That's amazing! Is there any way we could make the wings be visible in cutscenes or during dialogues ? I'd looooove to take some good pics with such amazing wings TwT (I'm a screenshot goblin, I have a SS folder of every tav I made XD)
I understand that making a mod is so much work I'd understand if it wasn't something possible for the time being. I will continue to use it all the time regardless! I love it so so so so much :D And I love how it actually fit the body unlike wings that you equip as armor or most of the winged races and subraces, these are also really pretty and hella convenient but the fact that the wings do not actually fit the body on the shoulders is a bit sad :(
While it must be possible to enable or disable VFX in a cutscene, I'm not sure whether it would need to be set for each cinematic or if there's a way to enable a universal flag to keep the VFX on. With the latter, it would probably need to be something you could toggle as I doubt you'd always want a big pair of wings in the way of all cutscenes (depends on the camera angle).
I'll think about it post patch 7 (toolkit etc.) where that might speed up the investigation and implementation a bit.
What if is something like armor? That would appear in cutscenes and cinematics when the player is wearing their armor but not when the player is wearing their camp clothes during cutscenes? Like most of the cutscenes from camp? I dont know if I am making sense here x) But if I am, that way during dialogues and cutscenes in the open world we can see the beautiful wings and add something more to our character (even for role play I think it is more immersive) while they do not come in the way for the romance cutscenes for instance? Then again I don't know anything about making mods so I don't know as what are considered the wings for you mod, but if it is something related to armor etc it should be possible? (Idk tell me if I am wrong)
But as I said in my first comment it is a magnificent work regardless of the outcome, I especially love the double pair of wings, they are so pretty and majestic ♥
I spent some time playing around with a few things a while back now and learned that it is possible to retain VFX in cutscenes, but only when the VFX is applied to equipment like weapons or underwear. Any visuals applied directly to the character are default stripped - or to be more technically accurate - they are not copied over to the cutscene character models.
In my Celestial Instruments mod, I was able to add equippable wings which can have VFX visuals cast on them that seem to persist in most cutscenes. For the spells in this mod however, they're applied to the character and so they're dropped in cutscenes. For reasons to do with the way the VFX has been designed in this mod (which basically lets me do things like the double-wings), it wouldn't be possible to use the equipment approach unfortunately.
It might not be completely impossible to prevent character VFX dropping with script extender, but it would require some serious mining into the entity model used in cutscenes, to figure out where and how to reapply the visuals. For now at least, I decided the outcome probably wasn't going to be worth the time it would take to get it working (assuming it could be made to work). Maybe if I wake one day and feel particularly masochistic, I'll roll up the sleeves and have a go...
This mod is amazing! I extremely respect the effort you put into creating this mod! Please make a version with necklaces instead of boots, I want to use my favorite outfit.
I did actually, though couldn't find a decent animation for them so left them out of the release. That was pre-toolkit though, so I may have another go at it. First though, I need to import the mod into the toolkit, which is a mission in itself (not hard, just very time-consuming). So, not likely to be anytime soon.
I've played through 2.5 campaigns so far with about 230+ mods (plus more that were tried and uninstalled) and your mod is one of those that I intend to play with in all future playthroughs as long as future Larian patches doesn't disagree.
In regards to "Please note, the wings in this mod are only dumb, animated VFX! They are NOT fully integrated, immersive wings that will react and respond to different actions like entering combat etc", I actually really loved that your mod implements the wings as VFX, not only because it is lightweight but also because 1) it doesn't take any equipment slot (even though I have transmog), and 2) it doesn't show up in cutscenes and dialogues. Though I fully understand why some players would prefer their wings to show up in CS depending on what they're role playing as, but for my campaigns the VFX wings are just right, especially the translucent gold/white wings effect, which is currently unique among wing mods on Nexus. I can run around with those on all day without ever feeling they're being obstructive or cluttering the view.
Thank you for creating and sharing your mod. I will keep an eye out for any updates if you're inclined to keep it updated with new patches. Lastly, having the ability to "Actualize Wings" as a spell/action permanently learnable from potion instead of from equipping boots would be a nice feature if you ever decide to expand the options.
Thank you - that's a lovely comment and I really appreciate you taking the time to share that!
I'm paused on updates for now, at least until post patch 7 and a bit of an assessment on the scale of the project I'll have on my hands with updating my mods to be curatable. Can't say when, but I will eventually drop more visuals into this pack (I already have more stuff WIP right now for a different mod, though it has synergies with this one).
I also did not display wings on my shoes and with the help of a spell. I put your mod in the order of the queue above the VFX_Library library mod. The mod is working!
