Rubini,
This mod is great! I have an idea about 'cleaning' up the files though and making them a little friendlier

You have a fastparticlegenerator for every 'hole'...this can be done with just one FPG (or 2,3, depending on what effects you're looking for). And this one (or 2 or 3) FPG can be available to every sub or ship (a global file if you will). The nodes for the 'holes' can be placed in another file besides the .dat (and in a new file all you own!) thus people don't have to worry about losing their fav skin. The 'stream' of water can be modelled to be a gushing river and then slow to a drip and stop. I already have a working model of it (from a bilge pump mod I made for myself) that would be easy to incorporate. I also see some FPG's that don't make any sense (in testing your mod I deleted them and couldn't see what they did).
I've already made the changes to my own version of your mod for the TIIA and it looks pretty cool. My streams are off because you assigned two different locations for them to appear (once in the 'hole' node and again in the 'over_water' node - the one called by the waterinteraction controller). If the location of where the stream is to be shown is placed in the 'hole' node there's no need to give the 'over-water' node a location - 000000000000h will do. Only the pitch,yaw, and roll needs values (if any). Which then a 'universal' FPG for the stream can be used (which is placed in it's own .dat file)!
You also gave the 'over-water' nodes a bogus parent ID...one that doesn't exist (i used a program I wrote to scour for this ID in all the SH3 files). I made the universal FPG have a parent ID of 0000000000000000h and it works like a champ.