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Joined: Oct 2017
stranger
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stranger
Joined: Oct 2017
Skill in question is Dragon's Breath. Wanted to remove the Dragon Head in the Dragon's Breath animation.

The last step I'm missing to make it work is getting the skill to use the new .LSFX file I created. I have created a package and a resource for it in the resource manager. I have added the effect and subset folders into the mod project and mod folder itself. I have tried renaming both the file and the resource in the resource manager but when changing it in the stat editor to the renamed files the game won't recognize the skill, or at least it will but ask for a resource to be generated again for it.

I would remove the dragon head by removing the file itself from the cast animation, but that takes away the sound effect of a dragon shooting fire.

I'm a big dummy, so if someone could explain this to me in a step-by-step or like if I was five (though I'm willing to bet five year olds know better than me at this point), I would greatly appreciate it.

Joined: Oct 2015
journeyman
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journeyman
Joined: Oct 2015
Did you compile your effect in the effect editor ?

Joined: Oct 2017
stranger
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stranger
Joined: Oct 2017
Yeah, that's how I got the new .lsfx file from the .lsefx. Everything feels in order, but the skill won't take the new animation. I've even double checked the animation to see if the dragon head was really removed, and it is. A bit befuddled really. Gonna keep tryna make it work by trying out a few more things.

How did you get your animation to take before Volsungh? I read some of your previous points on similar issues. Or was it that you created a new skill entirely for the animations?

Joined: Oct 2017
stranger
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stranger
Joined: Oct 2017
Okay, got it working by redoing it from scratch and entirely renaming the .lsfx file at the point of creation in the effect editor from RS3_FX_Skills_Fire_Flamebreath_Fire_01 to RS3_FX_Skills_Fire_Flamebreath_Fire_02:

And then adding the resource for it after it had been renamed and changing the cast animation in the stat editor to 02.

My guess is that keeping the effect animation name file the same was causing conflicting issues.

With every mistake I must surely be learning...


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