Thank you for mod. This is exactly what i'm looking for Can you help me with one thing? How can i remove the effect of difficult terrain, i mean red-painted legs?
You won't find Blur in NoVFX because it's not included. However, if you're already editing NoVFX, then you can add this text into robogena_NoVFX.txt:
new entry "BLUR" type "StatusData" data "StatusType" "BOOST" using "BLUR" data "SoundLoop" "" data "SoundStop" "" data "StatusEffect" ""
'StatusEffect' is for removing the visual effect (the blur texture). 'SoundLoop' and 'SoundStop' is for removing the continuous sound effect while Blur is active.
new entry "BLUR" type "StatusData" data "StatusType" "BOOST" using "BLUR" //data "SoundLoop" "Spell_Status_Blur_MO" //data "SoundStop" "Spell_Status_Blur_MO_Stop" //data "StatusEffect" "d37fab67-6932-44c4-995e-f051d7027fc5" data "SoundLoop" "" data "SoundStop" "" data "StatusEffect" ""
Is this the correct setting? It doesn't seem to be applied. Hmm...
Hi! I have some time off of work now. Two questions for you: 1) I was looking at the right status, right? 😳 I'm assuming you want the VFX removed for Blurred? 2) Do you use any mods or custom spells that might affect how Blur/the Blurred status works? If another mod is overwriting NoVFX's changes, then the FX removal won't work.
Hmmm... I don't know then??? Works fine in my game. This is what I just tested with and it removed the Blurred vfx/sfx. If that doesn't work then ¯\_(ツ)_/¯
I just logged into the game and checked the file you uploaded, and it works fine;; When I modified it directly in the novfx file, it didn't work. Do I need to create a separate pak like this and apply it when I remove other vfx?
You don't have to leave it separate (I made NoVFX for my game bc I got tired of having a million different fx mods!) but you can if it's working for your game. This makes me think it's a mod incompatibility/load order issue tho. You can test that by putting NoVFX (with your Blur edit) as your very last mod in your load order and see if the FX removal works then. If it does, that means something earlier in your load order is overwriting it.
Huh... maybe my game is bugged then? I gave shadowheart a bow that let her use hunter's mark once per short rest, and after using it her eyes began glowing bright white. When I have the time I can launch the game and try to recreate the effect and see if maybe it was something else causing it.
It could be something about that custom (I'm assuming it's custom) Hunter's Mark or maybe the bow itself applying the VFX? I'd be curious to see too if it only happens with Shadowheart or with other characters. If you have the name of the bow, I can take a look at it.
Alright I figured it out. The Hunter's Mark was just a coincidence. Turns out it was being caused by "Echoing Vitality" from "Grove Protector's Mantle" that was from the mod Faith and Fortitude - Cleric Equipment. I've never used hunter's mark before and never saw that eye effect until I used it so I thought it was the hunter's mark causing it.
If you're up to removing the FX yourself, you can unpack the mod and look in the Stats folder to find the mantle. Generally you're looking for a StatusEffect or ManagedStatusEffectGroup attribute on the mantle's stats, and you can blank out the attribute or just comment out/delete that line to get rid of the FX.
I've always immediately bodied Kressa so I actually had no idea that this effect existed. Thanks! Definitely something I want gone. It's been added now to the 2.4 update.
Hmmm... I'm always looking to slay unnecessary VFX, but wondering about applying on a savegame that's already got a number of your NO VFX mods baked in?
Since it's built w/ self-inheritance, I s'pose the worst that'll happen is some marginal extra cpu work to proc both the old & new, but if I just load this AIO after your other/earlier ones it shouldn't hurt... guess I'll find out, lol...
It's safe to remove these effect removers whenever you want, even on existing savegames. I'm constantly loading and removing effect removers during testing so I deal with this ALL the time, lol.
You will get a 'missing mods' warning when you load a save after taking out its old removers, but besides the extra pop-up it'll load fine. If you really hate seeing that pop-up then you can just throw the AIO in with the other removers... I'd recommend just sticking with the AIO if you like it though!
So, don't even need to try to scrub out the old ones with, like, Mod UnInstaller b4 ripping 'em out?.. ... which must mean there's no passive/status to worry about persisting in the savegame (idk how vfx/removers work, so was wondering; i 'spose i should crack it open in multi-tool and learn, lol)?
Good to know... I dropped the AIO in, everything seems fine, so I'll prolly purge the old ones next time I futz with the load order.
[I also gotta go review what other vfx removers I have lingering in the l/o, to see if there's other overlap & whether to rearrange order given your AIO's self-inheritance boon]
Thanks for everything... mods, insight... appreciation +1
Nah, Mod Uninstaller is only for removing items and/or their custom statuses. Not needed for uninstalling this. AFAIK it skips over edits to vanilla statuses. I don't use it so I could be wrong on that, though.
41 comments
Can you help me with one thing? How can i remove the effect of difficult terrain, i mean red-painted legs?
May i ask you to consider removing weapon coatings vfx as well ?
I'm trying to edit bulr using Edit NoVFX, but I can't see the bulr texture. Is it impossible to edit bulr here?
new entry "BLUR"
type "StatusData"
data "StatusType" "BOOST"
using "BLUR"
data "SoundLoop" ""
data "SoundStop" ""
data "StatusEffect" ""
'StatusEffect' is for removing the visual effect (the blur texture). 'SoundLoop' and 'SoundStop' is for removing the continuous sound effect while Blur is active.
type "StatusData"
data "StatusType" "BOOST"
using "BLUR"
//data "SoundLoop" "Spell_Status_Blur_MO"
//data "SoundStop" "Spell_Status_Blur_MO_Stop"
//data "StatusEffect" "d37fab67-6932-44c4-995e-f051d7027fc5"
data "SoundLoop" ""
data "SoundStop" ""
data "StatusEffect" ""
Is this the correct setting? It doesn't seem to be applied. Hmm...
1) I was looking at the right status, right? 😳 I'm assuming you want the VFX removed for Blurred?
2) Do you use any mods or custom spells that might affect how Blur/the Blurred status works? If another mod is overwriting NoVFX's changes, then the FX removal won't work.
thanks for this!
And you're welcome! Glad you like it!
Since it's built w/ self-inheritance, I s'pose the worst that'll happen is some marginal extra cpu work to proc both the old & new, but if I just load this AIO after your other/earlier ones it shouldn't hurt... guess I'll find out, lol...
You will get a 'missing mods' warning when you load a save after taking out its old removers, but besides the extra pop-up it'll load fine. If you really hate seeing that pop-up then you can just throw the AIO in with the other removers... I'd recommend just sticking with the AIO if you like it though!
So, don't even need to try to scrub out the old ones with, like, Mod UnInstaller b4 ripping 'em out?..
... which must mean there's no passive/status to worry about persisting in the savegame
(idk how vfx/removers work, so was wondering; i 'spose i should crack it open in multi-tool and learn, lol)?
Good to know...
I dropped the AIO in, everything seems fine, so I'll prolly purge the old ones next time I futz with the load order.
[I also gotta go review what other vfx removers I have lingering in the l/o, to see if there's other overlap & whether to rearrange order given your AIO's self-inheritance boon]
Thanks for everything... mods, insight... appreciation +1
And good timing! I actually just finished up a post on how to edit effect removers for yourself! 😊
Thanks... AGAIN!