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Turning off the visual effect of Death Blow (talent)


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#1
EddyCosta

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In advance, sorry for my bad english. So here's the deal. I HATE the visual effect that occurs after you kill a opponent if you have the Death Blow talent. Totally unnecessary, like many others visual effects, because this is not a magical ability or something. So i wanna know how, using the toolset or any other solution anyone knows, to turn off that effect. Thanks in advance.

#2
Cuvieronius

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You could open the humanoid.acb and remove/delete the blend tree animation streams for the death blows then export... but that would affect your entire game and ALL humanoids using that animation and could destroy some cutscenes breaking your game unless you are careful. For your own personal use, it can be done. You can find the humanoid blend tree projects from Bioware in the Resource downloads here on BSN.

You want the AnimationComposer.rar download
http://social.biowar...ect/1331/#files

Extract somewhere, open the ACB you want to work with --> resave somewhere else so you can edit it. Then click anywhere in the empty space of the blend tree and you can add a UTC in the right properties window so you can play the animations to see which ones you want to edit/remove. Save your work, then post to local. It will go to your Packages\\override\\toolsetexport which will override the core files. If you find it breaks something unexpected... just delete them. The core stuff is safely in the animation erf. Hope that helps

#3
EddyCosta

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Jesus... i didn't understand a thing, but i'll try to do what i thing
you said lol. And thank you very much for the reply. I'll try to mess a
little with de AC and see what happens [smilie]../../../images/forum/emoticons/smile.png[/smilie]. Buuuut, just to make sure, you do know that i want to turn off the VISUAL EFFECT for the death blow TALENT of the warrior talent tree, right? I don't want to turn off the animations of the so called "deathblow", that cool animation that happens sometimes when you kill a oponent.

#4
Cuvieronius

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oh, no... I misunderstood. hmm, you will need to edit the EVT for that animation stream then and remove the vfx attached. They will be named the same as the animation but with '.evt' at the end. You can open those in the Event Editor or edit it manually with notepad if you are careful. You will have to do that for each one you want to remove the visual effects. I wish you luck, havent done much with the evt files yet. When you learn how to do it properly, post your results as you will be the expert:)

Edit:  You will still need the animation composer files so you can easily find the precise animations you want adjust in the blend trees.  I don't think that is well documented yet in the wiki.

Modifié par Cuvieronius, 23 septembre 2011 - 06:44 .


#5
EddyCosta

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I thought that this type of modification would be fairly simple. There is already some mods that turns off sustained visual effects, like the ones of rally, momentum, etc. The process must be almost the same. And i searched millions of forums and nothing about this death blow effect. Am i the only one who gets annoyed by that? One of the things i tried was opening the toolset, going to scripts, and i found only one that have something about the death blow talent (death_blow in the script), the effect_death_h.nss script, located in \\_Game Effects\\Effects\\. Then (sorry about how senseless this will maybe sound beacuse of my bad english) i've gone to the line "ApplyEffectVisualEffect(oKiller, oKiller, 90184, EFFECT_DURATION_TYPE_INSTANT, 0.0f);" and i've delete it. Then i exported the nss file (with the same name "effect_death_h.nss") and put it in the override folder thinking, in my inexperienced mind, that the game would read this file i've saved instead of the original and the effect would desappear... Have you undestood anything of what i've said? lol. If you had please tell me if i'm going to the right direction or not. hahaha

#6
EddyCosta

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I've clicked in submit accidentaly... lol

Modifié par EddyCosta, 23 septembre 2011 - 07:17 .


#7
Cuvieronius

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Yep, sounds like you are on a simpler solution than what I proposed. I haven't looked at those 'remove visual effect' mods, but if that is how they do it, go with that method. You should be able to get the desired effects to show in game if you put them in your \\Documents\\BioWare\\Dragon Age\\packages\\core\\override folder. If you have exported in Single Player, it should put it there already. Sorry I can't be much more help atm. This sounds more like something Sunjammer would know better.

#8
EddyCosta

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Hmm... Ok i'll talk to him. And thanks for the help btw :). You've been most helpful.

#9
Sunjammer

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I've messed around with this a bit and come up with a couple of suggestions (and an abortive attempt at trying to do something clever with RegisterEventListener and EVENT_TYPE_APPLY_EFFECT).

Please note you only need to do one of these:

VFX_base

Probably the easiest solution (it turns out) is to edit VFX_base: find ID 90184 and remove the values in the following fields ModelName, ModelName1, BlendTreeName and SoundImpact. Save it, convert it to a GDA and drop it into your override directory and you should never the offending effect again.

effect_death_h

The reason your previous attempt didn't work it is because effect_death_h is an include file and as such it does not compile. Include files are just libraries of constants, structures and functions which are used by other scripts. Some of those other scripts will also be include files and some will be executable scripts (i.e. those with a main or StartingConditional block).

When you try to compile or export an include file it only produces the plain text .NSS file and not the binary .NCS file used by the game engine. When you compile an executable script produces both a .NSS and the .NCS file.

Normally when you make a change to an include file you have to find all executable scripts that used it and recompile them in order to for that change to take effect. Unfortunately effect_death_h is included in a lot of scripts which are in turn included in a lot of scripts. Trying to find and recompile all the dependants wasn't a particularly good solution. So the alternative is to identify (or make an educated guess at) which executable scripts you be effected and ignore all the others that just happen to include effect_death_h.

I believe, since we are dealing with death, that if you compiled creature_core and rules_core you would probably eliminate the vast majority of instance where the Death Blow visual effect might appear.