Water in Interior Cave cells - Flicker & Interaction Iss

Post » Tue Jun 19, 2012 6:36 pm

I'm new to modding and I'm making a set of caves and would like to add a water pit underneath a bridge for the player to fall into. The water depth is about 2-3 times the character's height.

I've used Water1024 and dragged it in to cover the area I want. I also have a waterfall with a waterfall FX landing in the same body of water.

My issue is that when I approach the water, it flickers on/off very quickly. I've confirmed this by testing on another (far superior) computer to my own, so I know it isn't my GPU acting up.

I added navmeshes at the bottom of this water pit as well with the water tag on them, to no effect.

When the player enters the water, the game switches back and forth rapidly between swimming (darker, hear water and swimming movement) to out-of-water (torch is drawn, lighting improves and clairifies and can't 'swim' upwards - normal gravity applies)

I've tried scaling the water piece but it's getting pretty huge now.


Can anyone point where I've gone wrong or link me to a detailed tutorial for water in Skyrim?
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Julie Ann
 
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Post » Wed Jun 20, 2012 2:50 am

BUMP


Anybody have experience with this issue?
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kiss my weasel
 
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Post » Wed Jun 20, 2012 1:08 am

Is it possible for you to add water to the cell instead of just placing a water object?
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Josh Sabatini
 
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Post » Wed Jun 20, 2012 12:59 am

You have to set your water depth in the cell window at or above the height you want the water to be (just get the Z coordinate off of one of your near-to-water statics and use that), then add your water tiles. Don't resize the water too much - just add more squares.

Is it possible for you to add water to the cell instead of just placing a water object?
Worldspaces have their own water layer, but you have to put water objects in for interior cells.
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Latino HeaT
 
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Post » Tue Jun 19, 2012 6:27 pm

Thanks for your replies


I thought the water level in the Cell window was for Exterior cells only? In any case, I've tried it anyways but it doesn't take any value I put it in, it just reverts to 0 after I apply it.
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james kite
 
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Post » Tue Jun 19, 2012 10:34 pm

When using the water object, are you scaling it to fit the area which you need? I remember when I first tried to cover a large area with multiple water objects, then somebody here told me it was better to scale a single water object (there's no art distortion). Having done this, I could swim to a very, very far depth before falling "out" of the water.
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Samantha hulme
 
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