AD's Test Lab: Magic Weapons
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AD's Test Lab: Magic Weapons
I posted an idea on the BioWare forum (about adding new weapon visual effects), and within a day or two someone (by the handle of virusman) had whipped up a solution that made it work.
Needless to say, I'm working on new visuals and will be uploading them to the Vault and the Aenea haks very soon.
You all get a sneak peek.
Needless to say, I'm working on new visuals and will be uploading them to the Vault and the Aenea haks very soon.
You all get a sneak peek.
- Spoiler:
( This last model I adapted from an override on the Vault. The rest I made from BioWare visuals and some graphics work. )
Re: AD's Test Lab: Magic Weapons
Very nice.
Personally, I like the shadow effect the most. But that could possible be a bias because I'm currently reading the Erevis Cale/Twilight War trilogies...
Would these effects be possible to be placed on custom items after the hak update?
Personally, I like the shadow effect the most. But that could possible be a bias because I'm currently reading the Erevis Cale/Twilight War trilogies...
Would these effects be possible to be placed on custom items after the hak update?
Last edited by Angel of Death on Sat Aug 06, 2011 9:02 pm; edited 1 time in total
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Re: AD's Test Lab: Magic Weapons
These effects are uber cool .. however does each player require the NWNCX program for this to work ?.. or will it be simply a case of new hak/models/2da ...
If it is the latter then can I suggest that instead of it being "added" to the updatehak that it goes it's own hak from the start with all the new models in ...ie aeneahak_q (in case someone wants to change/override your visual effects, not that I see any reason why they would want to ... )
If it is the latter then can I suggest that instead of it being "added" to the updatehak that it goes it's own hak from the start with all the new models in ...ie aeneahak_q (in case someone wants to change/override your visual effects, not that I see any reason why they would want to ... )
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Re: AD's Test Lab: Magic Weapons
Do these interfere with the current visuals, or can we have such an awesome uber selection of juciness to choose from?
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Re: AD's Test Lab: Magic Weapons
These will be in addition to the standard visual effects.
They won't change the standard visuals in-game. The only one I have in
the hak files currently is the newer subtler sonic visual.
If you don't have NWNCX installed on your computer (right now it only
works for Windows installations), you will not be able to see any of the
new visuals (if they are on a weapon)...such weapons would just look
like they didn't have any visual to you.
Without NWNCX, the game can not have additional weapon visuals, just the
default 7 (acid, cold, electrical, fire, sonic, evil, holy)...which can
be overridden or replaced, but the number cannot be increased.
And yes, I think I will make some (ok, most) of these visuals able to be
placed on custom items. Here's the list of current visuals that are
done and ready to be added...those I'm reserving for module use I'll
mark in red. Those in blue are or will be added to the list for spectra's aurashift powder that changes weapon visuals. (Ignore the number in front of each one, it's from the .2da file)
They won't change the standard visuals in-game. The only one I have in
the hak files currently is the newer subtler sonic visual.
If you don't have NWNCX installed on your computer (right now it only
works for Windows installations), you will not be able to see any of the
new visuals (if they are on a weapon)...such weapons would just look
like they didn't have any visual to you.
Without NWNCX, the game can not have additional weapon visuals, just the
default 7 (acid, cold, electrical, fire, sonic, evil, holy)...which can
be overridden or replaced, but the number cannot be increased.
And yes, I think I will make some (ok, most) of these visuals able to be
placed on custom items. Here's the list of current visuals that are
done and ready to be added...those I'm reserving for module use I'll
mark in red. Those in blue are or will be added to the list for spectra's aurashift powder that changes weapon visuals. (Ignore the number in front of each one, it's from the .2da file)
- Spoiler:
- 0 Acid
1 Cold
2 Electrical
3 Fire
4 Sonic
5 Holy
6 Evil
7 NoneNull
8 NWNCX (not a real vfx, just here as a separator in the toolset)
9 DarkShadow (will be available to be added in an upcoming quest or area)
10 PsionicMind (this is for those that like to pretend PCs can have psionics in Aenea)
11 GlowBlue
12 GlowGreen
13 GlowOrange
14 GlowPurple
15 GlowRed
16 GlowYellow
17 FireBlue
18 FireGreen
19 FirePurple
20 FireRed
21 FireWhite
22 FireYellow (reserved for future use with silvania's golden flames spell that works on weapons)
23 DripBlue (blade glows like with acid vfx)
24 DripOrange (blade glows like with acid vfx)
25 DripPurple (blade glows like with acid vfx)
26 DripRed (blade glows like with acid vfx)
27 DripYellow (blade glows like with acid vfx)
28 AbsorbBlue (like red evil vfx, only a different color)
29 AbsorbGreen (like red evil vfx, only a different color)
30 AbsorpPurple (like red evil vfx, only a different color)
31 AbsorbOrange (like red evil vfx, only a different color)
32 AbsorbGrey (like red evil vfx, only a different color)
33 AbsorbYellow (like red evil vfx, only a different color)
34 AbsorbWhite (like red evil vfx, only a different color)
35 ShockGreen
36 ShockRed
37 ShockYellow
38 ShockPurple
39 DripBlack (blade "glows" like with acid vfx)
40 Snow (fainter glow than cold vfx, drops snowflakes)
41 DripBlueNoGlow (drips, but no glow on blade)
42 DripGreenNoGlow (drips, but no glow on blade)
43 DripOrangeNoGlow (drips, but no glow on blade)
44 DripPurpleNoGlow (drips, but no glow on blade)
45 DripRedNoGlow (drips, but no glow on blade)
46 DripYellowNoGlow (drips, but no glow on blade)
47 DripBlackNoGlow (drips, but no glow on blade)
48 FireBlack (not reserved, but will be used for the darkfire spell)
49 FireInfernoDF (reserved for a particular type of upcoming weapon)
50 GhostFog (reserved for a future spell or item)
51 ShockOrange
52 ShockBlack
Last edited by The Amethyst Dragon on Sun Aug 14, 2011 1:01 am; edited 1 time in total
Re: AD's Test Lab: Magic Weapons
What about a rancid or foul visual? And are the green entries going to change to either red or blue in the near future? Does the green designation mean that those are works in the works?
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Re: AD's Test Lab: Magic Weapons
i love the green shock. you are a genius!
plane_abe- Prolific Scribe
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Re: AD's Test Lab: Magic Weapons
Not sure what would work for a rancid or foul visual. Maybe something brown and cloudy? Hmmm...Eric of Atrophy wrote:What about a rancid or foul visual? And are the green entries going to change to either red or blue in the near future? Does the green designation mean that those are works in the works?
Green entries I don't have plans on changing. They exist currently (well, on my HD waiting for an quickly upcoming large hak update), and I plan on having specific places or ways to get those added to a weapon in-game (and anyone making a custom reward item could pick one of those, too).
Re: AD's Test Lab: Magic Weapons
Ahh, that's what I was wondering about ... thanks for that, boss!
Dunno about the rancid, I was thinking kinda a dark greenish/dark greyish real faint smoke-like effect ...
Dunno about the rancid, I was thinking kinda a dark greenish/dark greyish real faint smoke-like effect ...
Eric of Atrophy- Ludicrous Level
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