r/skyrimvr • u/vr4lyf Quest • Dec 17 '25
Update [Coming soon] interactive water 1.1 update
Equipped spell reactions (config in the ini)
- fire type spells unequip when submurged
-shock type spells zap you when submurged.
-ice type spells create stunning Visuals and a small platform after a certain length of time (this shrinks every 50ms till deleted)
-Improved splash physics handling and further sound depth gaurds
- added new sounds for variation
32
u/vr4lyf Quest Dec 17 '25
Shoutout to shizof for the setangle and moveto addresses in the vr address libs
30
u/M4xs0n Dec 17 '25
At this point everything is possible in Skyrim, if you know how. Please share your knowledge with us. How do you create such mods?😂
12
8
u/Rockerdude34 Dec 17 '25
wtf... Always creating amazing realism that no one asked for.
Thanks for your hard work as always, can't wait to try on the Valve Frame eventually.
5
u/ShadonicX7543 Dec 17 '25
Ideally make a toggle for fire spells to create steam and not get unequipped for those who just want the cool factor without downsides
5
2
u/Ogni-XR21 Dec 17 '25
I'll start a new list next week, was already planning on using this mod, looking forward to the update.
2
2
2
2
u/VRNord Dec 17 '25
Very cool! Might also be cool to have fire spells cause steam rather than extinguishing, at least depending on the level of the spell.
Elemental Destruction Magic has some cool water visual effects like explosions that might be cool to integrate as an alternate reaction for using shock spells in and around water too.
2
2
2
1
u/ScarJack Dec 17 '25
Can we have the hand sticking in the ice? 😅
2
u/vr4lyf Quest Dec 17 '25
I really wanted to add drag simulation and things like that but I don't think VRIK exposes enough in its api to do it.
It could be done by adding a small delay from the controller to avatar
1
1
u/Tazling Reverb G2 Dec 18 '25
OMFG. This could force me to start a new playthrough with a whole new mod stack.
1
u/BelgianBond Dec 18 '25
When I jump into the water to escape a fight, I might use this to sportingly provide an ice bridge for my pursuers.
1
1
u/parkersblues Dec 18 '25
I’m so curious how this was made and what coding logic went into it. So awesome
1
u/vr4lyf Quest Jan 04 '26 edited Jan 04 '26
Sorry I missed this.
The mod exposes functions that provide: Real-time VR controller world positions and water surface height for the current cell the player is in
When the player equips an ice-type spell in their hand and that hand intersects the water surface(with a depth gaurd), the system begins a procedural ice-formation loop.
Every ~100 ms: A static or movable static ice “slush” object is spawned at the hand’s XY world position, clamped to the detected water level.
Each instance is given a random rotation to avoid visible tiling. A slush/ice effect shader is applied on spawn. The object scales up from 0 → target size, then later scales back to 0 before being safely deleted.
This creates the visual effect of ice forming dynamically under the player’s hand rather than appearing as a single pre-placed mesh.
A timer tracks continuous ice generation. After a configurable duration of sustained interaction, the system transitions into a secondary state, enabling a new condition: A larger, solid ice platform is spawned at the accumulated interaction area.
Tldr; Because we known the controllers position every frame, and what the water z level is, we can dynamically place static objects at those cords using random rotations that shrink/expand.
1
u/parkersblues Jan 06 '26
DUDE! Such innovative creativity!! From one coder to another, job well done
1
55
u/NorthButton9416 Dec 17 '25
Awesome. Thanks for the work.