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15 réponses à ce sujet

#1
jmlzemaggo

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The more I play, the more I can't stand those "divine", "sonic", "acid"... visual effects on my sword. 
Especially today, with so many community artists producing amazing stuff and weaponnery.
Does any one know a mod or add-on allowing to see only the true simplicity of our power?
I know of a few mods going the other way, so I assume it's quite possible turning it off.

I read some around the .2da, but I'm a Mac guy (I know, but you left the door open) so, unless it's possible and easy...

Modifié par jmlzemaggo, 18 novembre 2010 - 03:24 .


#2
Fester Pot

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Here.

FP!

Modifié par Fester Pot, 18 novembre 2010 - 03:55 .


#3
jmlzemaggo

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Thanks FP. Okay, that gave me a choice between two files:

1) iprp_visualfx.2da >>> (2da file)

which reads like this:
2DA V2.0
Label Name

0 Acid            83393
1 Cold           83394
2 Electrical    83395
3 Fire            83396
4 Sonic         83397
5 Holy           83398
6 Evil            83399
7 ****             202

or:
2) no_glow.rar >>> (a "no_glow.hak" file)

What can I do with this, on a Mac, no toolset?
I tried a few things. No luck.

Modifié par jmlzemaggo, 18 novembre 2010 - 04:24 .


#4
Fester Pot

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iprp_visualfx.2da file goes into your override directory.

FP!

Modifié par Fester Pot, 18 novembre 2010 - 05:01 .


#5
jmlzemaggo

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Thanks again FP, but no luck.

As the file isn't zipped, I had to "save target as" d/l it as a "iprp_visualfx.2da.txt" file, then got rid of the .txt part, moved that into the override.

I so launched 3 different modules but the glowing effects still show on the weapons.

#6
Calvinthesneak

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You'd either have to toolset to change the vfx on weapon, or have a customizer in game to change the vfx via script.

#7
Fester Pot

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Guess the modified .2da and hak do not work then. It was worth a shot and it's the only non-vfx on weapon modification I could find on the vault.



FP!

#8
Calvinthesneak

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It works Fester, but you have to have some means by which to change the vfx, I know so because we used that hak in our PW, since it was an easy change.

#9
jmlzemaggo

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Well, thanks to both of you for the search. I kind of find a way around by using some amazing weapons, by ProjectQ I suppose, and those don't seem to bother with those glowy effects. Smart move considering the beauty of the swords.
@ Calvinthesneak: what "customizer in game" are you thinking of. I tried a few, but not the right one obviously...
(single player only myself. I know...)
Game on!

Modifié par jmlzemaggo, 18 novembre 2010 - 11:41 .


#10
HipMaestro

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jmlzemaggo wrote...
@ Calvinthesneak: what "customizer in game" are you thinking of. I tried a few, but not the right one obviously...

Which one(s) did you try, jml?  (I'm betting #22 on your greatest hits list is one of them)

Modifié par HipMaestro, 19 novembre 2010 - 02:27 .


#11
Calvinthesneak

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I dunno, like I said it was scripted for our PW with chat commands. I'm sure I'm hardly the first person to think about wanting to change the vfx in game though, someone probably provided functionality in a customizer.

#12
jmlzemaggo

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I checked a few "customizers in game" or "module creators" and none of them's got that feature. Surprising, as I've seen many players complaining about it, all along my endless searching.

Thanks, players.

#13
HipMaestro

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jmlzemaggo wrote...

I checked a few "customizers in game" or "module creators" and none of them's got that feature. Surprising, as I've seen many players complaining about it, all along my endless searching.
Thanks, players.

I'm more of an experimentor than a customizer, but why couldn't you just ferret out the applicable offending effects in the item props 2da and change them (in a copy , of course) to either some benign effect index or just zeros?  Then place it in the override.  It seems too easy a resolution to this so I defer to those who do this sort of thing to evaulate the potential, but wouldn't require the toolset to implement (i.e. any text editor can change a 2da).

#14
jmlzemaggo

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I can't toolset at all, or at my studio but rather keep it as a working area in my life, otherwise...

So, I could open a .2da file and see but where is the one related to the weapon effects? No toolset, no .2da from the little I know.

#15
HipMaestro

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I'd start with the one you originally mentioned (iprp_visualfx.2da). Change all the numbers in the leftmost column to 7 and see what happens. In theory, any code that needs one of the valid (0-6) numbers to apply the effect won't be able to find it. I found another 2da that indexes the vfx but only for hit damage, not item prop, so it wouldn't help. Like I said, it's an experiment in horror when I get my hands on it. :P Maybe this would be better addressed in Custom Content (or Scripting) perhaps? Dunno. Just a thought.

#16
jmlzemaggo

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Experiment, the key word of my whole life. How come I'm not surprised we've been sharing the same one.
Beware the french mushroom...             Image IPB           Image IPB

(Funny, I first typed the french pushroom. Azerty keyboard...)

Modifié par jmlzemaggo, 19 novembre 2010 - 10:06 .