yep just like what ylikollikas said it works on all weapon enchantments it will follow the color stated in the precision.toml just like the original nifs of precision
Sorry for being so rudely blunt, but I think people make suggestions sometimes without realizing just how much goes into things that might seem minor like trail mods
Some leg animations will not work! Moreover, I am not good at adjusting the collision range, and my attacks are often offset by walls in narrow alleys.
Hello, thank you for this amazing mod but I am so lost, how do I change the color values on my weapons? For example, I am using two enchanted swords. One has red aura from draining health and the other has green aura, draining stamina. How can I switch their weapon trail scheme to a color like gold so both of the swords can have the same color on their weapon trail?
The smoke and vfx seem to be working fine but I don't see any difference when I am trying to change the colors red, green, blue in MCM. Any help and guidance including how to open and edit that toml file would be appreciated.
UPDATE: Never mind, it's okay, I found a way thanks to someone who helped me out with the exact same issue. I will post it here for anyone who is also lost and confused on how to change the colors. Here's what I did:
I am using MO2, I went to the modlist and right clicked on Precision. NOT this mod, but the actual Precision mod above it. Then, I clicked on "Open in Explorer" and I went to SKSE>Plugins>Precision>Precision_base.toml right click to that and "Copy" then "Paste" somewhere in the folder to create the original file as a copy in case things go downhill and you get lost or want to revert. Then, Open with... and I selected txt, so I opened it as txt. If you can't see it on the pop up window just select it from the "More Apps" option. Once you open it, use left control + F on your keyboard to open the windows quick search engine and type this: attack trail
Hit enter after you do that and it should take you down there:
# This is a table of attack trail definitions. If the weapon matches ALL or ANY of the conditions specified in an attack trail definition, the defined values will be used instead of the defaults. # Full list of possible values: # - Priority: (integer) - in case of multiple definitions matching, the one with the highest priority will be used # - All: (bool) - definitions with this parameter require all of the defined conditions to match, instead of any. Definitions with this set have priority over the others. # For example, let's say your weapon's enchantment has both "MagicDamageFire" and "MagicDamageFrost" keywords. Defined trails are: one with ["MagicDamageFire"], one with ["MagicDamageFrost"], and one with ["MagicDamageFire", "MagicDamageFrost"] and the parameter ALL. # The plugin will first check if the weapon is matching any of the definitions that require ALL conditions, and if it doesn't find a match, then it goes over the others according to the set priority. In that case the last trail will be selected as the weapon matches all the conditions. # Supposed to be used for more unique cases, like multi-elemental trails. # THE CONDITION PARAMETERS: # Depending on whether the ALL parameter is present, either any/all of the set conditions need to be met for the trail to be selected. The words can be incomplete, i.e. "Fire" will match any keywords containing that word, like "MagicDamageFire", or the name "Dawn" will match "Dawnbreaker" # - WeaponNames: (array of strings) - the weapon name has to contain any/all of the strings specified. # - WeaponKeywords: (array of strings) - the weapon keywords have to contain any/all of the strings specified. # - EnchantmentNames: (array of strings) - the enchantment name has to contain any/all of the strings specified. # - EffectNames: (array of strings) - the costliest magic effect name has to contain any/all of the strings specified. # - EffectKeywords: (array of strings) - the keywords on the costliest magic effect on either the poison, if it's been applied, or the enchantment, have to contain any/all of the strings specified. # - EffectShaders: (pair of FormID and plugin name) - many of the vanilla enchantment effects unfortunately don't seem to have any keywords set. In this case you can use the Effect Shader that's set as the Enchant Shader in the enchantment. # In this particular case the "ALL" is ignored as it wouldn't make sense, an enchantment can only have one enchant shader, but the ALL parameter is still respected overall, so if you additionally set a keyword requirement, it has to be met as well. # THE VISUAL PARAMETERS: # These parameters are the actual trail definition, and define the looks of the trail # - LifetimeMult: (float) - a