it because i was never using his GP Land ( i downloaded it but then i just deleted it ) but You can easly make it with simple TranslateToRef Function ( Papyrus script ) Here is example of one of my Scripts: Spoiler Scriptname QLG_SimpleScript_SwitchTranslate extends ObjectReference ObjectReference Property PositionA Auto ObjectReference Property PositionB Auto Float Property Speed Auto Bool Property StartPose Auto Bool Pose Event OnInit() Pose = StartPose If( Pose ) TranslateToRef( PositionA, 999 ) Else TranslateToRef( PositionB, 999 ) EndIf EndEvent Event OnActivate( ObjectReference QRef ) If( Pose ) Pose = false TranslateToRef( PositionB, Speed ) Else Pose = true TranslateToRef( PositionA, Speed ) EndIf EndEvent ; TheEnd Maybe upload GIF or Vid... but if by "Animated Water" u mean water that move UP / DOWN you can do that with script but u will also have to edit collision layer in NifSkope ( but im not sure about that... maybe u dont have to... - or just use same water as in last Thief Guild quest Bethesda )
NCK30 Posted February 10, 2021 Author Posted February 10, 2021 2 hours ago, God of Chaos said: I don't know how GP made it because i was never using his GP Land ( i downloaded it but then i just deleted it ) but You can easly make it with simple TranslateToRef Function ( Papyrus script ) Here is example of one of my Scripts: Reveal hidden contents Scriptname QLG_SimpleScript_SwitchTranslate extends ObjectReference ObjectReference Property PositionA Auto ObjectReference Property PositionB Auto Float Property Speed Auto Bool Property StartPose Auto Bool Pose Event OnInit() Pose = StartPose If( Pose ) TranslateToRef( PositionA, 999 ) Else TranslateToRef( PositionB, 999 ) EndIf EndEvent Event OnActivate( ObjectReference QRef ) If( Pose ) Pose = false TranslateToRef( PositionB, Speed ) Else Pose = true TranslateToRef( PositionA, Speed ) EndIf EndEvent ; TheEnd Maybe upload GIF or Vid... but if by "Animated Water" u mean water that move UP / DOWN you can do that with script but u will also have to edit collision layer in NifSkope ( but im not sure about that... maybe u dont have to... - or just use same water as in last Thief Guild quest Bethesda ) I have admitted a video of what I mean. Notice the ripples as I move in the water and the splash when I jump. That is what I mean by animated water. This is from the "Forgotten Temple - Temple Bathroom". I have also admitted Goma Pero's Nif files from the room. The water nif sets the height of the water. But my Nifskope gives me an error when I try to open water files. "Unknown Property : BSWaterShaderProperty" So I don't think that Goma used scripts to do it. I can't say for sure though. See room02.nif and room02water.nif. Another author called "Insanity" also did it this way with some bathtubs. But his water nif file gives me the same error. See clawtub01_water.nif. Water Collision.mp4 room02.nif room02water.nif clawtub01_water.nif
blank_v Posted February 10, 2021 Posted February 10, 2021 So can't u just use Water Plane?... Object Windowd -> World Objects -> Activator -> Search for "Water1024" That is water that u can place anywhere like every other object ;x... Idk how GP made it but thats how i made it in for example Sausan Hotel, my very old modern world mod... i simply placed Bath and then placed Water in my bath :x... I can open those NIF Files with no error Spoiler Spoiler Spoiler Spoiler Maybe install lastest NIF Skope version?... In skyrim You already have Circle and Square shape water so u can just use Bethesda water so just grab water and move it to Render Window ;x... //Edit: ofc. how water look, its flow, reflections, mud etc. you change in WaterType in WorldData Here you also change ImageSpace when player is underwater and You can change textuers
NCK30 Posted February 10, 2021 Author Posted February 10, 2021 37 minutes ago, God of Chaos said: So can't u just use Water Plane?... Object Windowd -> World Objects -> Activator -> Search for "Water1024" That is water that u can place anywhere like every other object ;x... Idk how GP made it but thats how i made it in for example Sausan Hotel, my very old modern world mod... i simply placed Bath and then placed Water in my bath :x... I can open those NIF Files with no error Hide contents Reveal hidden contents Reveal hidden contents Reveal hidden contents Maybe install lastest NIF Skope version?... In skyrim You already have Circle and Square shape water so u can just use Bethesda water so just grab water and move it to Render Window ;x... //Edit: ofc. how water look, its flow, reflections, mud etc. you change in WaterType in WorldData Here you also change ImageSpace when player is underwater and You can change textuers Thanks for helping me. My problem is that this is for SLAL animations that calls for an Anim Object. Not a new World Space. The Bathtub is not at a fixed location. So the only time I use the Creation kit is when I add the Anim Object. Then I start the animation in Sexlab as a furniture animation. This means that the Anim Object follows the player wherever he starts the animation. I could also open the files in Outfit Studio. Did You use 3DS Max when opening the files? - Maybe the error in Nifscope has no effect. Object Window -> World Objects -> Activator -> Search for "Water1024" - I found this in Creation Kit. But how do i get water in an Anim Object?
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