awesome mod man thank you very much but sadly i think some armor don't work properly with this mod when i equip the following armors, particles shaders start away from player
Just out of curiosity, do you know if the shader effect that applies to burned corpses is buried in shaders011.fxp? I've been trying to figure out how to fix this god awful texture in my game but I can't locate the mother f'r anywhere, and I've been looking for HOURS. I found your mod and noticed someone applied the same shader to one of their mannequins. Cool mod, btw.
If you have the CreationKit, shaders can be found under SpecialEffect->EffectShader. I'm not sure which, perhaps CritFireCharFXS (SHDR). It is used by CritFireEffect (MGEF, Magic->MagicEffect) and contains scripts including FXShaderOnDeath -- so that would fit the bill.
A quick way to find out: open the command console (~) and click on a character or object. If it has a reference id, you can use the "pms" command to play magic shaders. Ex: 00002f25.pms 00145365 -- this would set the effect on Valentine. For the most part, setting another effect will override the prior, but particle effects tend to persist; can be removed in its entirety by "sms" command. The "pme/sme" works in the same way, but applies magic effects directly by way of their form id. Form ids for each can be found in the creation kit tables! I've been screwing around with these the past few days trying to understand how they work.
What brought me where was your question about shaders011.fxp. I'm quite curious if the render logic for the VATs and Workshop outline/scanline overlaps resides in this file, but I haven't yet found any means to decompile it. Or how that logic is written/accessed.
Just out of curiosity, do you know if the shader effect that applies to burned corpses is buried in shaders011.fxp? I've been trying to figure out how to fix this god awful texture in my game but I can't locate the mother f'r anywhere, and I've been looking for HOURS. I found your mod and noticed someone applied the same shader to one of their mannequins. Cool mod, btw.
If anyone has any issues causing the player to turn invisible when hit by bloodbugs/bloatflys/robobrain rays/poison spit from mirelurks hunters/queens. There are a bunch of other issues like plasma/energy weapon crits when characters are suppose to disintegrate and the screen goes crazy. The effects get messed up with full precision enabled. Not just with this mod but other outfit mods that enable that.
The fix is turning off full precision for every shape in that specific outfit. Right click/double click each shape in outfit studio>properties>geometry tab and uncheck Full precision then hit OK and save project.
hello! I just logged into Nexus on a whim here, had to revalidate my email cuz it's been so long. I honestly don't even remember how to mod lol I've lost all my mojo. Try the mods request forum.
Hello! Very cool mod. I was thinking of creating something personal, do you think it would be possible to add the effect to only a certain area of the body? If so how would one possibly do so?
41 comments
but sadly i think some armor don't work properly with this mod
when i equip the following armors, particles shaders start away from player
Siriuas SE Armor
EasyGirl
Zipsuit Shades glasses
If you have the CreationKit, shaders can be found under SpecialEffect->EffectShader. I'm not sure which, perhaps CritFireCharFXS (SHDR). It is used by CritFireEffect (MGEF, Magic->MagicEffect) and contains scripts including FXShaderOnDeath -- so that would fit the bill.
A quick way to find out: open the command console (~) and click on a character or object. If it has a reference id, you can use the "pms" command to play magic shaders. Ex: 00002f25.pms 00145365 -- this would set the effect on Valentine. For the most part, setting another effect will override the prior, but particle effects tend to persist; can be removed in its entirety by "sms" command. The "pme/sme" works in the same way, but applies magic effects directly by way of their form id. Form ids for each can be found in the creation kit tables! I've been screwing around with these the past few days trying to understand how they work.
What brought me where was your question about shaders011.fxp. I'm quite curious if the render logic for the VATs and Workshop outline/scanline overlaps resides in this file, but I haven't yet found any means to decompile it. Or how that logic is written/accessed.
The fix is turning off full precision for every shape in that specific outfit.
Right click/double click each shape in outfit studio>properties>geometry tab and uncheck Full precision then hit OK and save project.
And i don't know if you take requests but would you be willing to tweak the "Crit Blue Goo" shader so that it doesn't affect my characters body?
Because that would make a suitably epic aura for my Fist of the North Star character.
And thanks for the suggestion, will do.
But I feel like, some of the items' effect is pointing to the wrong one...