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Joined: Aug 2018
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apprentice
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apprentice
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Joined: Aug 2018
Is there a way to set a visual effect on a model, such as smoke or the ghost transparent effect(which out tag ghost), bleeding visual(without actually bleeding), ect. To a npc/creature?

I want to make dogs that are on fire, ghost summon you can see without using ghost vision of various creatures, and a bleeding npc thats not actually bleeding. Was wondering if there was a place i can add these effects without having to build a fresh model in maya.

Joined: May 2017
enthusiast
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Joined: May 2017
There's a few ways to go about this:

1. Attaching Effects Directly
In the resource manager, double click on the visual resource, and navigate to the "Attachments" tab. Here you can attach effect resources to specific bones. If you have an effect resource selected in the resource manager, simply clicking the arrow button for one of the bones will "paste" it in.

2. Attaching Effects via Statuses
There's a behavior script for both characters and items that allows you to set a persistant, permanent status on a character, called GLO_SetStatusOnInit.

You could then simply place the effects within that status, like so:
Code
data "StatusEffect" "RS3_FX_GP_Status_FireImmunity_Root_01,KeepRot"

The advantages of this method are that you can use effects with overlays (overlays don't really work when attached to bones directly), and also attach multiple effects to the same bone. The Attachments tab seems to be a "one effect per bone" sort of deal.

Additionally, you can set material resources via statuses. Here's an example of using a material resource directly:
Code
data "MaterialType" "Overlay"
data "Material" "1e0f6cfb-7215-4237-bcc4-61c5af54eb5e"
data "MaterialApplyBody" "No"
data "MaterialApplyArmor" "No"
data "MaterialApplyWeapon" "Yes"
data "MaterialApplyNormalMap" "Yes"


These material properties can also interact with the status visual effect:
Code
data "StatusEffect" "RS3_FX_GP_Status_HolyFire_01"
data "StatusEffectOverrideForItems" "RS3_FX_GP_Status_Item_HolyFire_01"
data "MaterialType" "FadingOverlay"
data "MaterialApplyBody" "Yes"
data "MaterialApplyArmor" "Yes"
data "MaterialApplyWeapon" "No"
data "MaterialApplyNormalMap" "No"
data "MaterialFadeAmount" "2000"


2b. Alternative to the Status Script
If attaching a script to handle the status isn't feasible, an alternative idea is to place the status on a piece of equipment, and then equipping that to the character:
Code
new entry "ARM_MyMod_FireEffectPlaceholder"
type "Armor"
using "_Amulets"
data "Act part" "0"
data "Magic Armor Value" "0"
data "DurabilityDegradeSpeed" "0"
data "Value" "0"
data "Weight" "0"
data "ExtraProperties" "SELF:ONEQUIP:MYMOD_FIRE_EFFECT"

Joined: Aug 2018
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apprentice
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apprentice
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Joined: Aug 2018
Thank you so much, you nailed it for me again!!!!


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