Hi there
I've been thinking about this one on my way to work over the last few days (but I'm currently visiting some friends at uni, none of whom have JED or JK, so I can't
practically -and categorically- tell you that this would work, but here's some ideas:
When the player has the inventory activated (such as wearing tusken clothes, for example), if the player is in a non-water sector, then "return", and end cog script. If however, the sector is flagged as underwater, then apply a negative-z vector thrust (to simulate the downward pull). You could even include a "for" loop, making the z-vector change greater, to give the illusion of sinking quicker.
Once the player has touched a "bottom" surface, attach him/her to it, until they switch the inventory off ... then apply the paragraph above, switching the z-vector change to a positive number...
As for the puppet files (for the animation of walking along the bottom) I'd go with Descent_Pilot because (a) It sounds good and (b) As much as I hate fiddling with puppet files, I
loathe dealing with keys for characters...
Anyways, hope these ideas help, but as I say, they are just merely ideas that struck me as I walked to work for the last couple of days....
-Jackpot
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"Life is mostly froth and bubble,
But two things stand in stone,
Kindness in another's trouble,
Courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)