Its not working in VR despite having Engine Fixes VR, which has "bug fixes SSE" included, or so I'm told, has anyone just downloaded bug fixes SSE for VR and have it work?
Its not about the page "buddy" because it says Sink or Swim is redundant, Vortex is marking it that way, so this mod with the "NG" tacked on the end is making the old Sink or Swim redundant...
It says nothing on the description of this mod about this...it is a real problem. I know Sink or Swim NG updates the .dll but I don't know if I should keep both or not..
Can we just uninstall Sink or Swim and keep Sink or Swim NG?
It says Sink or Swim is a hard requirement....but....it's redundant. What should we do now? Disable it and keep it ? or just uninstall and keep this Sink or Swim NG?
Same problem the original sink and swim become redundant with this, meaning everything is being overwritten by the ng version, so we don't really need the original, right?
Can this or will this be backported to Legendary Edition? A mod that enables underwater combat is the only mod I'm missing now, in my LE setup.
I really hope this gets backported, and if not, is it possible if I or someone else could backport it? I would have to learn how to backport SE mods to LE because have not learned that yet, but I am very familiar with the TES5edit program, and I've made a few mods before.
Have either of you considered making a version that uses something other than heavy armor to trigger sinking? I'm playing a custom undead race as a mage, primarily a necromancer, and I find myself playing a heavy armor necromancer simply because I want the thematic element of walking along the sea bed with my army of shades and skeletons to my next destination on the far shore (in cases where that's applicable). While this can generally be made to work, I don't really like the idea of my armor type being chosen for me in order to enjoy the effects of this mod.
That said, I'm honestly not sure what would make a fitting alternative trigger. I just know there are things aside from armor weight that could also believably be seen as preventing one's ability to swim, so I was curious if the thought had come up and possibly entertained.
Mod is working fine for me, but i have an issue with the patch to only have 3 pieces of heavy armor for the walk underwater to work. No matter how much i check, it seems that the patch doesn't work as i still need to have all 4 heavy armor items for the walk to be enabled.
Here a year and a half later... any idea why I might be crashing consistently about a minute in to a fresh save with this mod and the requirement enabled?
Great mod but there is an oversight, we can still sprint, i think you should block sprinting in some way while wading in water, is not the speed that looks bad but the animation, also npcs and followers sprint it all the time while in water too.
Hey, can I ask why this mod is better than Wade in Water? Apart from sinking with the heavy armor feature, I don't care about walking at the bottom of rivers.
Wade in water is more basic. You always get the same slowdown no matter what. Whereas with Sink Or Swim, your armor and clothing affects how much slower you are
For me, it makes it so that I can't just swim away in combat, as I'd have to unequip my armor first, but with Wade In Water, it doesn't make a difference
I never tested, but the other plugins should work, as all features are kept intact.
The only significant change I had to do is swap the detection of an active effect, which was used for detecting heavy armor, to just directly detect the heavy armor, because getting active effects in VR doesn't work currently.
I can personally attest to the fact that the other plugin doesn't work. I also tried changing the sink effect conditions in xEdit and CK, which also had no effect. I had a look at the source code on GitHub, I barely know enough about C++ to know what I'm looking at, but I think editing line 264 in \src\main.cpp would allow you to select a specific armour slot. For example you could remove the detection for all armour pieces except boots, to give an effect similar to the Iron Boots from Zelda games. I'll admit I have no idea how to compile the source code though.
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It says nothing on the description of this mod about this...it is a real problem. I know Sink or Swim NG updates the .dll but I don't know if I should keep both or not..
Can we just uninstall Sink or Swim and keep Sink or Swim NG?
It says Sink or Swim is a hard requirement....but....it's redundant. What should we do now? Disable it and keep it ? or just uninstall and keep this Sink or Swim NG?
A mod that enables underwater combat is the only mod I'm missing now, in my LE setup.
I really hope this gets backported, and if not, is it possible if I or someone else could backport it?
I would have to learn how to backport SE mods to LE because have not learned that yet,
but I am very familiar with the TES5edit program, and I've made a few mods before.
That said, I'm honestly not sure what would make a fitting alternative trigger. I just know there are things aside from armor weight that could also believably be seen as preventing one's ability to swim, so I was curious if the thought had come up and possibly entertained.
Thank you so much. Wade In Water just isn't as good as this mod
Been missing it so much
I do have a question though, do the other plugins work too? (mainly the 3 Heavy Armor Pieces one)
For me, it makes it so that I can't just swim away in combat, as I'd have to unequip my armor first, but with Wade In Water, it doesn't make a difference
It's just a lot more realistic and immersive
The only significant change I had to do is swap the detection of an active effect, which was used for detecting heavy armor, to just directly detect the heavy armor, because getting active effects in VR doesn't work currently.
Tested with mixed and iron heavy armor
I had a look at the source code on GitHub, I barely know enough about C++ to know what I'm looking at, but I think editing line 264 in \src\main.cpp would allow you to select a specific armour slot. For example you could remove the detection for all armour pieces except boots, to give an effect similar to the Iron Boots from Zelda games. I'll admit I have no idea how to compile the source code though.
EDIT:: I thought this was on my modpage my bad
I have no idea if this one works