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Suggestion Underwater...

Danest

Member
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86
Normally I wouldn't even bother bringing this up because I bet it's impossible or way too much work or something, but sim settlements itself is more than I'd ever expected a mod to be able to do, so who knows.

Right now, it's impossible to actually build a proper water-proof house under the surface of the ocean, because even if you built a house down there somehow, it'd be filled with water -- as everything below the waterline is... well... water, automatically and inevitably. There are options with separate load zones to look like they're underwater, but it's not the same thing for me.

Still, I think a settlement/home built under the ocean would be weird and cool.

So I'm brainstorming --

Being underwater means several things
1. People use the swimming animation instead of the walking.
Can animations like that be forced by a script or something, within the bounds a certain area or building?
2. People drown. Same thing as above.
3. I'm using horizon, so radiation. But there are radiation cleaners.
4. Visibility. I seem to recall the water affects visibility.

So I wonder if it's possible to have underwater-specific building that "fixes" all of those things listed above.
In other words, while you're in this dome or waterproof building or whatever, the game would force you to use the normal animations and breath underwater, etc. The game might still think you're underwater, but the fix caused by being in this building would make it, from the player's point of view, indistinguishable from being on land, simulating being in a water-proof, air filled structure.


Or maybe there's actually a way to remove water from a certain radius and I just wasted a lot of typing for nothing. :)

Hey, I'd love my own Bioshock Rapture city without needing its own loadzone. :)
 
I have thought about that, too.
I'm certain that real underwater anything isn't possible. As you said, anything below a water plane is considered underwater.

Closest thing would be a separate worldspace or just an interior, where you build a fake sea floor, and then put rapture-like stuff onto it. Obviously, nobody would be allowed to truly go into the "water". And neither could you actually build outside or change the underwatet base in any way. Or see your settlers walking around if you dive down.

Or maybe you could build outside. Require the player to use some special diving suit, and have the workshop log every built object. Then, next time player enters the base's interior, the objects from the log get duplicated into it.

IN THEORY, it might be doable to use the same method to build the actual base. However, no idea if it is in any way feasible to check whenever it actually is sealed, and therefore safe to let the settlers in.

On the other hand, SS does pretty well with the check whenever two terraformers are next to each other, to prevent slope placing.
It might be doable using V88 pieces. But those then must be custom pieces, with a script which knows where it has holes and what object can be used to plug them...
 
Beth did plan some water stuff for FO4 but was cut for some reason :(
 
The bioshock one uses another worldspace, which is really neat but just doesn't feel the same as settlement-building underwater.
I wish I knew more about scripting (it's gibberish to me) so that I could determine the plausibility of my suggestions. Once I saw that radiation cleaners within a certain radius were possible, I started to think that, just maybe, my other suggestions were possible. But I've never had an experienced scripter comment on it over the years, so I don't know for sure.
Forced "land: animations within a certain radius? Maybe.
Water breathing within a certain radius? Again, maybe.
The game would still see it as "water" but to the player it would seem like being in air/land.

I'm not suggesting using the normal building pieces underwater... that would be silly. Most of them have holes or cracks or open windows and yeah, it would be ridiculous to try to determine whether or not they're sealed. If we were building something underwater in real life we wouldn't slap down shack walls. :)

Instead it would involve underwater-specific parts that would include the scripted features to simulate being air-filled. The real-life ISS (space station) used modular parts added together over time, rather than awkwardly slapping one wall on at a time. :) So I imagine modular, pre-built pods or rooms that could be decorated on the inside. Probably a unique elevator piece as well.

But I think it would be a huge success if underwater homes/enclosed settlements could be implemented.
 
I have given it some more thought (what else to do, I'm on a train), and my answer to the whole thing is a resounding "maybe" :grin

Underwater breathing via AoE should work, force walking, probably not. Or if it is, it probably would be very wonky. I mean, you can only walk under water in PA. So if there is a way to turn that into a magic effect...

I think this idea with scripted vault pieces and two worldspaces which synchronize with each other is the most feasible...
 
Just had another (horrible) idea: when player enters the underwater base, literally drain the sea.
No idea if this is even doable in an exterior. I think a worldspace's water level cannot be changed by script. Would have to be something with a water plane, which you then move up or down.
Also, I suspect the settlers inside wouldn't react too good to the water returning...
 
People swimming outside the base would plummet as the sea was suddenly vanished. I can see that large of a world-update causing a crash. And yeah, drown again when you leave the base.

Forced walking animations within a certain radius is probably the big hurdle right now to making it work.
 
so does anyone know whether or not walking animations (as opposed to swimming) can be applied to those within a certain radius? I've made a few attempts to figure it out myself, and I haven't been able to come to any kind of conclusion.
 
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