mhahn123 Posted May 15, 2021 Share Posted May 15, 2021 So basically I've a made a mod for personal use that reskins all of the unique weaps and armor in the game. Also restores most of the cut content armor and weaps. I call it Truly Unique btw. This was built years ago using a mix of community resources and personally created resources to get what I considered the best look for each item at the time. Doubt I could share because of permission issues and all that. In any case, as part of the process I changed colors for some of the energy weapons effects. Muzzle flash, projectiles, impact data. The only thing I didn't get around to was the crit disintegration. So now years later I'm wanting to reinstall and do another FO3 playthrough and decided to update the mod a bit. However, I'm also having to give myself a refresher on the GECK workings. So, to the question at hand. What precisely is involved in modding the on death Critical Disintegration effect? I've identified the following components listed below. I know how to edit them and point things to edited resources. 1. Actor Effect - LaserDisintegrationFXSpell 2. Base Effect - LaserDisintegrationEffect 3. Effect Shader - LaserCritGlowFXShader 4. Effect Shader - effectLaserDisintegration 5. Script - LaserDisintegrationEffectScript (this calls both effect shaders in two portions of the script) Would need to create a duplicate script with new ID and rename the shaders in the script to reflect whatever the new edited shaders are. What, if anything, am I missing? From what I can see this should do the trick. But I am admittedly very rusty. Appreciate any feedback Link to comment Share on other sites More sharing options...
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