Jump to content

Recommended Posts

There are several things you will need to edit. Can't say for sure about mod added energy weapons, how things are set up will depend on the mod author who designed it. But things should follow a similar structure to the vanilla game energy weapons.

 

For the standard laser pistol as an example you would edit:

 

1. Projectile - BeamLaserProjectile

2. Muzzle Flash - Tied in with the above

3. Impact Data - EnergyImpactDataSet

4. Critical Disintegration Effect (Optional since it's a bit more extensive) - LaserDisintegrationFXSpell

 

The Projectile in the GECK is found in category: Special Effects / Projectile / BeamLaserProjectile. Opening this allows you to change the projectile, muzzle flash, and the light emitted by the muzzle flash. meshes/projectiles/testlaserbeamsteady.nif, meshes/effects/muzzleflashes/laserriflemuzzleflash.nif.

 

The light portion, MuzzleLaserRed300, if you want to edit that also is found in category: World Objects/Light. Opening MuzzleLaserRed300 allows you to edit the color directly through the GECK. There is no associated .nif for this portion.

 

Impact Data in the GECK is also found in category: Special Effects / Impact Data Set / Energy Impact Data Set. This set uses "EnergyimpactRed" by default, which is contained in the category "Impact Data". Opening up Energy Impact Red allows you to change the impact effect. meshes/effects/impactenergybase01.nif

 

For all of the .nif items which need to be edited you can change the color using nifskope. Example TestLaserBeamSteady.nif. Load it into nifskope and expand the NiBillboardNode. This gives you two NiTriStrips labeled Laser Geometry. Open each and edit the Vertex Colors on the NiTriStripsdata. For the ImpactEnergyBase01.nif it's a bit different as there are no vertex colors used. Instead you will need to edit the color on the NiMaterialProperty. Do this by expanding the 7 NiNode branch and then the 11 NiTriStrips branch.

 

I won't go into the Crit Disintegration because there are a number of steps involved including editing a script. Hopefully all of this helps get you on the right path. Best of luck in your modding!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...