multiplier for the trail lifetime set in MCM # - BaseColorOverride: (hex color) - if defined, the Base Color of the trail mesh will be overridden by this value # - BaseColorScaleMult: (float) - if defined, the Base Color Scale of the trail mesh will be multiplied by this value. It controls the luminance of the trail material. # - TrailMeshOverride: (string) - if defined, the mesh found at the given path will be used instead of the default one [[TrailDefinition]] [TrailDefinition.Conditions] EffectKeywords = ["MagicDamageFire"] EffectShaders = [ { FormID = 0x4E810, Plugin = "Skyrim.esm" } ] #EnchFireFXShader [TrailDefinition.Visuals] LifetimeMult = 1.5 BaseColorOverride = { r = 1, g = 0.35, b = 0.1, a = 1 } BaseColorScaleMult = 2.5 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] [TrailDefinition.Conditions] EffectKeywords = ["MagicDamageFrost"] EffectShaders = [ { FormID = 0x4FA1D, Plugin = "Skyrim.esm" } ] #EnchFrostFXShader [TrailDefinition.Visuals] LifetimeMult = 2 BaseColorOverride = { r = 0.64, g = 0.76, b = 0.84, a = 1 } BaseColorScaleMult = 2 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] [TrailDefinition.Conditions] EffectKeywords = ["MagicDamageShock"] EffectShaders = [ { FormID = 0x59EDA, Plugin = "Skyrim.esm" } ] #EnchShockFXShader [TrailDefinition.Visuals] LifetimeMult = 1.25 BaseColorOverride = { r = 0.58, g = 0.47, b = 0.77, a = 1 } BaseColorScaleMult = 3 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] Priority = 1 [TrailDefinition.Conditions] EffectShaders = [ { FormID = 0x5D606, Plugin = "Skyrim.esm" } ] #EnchGreenFXShader [TrailDefinition.Visuals] LifetimeMult = 1.0 BaseColorOverride = { r = 0.90, g = 0.60, b = 0.2, a = 1 } BaseColorScaleMult = 2 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] Priority = 1 [TrailDefinition.Conditions] EffectShaders = [ { FormID = 0x5D607, Plugin = "Skyrim.esm" } ] #EnchPurpleFXShader [TrailDefinition.Visuals] LifetimeMult = 1.25 BaseColorOverride = { r = 0.36, g = 0.15, b = 1.0, a = 1 } BaseColorScaleMult = 3 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] Priority = 1 [TrailDefinition.Conditions] EffectShaders = [ { FormID = 0x5D608, Plugin = "Skyrim.esm" } ] #EnchBlueFXShader [TrailDefinition.Visuals] LifetimeMult = 1.25 BaseColorOverride = { r = 0.35, g = 0.49, b = 1.0, a = 1 } BaseColorScaleMult = 2.5 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] Priority = 1 [TrailDefinition.Conditions] EffectShaders = [ { FormID = 0xD7661, Plugin = "Skyrim.esm" } ] #EnchRedFXShader [TrailDefinition.Visuals] LifetimeMult = 1.25 BaseColorOverride = { r = 0.90, g = 0.60, b = 0.2, a = 1 } BaseColorScaleMult = 2.5 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] Priority = 2 [TrailDefinition.Conditions] WeaponNames = ["Dawnbreaker"] EnchantmentNames = ["Sun", "Dawnbreaker"] EffectNames = ["Sun Damage"] EffectKeywords = ["MagicTurnUndead"] [TrailDefinition.Visuals] LifetimeMult = 1.5 BaseColorOverride = { r = 1, g = 0.9, b = 0.75, a = 1 } BaseColorScaleMult = 2.5 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif" [[TrailDefinition]] Priority = 3 All = true [TrailDefinition.Conditions] EffectNames = ["Bound", "FX"] [TrailDefinition.Visuals] LifetimeMult = 1.25 BaseColorOverride = { r = 0.30, g = 0.40, b = 1.0, a = 1 } BaseColorScaleMult = 2 TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
^Simply, since, I used two swords, one with drain health from enemies (red aura) and one with drain stamina from enemies (green aura), I made the changes on the #EnchRedFXShader and on the #EnchGreenFXShader. The one I pasted is my edit on these two so now I have golden yellow aura on both of them since I changed their colors. The colors are the r,g,b and a. They take small values of 0. and 1.0 which is 0 to 100 if I am not mistaken. Don't put values such as 255, 255, 250, 1.0 or whatever because then you will see only one bright color and everything will be a dark mess each time you attack, plus, it will hurt your eyes. I had to learn the hard way. In the end, save it and close the txt or just leave it open to experiment further. Open the game, go in, check things out, if you don't like the color just exit the game, go back to the txt and keep editing. Rinse and repeat until you like the results.
Thanks! I haven't find a way to make vanilla attacks with unenchanted weapos the color I want them to be, it seems changing the toml values only affect trails with enchanted weapons. Can you help me, what am I doing wrong?
for those who are looking to apply weapon trails to those enchantments such as Poison enchantments from Summermyst mod, you need to edit your "Precision_base.toml" and add Trail conditions and trail visual for those specific enchantments to have their own weapon trails.
