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How to add animated water to a Bath Tub (Anim Object) for my new animation set


NCK30

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Posted

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.

Posted

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 )

Posted
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.

 

room02.nif room02water.nif clawtub01_water.nif

Posted

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

s1.png.e949e50cb6d6ccf81b546682aa88a4d0.png

Spoiler

s2.png.46f89cebdfc260844f02e17ee6e33c73.png

Spoiler

s3.png.c02c6e187a2692791dc14d30d309cd31.png

 

 

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

Posted
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

s1.png.e949e50cb6d6ccf81b546682aa88a4d0.png

  Reveal hidden contents

s2.png.46f89cebdfc260844f02e17ee6e33c73.png

  Reveal hidden contents

s3.png.c02c6e187a2692791dc14d30d309cd31.png

 

 

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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