Issue Data
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Issue #31280: Reading an Elder Scroll underwater
Reading an Elder Scroll underwater will make the player walk instead of swim underwater. I added an IsSwimming() check to the script, however as that function is SKSE only, I am unsure whether this is suitable for USSEP.
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Unfortunately, we don't consider anything that would require the use of SKSE to be suitable for inclusion into USSEP. The most obvious reason for that is that it would make SKSE a requirement to use USSEP.
So unless there's a way address this issue using the functions already in the game, it won't be something we will be able to consider for this project.
So unless there's a way address this issue using the functions already in the game, it won't be something we will be able to consider for this project.
There might be workaround:
Making a quest with a player alias. Adding a spell with an effect to that alias. The effect has the condition IsSwimming == 1. Then, you could use OnEffectStart() and OnEffectFinish() to set a globalvariable (let's name it PlayerIsSwimming) to 1 or 0 respectively.
Lastly, this global could be used in the Elder Scroll script to check if the player is swimming or not.
I'm not sure whether this workaround is suitable for USSEP either, though.
Making a quest with a player alias. Adding a spell with an effect to that alias. The effect has the condition IsSwimming == 1. Then, you could use OnEffectStart() and OnEffectFinish() to set a globalvariable (let's name it PlayerIsSwimming) to 1 or 0 respectively.
Lastly, this global could be used in the Elder Scroll script to check if the player is swimming or not.
I'm not sure whether this workaround is suitable for USSEP either, though.
No, that requires too many intrusive edits to accomplish something that's easily fixed by just not trying to read one while underwater.
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