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Water Sound for MWSE-Lua - simulate water sound when colliding with generic fake animated water meshes

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Water Sound for MWSE-Lua

This mod should simulate water sound when colliding with generic fake animated water meshes having _water or water_ or dg-wt_ strings in mesh name (e.g. the ones used for TR Akamora rivers)

It should work also with MAO

Known glitches:
there may be a small delay before hearing the sound the first time you enter the water mesh,
a compromise to avoid using rayTest too often

Tweaks: you can tweak these settings on top of main.lua file

-- begin tweakables
local slowPlayerInFakeWater = 2 -- 0 = disable slowing player in fake water, 1 = slow while walking/running, 2 = slow also while flying
local includeActivators = true -- set it to false to disable detection of activators
local minDepth = 104 -- Minimum depth to trigger sounds
local waterLayerVolume = 0.8 -- fake water layer sound volume. Default 0.8 0 = disabled
local underwaterVolume = 0.8 -- fake water dive sound volume. Default 0.8 0 = disabled
local subBase = 128 -- base speed multiplier when wading water
-- end tweakables

Note:
OAAB Data fake water meshes break compatibility with mods using MWSE-Lua raytest to detect meshes.
If you have Tamriel_Data installed and you care about this mod working more than you care about being able to fetch things
under OAAB fake water meshes, you can use the optional mesh replacer provided by this mod
which is using TR fake water meshes instead (more faithful to the originals by Dongle,
they still work with raytesting)