... as I like stupid things, so I kind of hate losing the snowball projectiles, so is it be possible to keep the original Crystallizing barrel and make a 4th muzzle barrel for the ice shards?
I see you like cryo. Not a request or anything of the sort, just leaving this idea here. I don't expect anything happens, maybe you like it, and it's off my chest.
Wouldn't a unique Shishkebab that emits the cryo effect instead of fire be cool? Cryo damage, maybe it freezes limbs causing them to become brittle. Maybe increased chance of crippling and dismembering. I don't know what it would be called, ShishkeBrrr?
Oh dear oh dear ... Sorry peepz, but creating particle systems for Fallout 4 is well beyond my capabilities at this point. :( I might try to make a cryo sword at some point because that sounds cool, ngl. Maybe I recycle my own personal sword mesh for that and add Far Harbour as a requirement so I can combine both cryo effects in one weapon (ie: you freeze a target on a critical hit AND successfully blocking an attack will freeze the target as well if you're lucky). That would be fairly easy to accomplish if I do not add any fancy ice-building effect to the blade (maybe just a permanent overlay of thin ice). Maybe I give it a try, maybe I won't, the jury's still out there.
That's not the issue my dude, the problem is to port the effect over to another mesh without having access to all the necessary tools which only Bethesda has (and maybe a few lucky other ones out there in the wild). Without those editors I literally have to create every single entry for the effect emitter by hand in nifskope, which is roughly the equivalent of creating an entire operating system in pure assembler code. I had a look at the emitter effect of the Cryolator today and tried to give it a shot. Didn't get very far as I quickly got lost in all the nodes and their cross-references, and the fact that nifskope won't show you everything you need to know that easily ain't helping anybody either. for the record: I finally found out how to change the intensiry of the ice effect on the new muzzles, turned out to be that the Creation Engine can use vertex colors and most importantly their alpha layers to manipulate the material shaders. I just edited the muzzle meshes and added alpha channels as well as colors to the vertices of the mesh, and now both the aerospike muzzle and the crystallizing barrel only have thick ice layers around the muzzle itself while both the barrels and the tubes are only partially covered in ice as they were supposed to be. I might try to give it another shot at adding a rudimentary ice emitter for the blade (but no steam, that's a completely different animal), if it doesn't work I'll just update the barrels and call it a day for now.
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Still, thanks for the mod.
But to keep it short I modified the Cryolance by Cross to show your ammo type.
Not a request or anything of the sort, just leaving this idea here.
I don't expect anything happens, maybe you like it, and it's off my chest.
Wouldn't a unique Shishkebab that emits the cryo effect instead of fire be cool?
Cryo damage, maybe it freezes limbs causing them to become brittle.
Maybe increased chance of crippling and dismembering.
I don't know what it would be called, ShishkeBrrr?
Sorry peepz, but creating particle systems for Fallout 4 is well beyond my capabilities at this point. :(
I might try to make a cryo sword at some point because that sounds cool, ngl. Maybe I recycle my own personal sword mesh for that and add Far Harbour as a requirement so I can combine both cryo effects in one weapon (ie: you freeze a target on a critical hit AND successfully blocking an attack will freeze the target as well if you're lucky). That would be fairly easy to accomplish if I do not add any fancy ice-building effect to the blade (maybe just a permanent overlay of thin ice). Maybe I give it a try, maybe I won't, the jury's still out there.
For the pods opening and the muzzle of the cryolator?
Oh well.
I had a look at the emitter effect of the Cryolator today and tried to give it a shot. Didn't get very far as I quickly got lost in all the nodes and their cross-references, and the fact that nifskope won't show you everything you need to know that easily ain't helping anybody either. for the record: I finally found out how to change the intensiry of the ice effect on the new muzzles, turned out to be that the Creation Engine can use vertex colors and most importantly their alpha layers to manipulate the material shaders. I just edited the muzzle meshes and added alpha channels as well as colors to the vertices of the mesh, and now both the aerospike muzzle and the crystallizing barrel only have thick ice layers around the muzzle itself while both the barrels and the tubes are only partially covered in ice as they were supposed to be.
I might try to give it another shot at adding a rudimentary ice emitter for the blade (but no steam, that's a completely different animal), if it doesn't work I'll just update the barrels and call it a day for now.