To edit Veilguard VFX (particle effects like magic, fire, smoke, etc) you first have to track down the EffectBlueprints for each attack and ability you want to modify.
They are not all kept together, so this is a task in itself. The screenshot
below shows how many EffectBlueprints are involved with the Heavy Staff
attack.

Once you have part of an effect, in the form of an EffectBlueprint, you need to edit each component within the Object. There can be between 1 and 20 components in an object. In the screenshot below, you can see this object has 10 components.

Within each component, you need to edit the EmitterGraphEntityData, specifically, the EmitterGraphParams.
There are usually between 20 and 100 EmitterGraphParams in a component.
Each has a propertyID name, which is a string of numbers, 3 values, and an ExposableType designation.
You have to check each one, searching for any which are designated as GpuExposableParameterType_Vec3
You must ignore any other designation of ExposableType

Now comes the fun part.
The 3 values on all _vec3 nodes may refer to a color, or something else.
When they are for a color, X is red, Y is green, and Z is blue.
Sometimes these values cap at 1, other times I've seen them over 10000. The ratio is what matters.
So now with your Vec3s identified, you have to make your best guess as to which of them could include the color data you want to change.
Lets say you want to change some green light to red and you see X= 0.01515661, Y= 0.8879166, Z= 0.20519561.
You'd have to know that since the Y (green) value is high, the Z (Blue) value
is somewhat low and the X (Red) value is very low, this color is going
to be a slightly blue tinted green.
This would be a candidate for editing.
You can check the three values for each node using online tools, but since you'll be doing this hundreds if not thousands of times, get used to feeling it out.
To change this green to red, I'd set the X (Red) to 1, and the Y and Z values to 0. That would give us a nice crisp red.
If the values are inflated, you should keep that inflation in your edits. I.e. if X=.151179651, Y= 7551, Z = 1688, I would change X to 7551, and the others to 0.
Now, repeat this for all nodes, all components, and all EffectBlueprints that make up the attack/ability you want to edit and enjoy your new carpal tunnel syndrome!
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