I've been working on this Ice Sorcerer class and one of the things I've put off until the end was a VFX for a throw snowball spell. I couldn't find any existing spells (or vfx in your libraries) that looked similar enough, so I've been trying to shrink down Otiluke's Freezing Sphere and use it with a throwing animations. But nothing I change results in any visual changes. The only change I've managed to do is slow down the velocity of the projectile. I've been bashing my head on this problem for a couple days now with absolutely no success at all.
FWIW, I haven't even tried to create a new custom VFX and have just been trying to get the base spells to change first. (I copied over all the relevant entries into my mod into the same folder locations and changed values: radius, ScaleX, ScaleY and Scale. In another comment, you suggested Uniform Scale, but all the entries underneath that had a bunch of frames, each of which had values. I tried cutting those in half, but that had no effect.
I probably haven't given you enough info to help, but I'm not sure what details I can offer since so little worked. Any suggestions? Or any chance you'd create a snowball VFX for one of your VFX libraries?
During summer I'm having a modding break. Modding required almost all of my free time and mid summer I don't really wanna spend all day in PC. I'll reach out to ya when I'm back to it
Is there a video Walkthru of this somewhere? I'm finding it hard to follow. At step 6 it is saying to find the spell I want to work on, but makes no mention of what folders I'm supposed to be searching or even where I'm supposed to be looking for the UUID'S to search the index with.
Sorry, I guess I meant WHAT am I supposed to be searching in the Index? is it the UUID's that you have pasted onto the description page of VFX Library part 1?
Like specifically where I'm confused, at step 6.. It says refer back to the spell you want to change.
There are 3 lines of code, I do not know which file you are looking in to find these it syas Trajectories - 348013df-7958-xxxx-xxxx Prepare Effect - f9785481-e126-4499-b00e (this is the Id that you copied and pasted into Index search, but WHERE did you find this?) Cast Effect
LIke the process seems so simple, I feel like I am overcomplicating this lol.
Maybe I'll just have to stare at this screen until it clicks. Thank you for doing the hard part and collecting the data. I understand that, I had to do it for audio files
Well at first you need a spell to work on for example new entry "Projectile_FireBolt" type "SpellData" data "SpellType" "Projectile" data "Level" "0" data "SpellSchool" "Evocation" data "SpellProperties" "GROUND:SurfaceChange(Ignite);GROUND:SurfaceChange(Melt)" data "TargetFloor" "-1" data "TargetRadius" "18" data "SpellRoll" "Attack(AttackType.RangedSpellAttack)" data "SpellSuccess" "DealDamage(LevelMapValue(D10Cantrip),Fire,Magical)" data "TargetConditions" "not Self() and not Dead()" data "ProjectileCount" "1" data "Trajectories" "792ba497-a6ea-46bc-81cb-deb78e4dd9d3" data "Icon" "Spell_Evocation_FireBolt" data "DisplayName" "h7fddad46g70f6g4c7dg8109gab93722b0495;1" data "Description" "h111ae255g55f1g4a55gb958g517af226971b;4" data "TooltipDamageList" "DealDamage(LevelMapValue(D10Cantrip),Fire)" data "TooltipAttackSave" "RangedSpellAttack" data "PrepareSound" "Spell_Prepare_Damage_Fire_Gen_L1to3" data "PrepareLoopSound" "Spell_Prepare_Damage_Fire_Gen_L1to3_Loop" data "CastSound" "Spell_Cast_Damage_Fire_FireBolt_L1to3" data "PreviewCursor" "Cast" data "CastTextEvent" "Cast" data "CycleConditions" "Enemy() and not Dead()" data "UseCosts" "ActionPoint:1" data "SpellAnimation" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;38cdb41c-2eec-4e03-bb31-83cff0346c35,,;85414f5f-b448-4dda-9370-1b6c4b38b561,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178,,;,,;eadedcce-d01b-4fbb-a1ae-d218f13aa5d6,,;,,;,," data "VerbalIntent" "Damage" data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;IsSpell;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful" data "HitAnimationType" "MagicalDamage_External" data "PrepareEffect" "c88e9cfa-df92-477a-ae75-cbfb932350b4" data "CastEffect" "e235ca47-1bf5-4587-9475-cf191b6005f9" data "DamageType" "Fire"
So in this case i searched Firebolt in the Index, found Spell_Projectiles.txt looked the Firebolt and now i could change the VFX using the UUIDs from the Library or whatever
Hey, Can you please tell me the steps to add one of your weapon vfx weapon as a dependency for a weapon? And will the shape of the weapon being different affect it?
I am trying to increase the size / scale of Phalar Aluve aura VFX. I suspect it is stored in "VFX_Status_MAG_SingingSword_Sing_Aura_Root_01.lsfx" for "Sing". I've tried to change various boundary sizes and radius, but no luck. Effect in game remains unchanged.
Maybe I am looking in the wrong place. Any advice?
