Hey thanks for the suggestion, I gave it a try and got decent results. Going off what you said I tried a couple other things and came up with a solution that I think looks really convincing. So for anyone else trying to do this the process goes something like this
Setting up the liquid:
*Setup your bifrost sim
*disable bifrost scratch cache and background processing
*convert the bifrost particles to nparticles (I used a plugin from soupdev to do this)
*disable collisions on the particles and enable force field generation
*(optional but for a more accurate sim) create a runtime expression for "pointFieldScalePP" and set it equal to the magnitude of the particles velocity vector
Setting up the objects you want the liquid to interact with
*duplicate the object
*make the original an ncloth and then wrap deform the duplicate to the ncloth
*make the duplicate a bifrost collider
Once you have all that set up you'll just need to tweak the the point field magnitude and point field distance attributes in the nparticle shape until you get the results you want.
And if you're trying to sim an object in a pool of bifrost water you'll need to add a gravity field pushing up to act as buoyancy and a drag field to act as water resistance. And you'll want to make sure the area of influence for these fields are restricted to the body of water.