Example:
[[TrailDefinition]] Priority = 2 [TrailDefinition.Conditions] EffectNames = ["Poison Damage", "Poison Damage Cumulative"] [TrailDefinition.Visuals] LifetimeMult = 1.5 BaseColorOverride = { r = 0, g = 0.6, b = 0.3, a = 1 } BaseColorScaleMult = 2.5
Good thing with this, is that you can personalize what color your weapon trail would be
46 comments
Thank for the mod, is it possible to have effect play with weapon enchantments. For example sword with poison plays green trail and vuse versa.
it works on all weapon enchantments
it will follow the color stated in the precision.toml just like the original nifs of precision
The smoke and vfx seem to be working fine but I don't see any difference when I am trying to change the colors red, green, blue in MCM. Any help and guidance including how to open and edit that toml file would be appreciated.
UPDATE: Never mind, it's okay, I found a way thanks to someone who helped me out with the exact same issue. I will post it here for anyone who is also lost and confused on how to change the colors. Here's what I did:
I am using MO2, I went to the modlist and right clicked on Precision. NOT this mod, but the actual Precision mod above it. Then, I clicked on "Open in Explorer" and I went to SKSE>Plugins>Precision>Precision_base.toml right click to that and "Copy" then "Paste" somewhere in the folder to create the original file as a copy in case things go downhill and you get lost or want to revert. Then, Open with... and I selected txt, so I opened it as txt. If you can't see it on the pop up window just select it from the "More Apps" option. Once you open it, use left control + F on your keyboard to open the windows quick search engine and type this: attack trail
Hit enter after you do that and it should take you down there:
# This is a table of attack trail definitions. If the weapon matches ALL or ANY of the conditions specified in an attack trail definition, the defined values will be used instead of the defaults.
# Full list of possible values:
# - Priority: (integer) - in case of multiple definitions matching, the one with the highest priority will be used
# - All: (bool) - definitions with this parameter require all of the defined conditions to match, instead of any. Definitions with this set have priority over the others.
# For example, let's say your weapon's enchantment has both "MagicDamageFire" and "MagicDamageFrost" keywords. Defined trails are: one with ["MagicDamageFire"], one with ["MagicDamageFrost"], and one with ["MagicDamageFire", "MagicDamageFrost"] and the parameter ALL.
# The plugin will first check if the weapon is matching any of the definitions that require ALL conditions, and if it doesn't find a match, then it goes over the others according to the set priority. In that case the last trail will be selected as the weapon matches all the conditions.
# Supposed to be used for more unique cases, like multi-elemental trails.
# THE CONDITION PARAMETERS:
# Depending on whether the ALL parameter is present, either any/all of the set conditions need to be met for the trail to be selected. The words can be incomplete, i.e. "Fire" will match any keywords containing that word, like "MagicDamageFire", or the name "Dawn" will match "Dawnbreaker"
# - WeaponNames: (array of strings) - the weapon name has to contain any/all of the strings specified.
# - WeaponKeywords: (array of strings) - the weapon keywords have to contain any/all of the strings specified.
# - EnchantmentNames: (array of strings) - the enchantment name has to contain any/all of the strings specified.
# - EffectNames: (array of strings) - the costliest magic effect name has to contain any/all of the strings specified.
# - EffectKeywords: (array of strings) - the keywords on the costliest magic effect on either the poison, if it's been applied, or the enchantment, have to contain any/all of the strings specified.
# - EffectShaders: (pair of FormID and plugin name) - many of the vanilla enchantment effects unfortunately don't seem to have any keywords set. In this case you can use the Effect Shader that's set as the Enchant Shader in the enchantment.
# In this particular case the "ALL" is ignored as it wouldn't make sense, an enchantment can only have one enchant shader, but the ALL parameter is still respected overall, so if you additionally set a keyword requirement, it has to be met as well.
# THE VISUAL PARAMETERS:
# These parameters are the actual trail definition, and define the looks of the trail
# - LifetimeMult: (float) - a multiplier for the trail lifetime set in MCM
# - BaseColorOverride: (hex color) - if defined, the Base Color of the trail mesh will be overridden by this value
# - BaseColorScaleMult: (float) - if defined, the Base Color Scale of the trail mesh will be multiplied by this value. It controls the luminance of the trail material.