Very interesting - thank you for sharing! Do you mean Shivero's VFX library mod or another one? Can't think why there'd be a load order requirement with a VFX library tbh (accidental ID clash somewhere perhaps), but it's certainly possible.
The boot wings appear automatically when you equip either of the boots or the sandals in the mod chest, you shouldn't need to do anything else. If that's not happening, then possibly you might have the same invisible wings issue as the previous poster?
I've not tracked down why invisible wings might occur for some people, but more data would help. Best guesses I have at the moment are either weird mod conflicts with the wings model, something disabling visual effects, or possibly some race models having broken skeleton slots for either WingsFX or KneeFX.
The double wings should appear when you cast the "Angelic Solar Wings" spell in the Actualize Wings spell container.
50 comments
I understand that making a mod is so much work I'd understand if it wasn't something possible for the time being. I will continue to use it all the time regardless! I love it so so so so much :D And I love how it actually fit the body unlike wings that you equip as armor or most of the winged races and subraces, these are also really pretty and hella convenient but the fact that the wings do not actually fit the body on the shoulders is a bit sad :(
Great work anyway!! Good day to you
While it must be possible to enable or disable VFX in a cutscene, I'm not sure whether it would need to be set for each cinematic or if there's a way to enable a universal flag to keep the VFX on. With the latter, it would probably need to be something you could toggle as I doubt you'd always want a big pair of wings in the way of all cutscenes (depends on the camera angle).
I'll think about it post patch 7 (toolkit etc.) where that might speed up the investigation and implementation a bit.
But as I said in my first comment it is a magnificent work regardless of the outcome, I especially love the double pair of wings, they are so pretty and majestic ♥
I spent some time playing around with a few things a while back now and learned that it is possible to retain VFX in cutscenes, but only when the VFX is applied to equipment like weapons or underwear. Any visuals applied directly to the character are default stripped - or to be more technically accurate - they are not copied over to the cutscene character models.
In my Celestial Instruments mod, I was able to add equippable wings which can have VFX visuals cast on them that seem to persist in most cutscenes. For the spells in this mod however, they're applied to the character and so they're dropped in cutscenes. For reasons to do with the way the VFX has been designed in this mod (which basically lets me do things like the double-wings), it wouldn't be possible to use the equipment approach unfortunately.
It might not be completely impossible to prevent character VFX dropping with script extender, but it would require some serious mining into the entity model used in cutscenes, to figure out where and how to reapply the visuals. For now at least, I decided the outcome probably wasn't going to be worth the time it would take to get it working (assuming it could be made to work). Maybe if I wake one day and feel particularly masochistic, I'll roll up the sleeves and have a go...
Please make a version with necklaces instead of boots, I want to use my favorite outfit.
That was pre-toolkit though, so I may have another go at it. First though, I need to import the mod into the toolkit, which is a mission in itself (not hard, just very time-consuming). So, not likely to be anytime soon.
I've played through 2.5 campaigns so far with about 230+ mods (plus more that were tried and uninstalled) and your mod is one of those that I intend to play with in all future playthroughs as long as future Larian patches doesn't disagree.
In regards to "Please note, the wings in this mod are only dumb, animated VFX! They are NOT fully integrated, immersive wings that will react and respond to different actions like entering combat etc", I actually really loved that your mod implements the wings as VFX, not only because it is lightweight but also because 1) it doesn't take any equipment slot (even though I have transmog), and 2) it doesn't show up in cutscenes and dialogues. Though I fully understand why some players would prefer their wings to show up in CS depending on what they're role playing as, but for my campaigns the VFX wings are just right, especially the translucent gold/white wings effect, which is currently unique among wing mods on Nexus. I can run around with those on all day without ever feeling they're being obstructive or cluttering the view.
Thank you for creating and sharing your mod. I will keep an eye out for any updates if you're inclined to keep it updated with new patches. Lastly, having the ability to "Actualize Wings" as a spell/action permanently learnable from potion instead of from equipping boots would be a nice feature if you ever decide to expand the options.
Wish you a lovely day as all modders deserve.
I'm paused on updates for now, at least until post patch 7 and a bit of an assessment on the scale of the project I'll have on my hands with updating my mods to be curatable. Can't say when, but I will eventually drop more visuals into this pack (I already have more stuff WIP right now for a different mod, though it has synergies with this one).
I've not tracked down why invisible wings might occur for some people, but more data would help. Best guesses I have at the moment are either weird mod conflicts with the wings model, something disabling visual effects, or possibly some race models having broken skeleton slots for either WingsFX or KneeFX.
The double wings should appear when you cast the "Angelic Solar Wings" spell in the Actualize Wings spell container.