Hi,
So little by little, I'm showing the toolset who's boss... however I'm still facing steep resistance.
I'd like to understand what was the Item_crust property in the variables section for, let's say, a sword?
I know it takes an "int", fine, I also digged up an .xls named VFX_base.xls, which has as first column a field called "int" with numbered values.
I tried using the 5029 (supposedly a Weapon Crust - Blue Glow), I entered the value there and.... nothing.
Then I've read that according to a bug 2DA would not take value above 255...
So I tried 10 (Damage - Fire Crust) and you guessed it... nope.
Given the way things have been up to know, I doubt that it would be that simple to add an already existing effect to a custom item. Still, any lead as to where to start? Am I on the right track? Can someone tell me what the Item_crust stands for? (always good to know even if it does not solve my issue). And the projectile_override since we're at it?
Thanks
Item_crust?
Débuté par
Delryin
, févr. 08 2010 05:16
#1
Posté 08 février 2010 - 05:16
#2
Posté 08 février 2010 - 07:13
Does your custom model have any nodecrusts?
#3
Posté 09 février 2010 - 05:30
I'm using the game models, so I suppose they would be there...
#4
Posté 09 février 2010 - 05:33
In any event, how can I check that out?
#5
Posté 09 février 2010 - 06:09
Open the mmh file and look around. There should be a crust node somewhere.
#6
Posté 09 février 2010 - 09:41
Allright, at which level should it be?
The only thing I find is MMH_NODE_CRUST_HOOK_ID, far down in the hierarchy.
I'm using Aldinos' DATools to get the model, I just rexture them and put them back using the .gda provided by Krayzie_3334 to put them back... if it is any help.
What should it look like?
Thanks
The only thing I find is MMH_NODE_CRUST_HOOK_ID, far down in the hierarchy.
I'm using Aldinos' DATools to get the model, I just rexture them and put them back using the .gda provided by Krayzie_3334 to put them back... if it is any help.
What should it look like?
Thanks
#7
Posté 10 février 2010 - 10:59
Never mind, onHit effects does the job very well, and on armors too.





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