This patch needs to forward the correct values from Embers XD's Fire Magick Add-on plugin (EmbersXD - Fire Magick Add-On.esp) in order for it work properly. The ICON - Fill Texture & NAM9 - Particle Palette Texture lines under the Effects Shader tab (FireFXShader) are still using the vanilla values - not those from Embers XD. The Color Key 3 - Color Alpha & Color Key 3 - Color Key Time values from Embers XD's FIre Magick Add-on plugin will also need to be forwarded. As such, users will need to make sure they have the Embers XD - Fire Magic Add-on plugin installed for obvious reasons... Already fixed on my end using xEdit but should be corrected & uploaded here for everyone else who lacks the knowledge of xEdit which I possess. Thank you.
The ICON - Fill Texture from the Magick Addon has nothing set on it, so I just forwarded it's nothingness along with a few other shader values that were last edited by embers itself. Is that right? Thanks
Yes, I should have probably mentioned in the description that if you use the Fire Magick Addon, you need to load it after the patch.
It was intentional that I did not carry over the values because the fire magick addon is optional in the EXD FOMOD, and I did not want the patch to force the changes if the user did not select them.
There is no need to forward the changes to the record. You can just load the addon after and it works fine.
no update notes so how do we know if it safe to update mid game? or if needs a specific version of its dependencies? go to documentation section and add a change log there it show up as a drop down like the requirement section.
Generally speaking, mindflux is a very consistent modder who doesn't make changes so complex that EXD cannot be updated mid-game unless necessary. As long as he doesn't change the naming conventions of his meshes and textures (or the esp file itself), any records carried over by this patch are safe. I said this on the description page.
I'll do a log when I have time. But for the most part, a patch won't brick a save unless the dependency's update does.
Idk if Embers XD looked different when you first made this, but at this point the flames are quite a bit brighter than the actual Embers XD flames. Will you consider updating this mod to account for that?
I use the latest version of FEC (5.1.0), and the mod's MCM menu allows manual tuning of fire particle effects. I tried maxxing it (500, default 100) and it looks very bright. Idk if you'd still need this mod.
If the flame effects are still XD's yellow color and meshes, yes. If they use Inferno's color then you'll have to adjust the color of the shaders in this mod to match.
Thanks for this mod. Embers XD has been updated a number of times recently, and FEC just got updated too, now both run on Skyrim 1.6.629+. So will this mod also need an update?
I just found the correct .esp. Check your plugin side after you update. It was there just not active. Looks like FEC.esp is esl flagged as well. but im unsure if i need to keep fireburns.esp or not....
It's because you're using the old version of FEC, probably because the newest update requires a new game. Came to the comments for the same reason, then realized I'm still using FEC 4.9.6
If you are feeling bold, you can use xEdit to change the master flag from FEC to FireBurns, it will probably work. I think I'll wait till I start a new game though, I never really even noticed that the fires are mismatched.
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It was intentional that I did not carry over the values because the fire magick addon is optional in the EXD FOMOD, and I did not want the patch to force the changes if the user did not select them.
There is no need to forward the changes to the record. You can just load the addon after and it works fine.
go to documentation section and add a change log there it show up as a drop down like the requirement section.
I'll do a log when I have time. But for the most part, a patch won't brick a save unless the dependency's update does.
Will you consider updating this mod to account for that?
I'm in the process of moving.
I tried maxxing it (500, default 100) and it looks very bright. Idk if you'd still need this mod.
If the flame effects are still XD's yellow color and meshes, yes. If they use Inferno's color then you'll have to adjust the color of the shaders in this mod to match.
Didn't know I needed this, now I cannot play without.
If you are feeling bold, you can use xEdit to change the master flag from FEC to FireBurns, it will probably work. I think I'll wait till I start a new game though, I never really even noticed that the fires are mismatched.