Heya Shivero! I was wondering if this guide is still current? I'm trying to follow it and I remember it working an update or so ago but it just refuses to cooperate now and I'm wondering if I'm screwing up or something has changed.
is there a way to go about removing VFX? I want to remove the 'Blue engine heart' light effect on karlach that plays during her romance scenes in act2 and act3 but im not sure how. I think I found the lsx file but idek what im doing lol.
i shared your mod in my discord and told everyone to endorse it and support ur mods <3 i hope u dont mind that <3 <3 u deserve the support and downloadsss
28 comments
FWIW, I haven't even tried to create a new custom VFX and have just been trying to get the base spells to change first. (I copied over all the relevant entries into my mod into the same folder locations and changed values: radius, ScaleX, ScaleY and Scale. In another comment, you suggested Uniform Scale, but all the entries underneath that had a bunch of frames, each of which had values. I tried cutting those in half, but that had no effect.
I probably haven't given you enough info to help, but I'm not sure what details I can offer since so little worked. Any suggestions? Or any chance you'd create a snowball VFX for one of your VFX libraries?
I'm finding it hard to follow. At step 6 it is saying to find the spell I want to work on, but makes no mention of what folders I'm supposed to be searching or even where I'm supposed to be looking for the UUID'S to search the index with.
is it the UUID's that you have pasted onto the description page of VFX Library part 1?
Like specifically where I'm confused, at step 6..
It says refer back to the spell you want to change.
There are 3 lines of code, I do not know which file you are looking in to find these
it syas
Trajectories - 348013df-7958-xxxx-xxxx
Prepare Effect - f9785481-e126-4499-b00e (this is the Id that you copied and pasted into Index search, but WHERE did you find this?)
Cast Effect
LIke the process seems so simple, I feel like I am overcomplicating this lol.
Maybe I'll just have to stare at this screen until it clicks. Thank you for doing the hard part and collecting the data. I understand that, I had to do it for audio files
new entry "Projectile_FireBolt"
type "SpellData"
data "SpellType" "Projectile"
data "Level" "0"
data "SpellSchool" "Evocation"
data "SpellProperties" "GROUND:SurfaceChange(Ignite);GROUND:SurfaceChange(Melt)"
data "TargetFloor" "-1"
data "TargetRadius" "18"
data "SpellRoll" "Attack(AttackType.RangedSpellAttack)"
data "SpellSuccess" "DealDamage(LevelMapValue(D10Cantrip),Fire,Magical)"
data "TargetConditions" "not Self() and not Dead()"
data "ProjectileCount" "1"
data "Trajectories" "792ba497-a6ea-46bc-81cb-deb78e4dd9d3"
data "Icon" "Spell_Evocation_FireBolt"
data "DisplayName" "h7fddad46g70f6g4c7dg8109gab93722b0495;1"
data "Description" "h111ae255g55f1g4a55gb958g517af226971b;4"
data "TooltipDamageList" "DealDamage(LevelMapValue(D10Cantrip),Fire)"
data "TooltipAttackSave" "RangedSpellAttack"
data "PrepareSound" "Spell_Prepare_Damage_Fire_Gen_L1to3"
data "PrepareLoopSound" "Spell_Prepare_Damage_Fire_Gen_L1to3_Loop"
data "CastSound" "Spell_Cast_Damage_Fire_FireBolt_L1to3"
data "PreviewCursor" "Cast"
data "CastTextEvent" "Cast"
data "CycleConditions" "Enemy() and not Dead()"
data "UseCosts" "ActionPoint:1"
data "SpellAnimation" "3ff87abf-1ea1-4c32-aadf-c822d74c7dc0,,;,,;38cdb41c-2eec-4e03-bb31-83cff0346c35,,;85414f5f-b448-4dda-9370-1b6c4b38b561,,;d8925ce4-d6d9-400c-92f5-ad772ef7f178,,;,,;eadedcce-d01b-4fbb-a1ae-d218f13aa5d6,,;,,;,,"
data "VerbalIntent" "Damage"
data "SpellFlags" "HasVerbalComponent;HasSomaticComponent;IsSpell;HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold;IsHarmful"
data "HitAnimationType" "MagicalDamage_External"
data "PrepareEffect" "c88e9cfa-df92-477a-ae75-cbfb932350b4"
data "CastEffect" "e235ca47-1bf5-4587-9475-cf191b6005f9"
data "DamageType" "Fire"
So in this case i searched Firebolt in the Index, found Spell_Projectiles.txt looked the Firebolt and now i could change the VFX using the UUIDs from the Library or whatever
I am trying to increase the size / scale of Phalar Aluve aura VFX. I suspect it is stored in "VFX_Status_MAG_SingingSword_Sing_Aura_Root_01.lsfx" for "Sing". I've tried to change various boundary sizes and radius, but no luck. Effect in game remains unchanged.
Maybe I am looking in the wrong place. Any advice?
Thanks again!
Do I have to change Radius on BoundingSphere? Is it going to affect anything?
Don't get me wrong, this effect has components buried like 4 layers deeper.
Making a tutorial on this would be like explaining someone on how to build a turbine at home