Tip how to add spell and perk from mod to humans and creatures - in WaterBehavior_DISTR.ini paste next lines: Spell = 0x000012C6 - WaterBehavior.esp | ActorTypeNPC Perk = 0x0003833D - WaterBehavior.esp | ActorTypeNPC Spell = 0x000012C6 - WaterBehavior.esp | ActorTypeCreature
Maybe i missed something, but i think it works for me
Oh, that can be done easily. Use HasPerk("WaterBehavior.esp"| 0x03833E) condition in DAR if you want to set up different animations while wading in water.
O! really?) I know all the conditions for the DAR. I mean the animation file) Or does this animation already exist? I mean a special animation that will show that you are walking in water or in viscous sand, as in GTA 5 for example. This would contribute to immersion even more than just a change in speed.
No, I'm not an animation maker so you would need to select one from another mod and place it in the DAR folder under the condition specified above. When the character enters water he/she will start using them.
any idea if it's possible to make this work with Underdog's dive into water jump animation? tried both HasMagicEffect("WaterBehavior.esp" | 0x038340) / HasPerk("WaterBehavior.esp"| 0x03833E) conditions, but i guess something is missing? His orginal condition in SSE is HasMagicEffect("WadeInWater.esp" | 0x000d62)
also apparently bethesda was going for poisonous swamps in skyrim?
This mod will: - reduce movement speed by 30% when walking in water (water walking spell works normally) - increase armor weight x10 when swimming in water (weightless armor perks will nullify this)
Are these values configurable somehow in the script? I don't see the mod description page mentioning an MCM menu or an .INI file where these values can be changed. Thanks!
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Spell = 0x000012C6 - WaterBehavior.esp | ActorTypeNPC
Perk = 0x0003833D - WaterBehavior.esp | ActorTypeNPC
Spell = 0x000012C6 - WaterBehavior.esp | ActorTypeCreature
Maybe i missed something, but i think it works for me
I've watched the video. SSE wade in water animation is cool. Why don't make it happen on LE!
In the meantime anyone can backport that animation with my tutorial. Then replace the conditions with this:
HasPerk("WaterBehavior.esp" | 0x03833E)
And you have it working in LE.
Use HasPerk("WaterBehavior.esp"| 0x03833E) condition in DAR if you want to set up different animations while wading in water.
https://www.nexusmods.com/skyrimspecialedition/mods/34006?tab=files
tried both HasMagicEffect("WaterBehavior.esp" | 0x038340) / HasPerk("WaterBehavior.esp"| 0x03833E) conditions, but i guess something is missing?
His orginal condition in SSE is HasMagicEffect("WadeInWater.esp" | 0x000d62)
also apparently bethesda was going for poisonous swamps in skyrim?
HasPerk("WaterBehavior.esp" | 0x03833E) AND
NOT IsWeaponDrawn()
This is what I use. I also renamed mt_jump.hkx to mt_jumpfall.hkx.
also many thanks for this mod and for your tutorial - truly a blessing for LE enthusiasts
Not my vid but it looks exactly the same only for LE.