29-06-2020 - I updated both versions (scripted and crafting bench) so that water has an additional effect that helps with Stamina regeneration. Development for the original "flagon" version is discontinued because I like the bottle better. Since both current versions could be good depending on your priorities, I'll try to make a version for both in the upcoming patches.
26-06-2020 - Small update: I uploaded a new file where water appears as a bottle instead of a flagon. The flagon was a reminder of RND's "generic water portion" but a bottle looks more like something you can carry around. I haven't changed the Restore Stamina effect, I'm considering some kind of Fortify effect but it'd require some more thought in terms of balance.
After some consideration, I don't think I'm adding any more complex mechanic since I think those who enjoy more detailed realism would rather use some feature-rich needs mod while this is meant for a different scope. On the other hand I'd rather have a script that only fires when you use the well, than having wells that take time to respawn like vegetation. Nevertheless all suggestions are appreciated, even if I don't go that route right now some information could become useful for a different project.
I just downloaded this and I like it so, endorsed. I’m posting this in case it can help anyone. Another way of getting a well to work from another mod, or any well that doesn’t have an activator, is to use Jaxonz Positioner. I used it on the well that came with the Tundra Watch Farm mod to make it give me water from this mod. To do this, hover over a well that has an activator (in my case I used Whiterun’s) until you see ‘Draw Water’ and hit select, copy it and take it. It’s now in your inventory. Now go to the well you want to give you water, look at the center of the well, drop the Draw Water activator from your inventory and hit enter to place it. Now you should have a functioning well. It worked for me, at least.
requesting a patch for goldenhills plantation well... currently eithers "water from well" function from realistic need 2 and this mod works on well at goldenhills plantation.
Not sure if this is being updated, but the ETaC patch could use an update for the Karthwasten well added in ETaC 0.7.
Update: I was able to make my own using your very nicely detailed Article. While I consider myself reasonably adept with xEdit, this marks the first time over the past decade that I've ever successfully ran the CK and got it to do anything (though I still had to manually fix the record in xEdit).
Does Open Cities use an alternate cell like I think? If so it's not compatible because the activator is placed in the Whiterun/Riften/Solitude regular cells. You have to load both mods in CK, find whatever "new" cell OC is using, and plop a copy of the activator on its well.
If someone can do that I am willing to share it on the page. I am not doing it myself since I don't do patches for mods I don't use (sorry, but it'd become enldess).
Hi there, thanks for making water something that actually exists. but I want to let you know that the dawn of skyrim patch seems to be giving a missing masters error because of the dawn of skyrim esp being renamed from "blues skyrim.esp" to "dawn of skyrim.esp" does the patch still work despite this?
I think on Dawn of Skyrim you should still find an old, non-renamed plugin that is supposed to work with various patches. I haven't made a patch for the new one since 1) I don't use it and 2) it doesn't work with most other patches as far as I know.
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26-06-2020 - Small update: I uploaded a new file where water appears as a bottle instead of a flagon. The flagon was a reminder of RND's "generic water portion" but a bottle looks more like something you can carry around. I haven't changed the Restore Stamina effect, I'm considering some kind of Fortify effect but it'd require some more thought in terms of balance.
After some consideration, I don't think I'm adding any more complex mechanic since I think those who enjoy more detailed realism would rather use some feature-rich needs mod while this is meant for a different scope. On the other hand I'd rather have a script that only fires when you use the well, than having wells that take time to respawn like vegetation. Nevertheless all suggestions are appreciated, even if I don't go that route right now some information could become useful for a different project.
I’m posting this in case it can help anyone. Another way of getting a well to work from another mod, or any well that doesn’t have an activator, is to use Jaxonz Positioner. I used it on the well that came with the Tundra Watch Farm mod to make it give me water from this mod. To do this, hover over a well that has an activator (in my case I used Whiterun’s) until you see ‘Draw Water’ and hit select, copy it and take it. It’s now in your inventory. Now go to the well you want to give you water, look at the center of the well, drop the Draw Water activator from your inventory and hit enter to place it. Now you should have a functioning well. It worked for me, at least.
Update: I was able to make my own using your very nicely detailed Article. While I consider myself reasonably adept with xEdit, this marks the first time over the past decade that I've ever successfully ran the CK and got it to do anything (though I still had to manually fix the record in xEdit).
Thank you again!
You have to load both mods in CK, find whatever "new" cell OC is using, and plop a copy of the activator on its well.
missing masters error because of the dawn of skyrim esp being renamed from "blues skyrim.esp" to "dawn of skyrim.esp" does the patch still work despite this?