SWE
- Found in:
- Dynamic Wetness
Inheritance Tree
No indexed scripts extend this script.
Properties
dynamicwetness
Events
Functions
- Found in:
- Dynamic Wetness
Set/update an external source (default category = Skin).
durationSec <= 0 => infinite until cleared.
- Found in:
- Dynamic Wetness
Set/replace value AND categories/flags for this key.
IMPORTANT: catMask contains both categories (low 4 bits) AND flags (high bits).
Example: Int m = CAT_SKIN_FACE + CAT_HAIR + FLAG_PASSTHROUGH
- Found in:
- Dynamic Wetness
Extended variant with optional per-material overrides.
Any negative override value => ignore (do not force/override).
- Found in:
- Dynamic Wetness
Remove this external source (key is trimmed & lowercased internally).
- Found in:
- Dynamic Wetness
Raw: base wetness computed from water/rain etc. (0..1), before external sources.
- Found in:
- Dynamic Wetness
Final: wetness after categories/blending/external sources (0..1).
- Found in:
- Dynamic Wetness
Value of a specific external source key (0..1), 0 if not present.
- Found in:
- Dynamic Wetness
True if water contact is strong enough (alias of "in water" check).
- Found in:
- Dynamic Wetness
Submerged fraction (0 = dry, 1 = fully submerged).
- Found in:
- Dynamic Wetness
True if precipitation (rain/snow) is active and relevant for actor.
- Found in:
- Dynamic Wetness
True if actor is under roof/cover (heuristic).
- Found in:
- Dynamic Wetness
True if actor is near a heat source; radius in world units.
Pass 0.0 to use the mod's configured radius.
- Found in:
- Dynamic Wetness
True if actor is in exterior and not covered (i.e., exposed).
- Found in:
- Dynamic Wetness
Bitmask of environment flags (see ENV_* above).
