TES Reloaded
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TES ReloadedForum

TES Reloaded is one of the biggest project of the modding community.
It is a plugin for Oblivion, Skyrim and Fallout New Vegas.

HAVE FUN!
AlenetThe Author

Timeslip


Oblivion Graphics Extender (OBGE) v1.0

Scanti


Oblivion Graphics Extender (OBGE) v2.0

ShadeMe


Oblivion Graphics Extender (OBGE) v2.0

Ethatron


Oblivion Graphics Extender (OBGE) v3.0

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Just_Chill
Posts : 21
Join date : 2021-01-05

"Water.ini" settings Empty "Water.ini" settings

Wed 20 Jan 2021, 23:02
Hello,

I would like to set up specific water settings for a dungeon.

However, my problem is that I have 2 different types of water in that dungeon where one does damage and the other doesn't.
Is it somehow possible to adress both water types separately in the INI?

As the cell entry would just overwrite both of them, while I want one to look like a thick acid and the other like normal water.

Kindest regards,
JC
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Just_Chill
Posts : 21
Join date : 2021-01-05

"Water.ini" settings Empty Re: "Water.ini" settings

Wed 20 Jan 2021, 23:43
In addition:

I came across another issue.
There is a big lake in the middle of the worldspace which has bad water (does damage).
This lake only has a small region called "Krater".
Using that region for water changes works, but when leaving the region the water immediately turns back normal (visually).

I am using OR on Nehrim, just in case anyone is wondering about my request. ^^
I'm not sure if I remember that dungeon correctly with the 2 water types (I know a dungeon can normally only have 1 but I think the other water was placed by hand), as it is long ago.
But back then, we used OBGE to adress specific water setups.
Was a bit different as an INI for each cell had to be made, but it either supported INIs for the water type.

Would it be possible to adress water types directly in the INI of OR too?

Kindest regards,
JC
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Just_Chill
Posts : 21
Join date : 2021-01-05

"Water.ini" settings Empty Re: "Water.ini" settings

Thu 21 Jan 2021, 00:53

Just a quick record to have some visuals.

OBGE surely showed wrongfully colored sea water a little longer, but the switch wasn't as noticeable.
And as many of the water settings share the same name, I wonder if such a function as in OBGE would be possible.
I would be very grateful. :-)

And I guess I was wrong about the 2 water types. Which is good as that will be a lot easier for the interiors.
Trying to convert that OBGE mod to OR, as the water settings are almost identical.

Thank you so much for your outstanding work on OR, Alenet!
I love to see this old gem getting enhanced in such an awesome way.
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Just_Chill
Posts : 21
Join date : 2021-01-05

"Water.ini" settings Empty Re: "Water.ini" settings

Thu 21 Jan 2021, 09:45
Hey, sorry again for the wrongfulness.

I just checked the mod again I linked for OBGE, and realized that there was some sort of patch script, that took care about the water type:

Spoiler:

That script is telling that the water settings for the "Kraterwasser" should be loaded when
Code:
   if ( GetWaterShader "blend" == 22 ) ; SRKraterwasser
      let CurCell := "Crater"
   endif

I wonder if I can come up with something similar for OR... Except that the solution has to be very different, as OR just uses the Water.ini, but no other unique inis for specific areas.
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Just_Chill
Posts : 21
Join date : 2021-01-05

"Water.ini" settings Empty Re: "Water.ini" settings

Thu 21 Jan 2021, 10:21
Now that was quick. ^^

I simply changed the EditorID from all Wilderness cells around the Krater cell into Krater2, Krater3, Krater4, Krater5, ... up til Krater22.
Then I've added these sections into the Water.ini and it works like a charm.

Being very happy about that solution. I'll send a small donation towards your direction Alenet.
Keep up the good work.
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"Water.ini" settings Empty Re: "Water.ini" settings

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