# - TrailMeshOverride: (string) - if defined, the mesh found at the given path will be used instead of the default one
[[TrailDefinition]]
[TrailDefinition.Conditions]
EffectKeywords = ["MagicDamageFire"]
EffectShaders = [ { FormID = 0x4E810, Plugin = "Skyrim.esm" } ] #EnchFireFXShader
[TrailDefinition.Visuals]
LifetimeMult = 1.5
BaseColorOverride = { r = 1, g = 0.35, b = 0.1, a = 1 }
BaseColorScaleMult = 2.5
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
[TrailDefinition.Conditions]
EffectKeywords = ["MagicDamageFrost"]
EffectShaders = [ { FormID = 0x4FA1D, Plugin = "Skyrim.esm" } ] #EnchFrostFXShader
[TrailDefinition.Visuals]
LifetimeMult = 2
BaseColorOverride = { r = 0.64, g = 0.76, b = 0.84, a = 1 }
BaseColorScaleMult = 2
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
[TrailDefinition.Conditions]
EffectKeywords = ["MagicDamageShock"]
EffectShaders = [ { FormID = 0x59EDA, Plugin = "Skyrim.esm" } ] #EnchShockFXShader
[TrailDefinition.Visuals]
LifetimeMult = 1.25
BaseColorOverride = { r = 0.58, g = 0.47, b = 0.77, a = 1 }
BaseColorScaleMult = 3
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
Priority = 1
[TrailDefinition.Conditions]
EffectShaders = [ { FormID = 0x5D606, Plugin = "Skyrim.esm" } ] #EnchGreenFXShader
[TrailDefinition.Visuals]
LifetimeMult = 1.0
BaseColorOverride = { r = 0.90, g = 0.60, b = 0.2, a = 1 }
BaseColorScaleMult = 2
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
Priority = 1
[TrailDefinition.Conditions]
EffectShaders = [ { FormID = 0x5D607, Plugin = "Skyrim.esm" } ] #EnchPurpleFXShader
[TrailDefinition.Visuals]
LifetimeMult = 1.25
BaseColorOverride = { r = 0.36, g = 0.15, b = 1.0, a = 1 }
BaseColorScaleMult = 3
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
Priority = 1
[TrailDefinition.Conditions]
EffectShaders = [ { FormID = 0x5D608, Plugin = "Skyrim.esm" } ] #EnchBlueFXShader
[TrailDefinition.Visuals]
LifetimeMult = 1.25
BaseColorOverride = { r = 0.35, g = 0.49, b = 1.0, a = 1 }
BaseColorScaleMult = 2.5
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
Priority = 1
[TrailDefinition.Conditions]
EffectShaders = [ { FormID = 0xD7661, Plugin = "Skyrim.esm" } ] #EnchRedFXShader
[TrailDefinition.Visuals]
LifetimeMult = 1.25
BaseColorOverride = { r = 0.90, g = 0.60, b = 0.2, a = 1 }
BaseColorScaleMult = 2.5
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
Priority = 2
[TrailDefinition.Conditions]
WeaponNames = ["Dawnbreaker"]
EnchantmentNames = ["Sun", "Dawnbreaker"]
EffectNames = ["Sun Damage"]
EffectKeywords = ["MagicTurnUndead"]
[TrailDefinition.Visuals]
LifetimeMult = 1.5
BaseColorOverride = { r = 1, g = 0.9, b = 0.75, a = 1 }
BaseColorScaleMult = 2.5
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
[[TrailDefinition]]
Priority = 3
All = true
[TrailDefinition.Conditions]
EffectNames = ["Bound", "FX"]
[TrailDefinition.Visuals]
LifetimeMult = 1.25
BaseColorOverride = { r = 0.30, g = 0.40, b = 1.0, a = 1 }
BaseColorScaleMult = 2
TrailMeshOverride = "Effects/WeaponTrails/AttackTrailMagic.nif"
^Simply, since, I used two swords, one with drain health from enemies (red aura) and one with drain stamina from enemies (green aura), I made the changes on the #EnchRedFXShader and on the #EnchGreenFXShader. The one I pasted is my edit on these two so now I have golden yellow aura on both of them since I changed their colors. The colors are the r,g,b and a. They take small values of 0. and 1.0 which is 0 to 100 if I am not mistaken. Don't put values such as 255, 255, 250, 1.0 or whatever because then you will see only one bright color and everything will be a dark mess each time you attack, plus, it will hurt your eyes. I had to learn the hard way. In the end, save it and close the txt or just leave it open to experiment further. Open the game, go in, check things out, if you don't like the color just exit the game, go back to the txt and keep editing. Rinse and repeat until you like the results.
for those who are looking to apply weapon trails to those enchantments such as Poison enchantments from Summermyst mod, you need to edit your "Precision_base.toml" and add Trail conditions and trail visual for those specific enchantments to have their own weapon trails.
Example:
[[TrailDefinition]]
Priority = 2
[TrailDefinition.Conditions]
EffectNames = ["Poison Damage", "Poison Damage Cumulative"]
[TrailDefinition.Visuals]
LifetimeMult = 1.5
BaseColorOverride = { r = 0, g = 0.6, b = 0.3, a = 1 }
BaseColorScaleMult = 2.5
Good thing with this, is that you can personalize what color your weapon trail would be
Does this mod also affect enchantment from Summermyst ??
Why does my trail have random ugly colors in it? If it's a fire trail, it should not have blue, right?