vfx goodness

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vfx goodness

Post by Lyme_gg on Sun May 27, 2012 5:56 pm

So i was being silly and wanted to try out the vfx commands. its been awhile since i tried the hoods and such. well i tried the pack. didnt see it show up on my back. then i tried the quiver, nothing on the back. I rotate around my character and they are on my stomach. the command to turn those two off worked, then I tried the parrots. The first green parrot showed up on the stomach as expected then it wouldnt dissappear!. I then try the red parrot to see if it overrides the green one and maybe able to turn it off. nope. it had a christmas color flashing birds on my belly. Im afraid to try anymore but will enjoy these dead lookin birds as i kill things

after going into combat it fixed itself. the bird showed up on the shoulders but the ;;vfx pet none command still doesnt remove the bird
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Re: vfx goodness

Post by daveyeisley on Mon May 28, 2012 10:41 am

A workaround for such issues for PCs with wings is to use the following steps:

1. ;;style fly (might be 'flying')
2. ;;style normal (or whatever style you usually use)
3. Remove Cloak or Mantle
4. Re-equip Cloak or Mantle

For PCs without wings, you will need to visit an underwater area to get switched to the flying animation style, then leave the underwater area and proceed to step 2. Teleportation would make this slightly less of a hassle.

This will usually fix the issue until the next time the PC sleeps/rests.

As for why this happens, it seems to be an issue with the game engine Sad
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Re: vfx goodness

Post by Eric of Atrophy on Tue May 29, 2012 4:43 am

daveyeisley wrote:;;style fly (might be 'flying')
Are you talking about ;;style levitate ? I can see where you're going with that, using the style change to "reset" the pc, eh? Good show, dave!
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Re: vfx goodness

Post by RustyDios on Tue May 29, 2012 5:16 am

Nope ;;style fly (or flying/flight) is an animation style only open to beings with wings... however it is the same style that anyone visiting an underwater area is put into to mimic swimming... it works quite well...

The reason this one is used is likely because it changes the whole layout/positioning of the PC which forces the engine to re-render and rethink about positions of "body-objects"...
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Re: vfx goodness

Post by Ramana Jala on Tue May 29, 2012 7:27 am

So head down to Plainsedge and take a dip in the lake, eh.

I remember the first time I got stuck in a swimming animation-- wandered around flying for half an hour before I managed to do something that reset her to walking. (Was sort of neat, though.)

I finally figured out that it had to be an entire-body animation change, and not just weapons or cloaks. I think I used Spellbook: Fly to do it.
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Re: vfx goodness

Post by Angel of Death on Tue May 29, 2012 8:34 am

This happened recent, when Anna went for a dip in the ocean next to the Necropolis of Alatha to explore it's depths...her phenotype did not change to the underwater animation.

Just figured I would report it, since this thread reminded me of it... Smile

Edit:
And of just now, just went for a dip in the lake in Valorian's Vale. Same problem, no underwater animation. Something either changed or it has problems behaving as it should be.
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Re: vfx goodness

Post by The Amethyst Dragon on Mon Jun 04, 2012 1:48 pm

Thanks for the reports.

For the quiver/pack rotating to stomach position, I think it's because of a node that doesn't get rotated back to starting position after certain animations. A quick fix is to change to a different "fighting style" and then change back again. For instance, ;;style heavy, then ;;style normal.

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Re: vfx goodness

Post by The Amethyst Dragon on Fri Jun 15, 2012 3:29 pm

For the underwater "no change to swimming animation", is your character wearing heavy armor? Also, I think something is wrong in the models with that animation for gnomes.

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Re: vfx goodness

Post by Angel of Death on Fri Jun 15, 2012 3:36 pm

The Amethyst Dragon wrote:For the underwater "no change to swimming animation", is your character wearing heavy armor? Also, I think something is wrong in the models with that animation for gnomes.

Nope. As a wizard, she does not have any proficiency in armors...she is a bright gnome though.
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Re: vfx goodness

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