ughfhhyg4555786 Posted October 2, 2022 Share Posted October 2, 2022 I would like to know where I can find these Red Diamond Recon Marker meshes and textures in game. I'm currently working on life detect spell and I have tried the berry mentat effectshader (red smoke is unclear in daytime). If you happen to have the meshes and textures, could you please share it? Much appreciate. You can see through walls both berry mentant effect and recon marker but not Target HUD effect. Link to comment Share on other sites More sharing options...
RaidersClamoring Posted October 3, 2022 Share Posted October 3, 2022 I'm doing something similar right now and I've tried to find this damned red diamond for something like 1,5 hours to no avail. I've looked in effect shaders, the swf:s in the UI, art objects, IMADS, IMODS, among all linked nifs, in scripts, both magic effect scripts and ref alias scripts, in effects inside Ba2 archives.... It's just not there. Only thing I haven't tried is trying to select it in console and see if a name pops up. So you could try that. Link to comment Share on other sites More sharing options...
ughfhhyg4555786 Posted October 3, 2022 Author Share Posted October 3, 2022 Hi, you know what, I need someone's help too, so if you are doing something similar, maybe we can work together. It has to have the texture, perhaps in other mesh or texture folders? Also, I wonder if recon marker using some sort of visual aberration mechanism. If this is true, then I guess even if we found this red diamond thing, we probably can't use it. (p.s I will try the console one you suggest and I will let you know). Link to comment Share on other sites More sharing options...
RaidersClamoring Posted October 3, 2022 Share Posted October 3, 2022 I really wish I could help but I'm giving up on this recon marker thing altogether. It might be a deeper game engine feature which I suspect the green workshop shaders also are because I can't find those either (although they are easy enough to recreate). In other words, we can't reach it through the editor or through scripting. But don't take my word for it. Link to comment Share on other sites More sharing options...
DieFeM Posted October 3, 2022 Share Posted October 3, 2022 It is located at HudMenu.swf, Sprite 441. Link to comment Share on other sites More sharing options...
RaidersClamoring Posted October 4, 2022 Share Posted October 4, 2022 Ahh, finally. Thanks a lot DieFeM!Now to try and understand the Action Script and figure out how to make use of this... Oh boy. Link to comment Share on other sites More sharing options...
ughfhhyg4555786 Posted October 4, 2022 Author Share Posted October 4, 2022 Great, Thank you guys! Link to comment Share on other sites More sharing options...
DieFeM Posted October 4, 2022 Share Posted October 4, 2022 You're welcome On the other hand, replacing it seems pretty simple with JPEXS, if that's what you're looking for. Is the shape 395:That the saved swf works as expected after replacing it is a whole other story. I'd recommend you extracting fonts_en.swf in the same folder, because otherwise the produced swf will likely fail in-game otherwise. Link to comment Share on other sites More sharing options...
DieFeM Posted October 4, 2022 Share Posted October 4, 2022 If what you want to achieve is using this marker in your own effect, what the recon scope effect does is adding/removing the actor to a reference collection alias (ReconTargets) in a quest (ReconScopeQuest), and this ref collection alias adds an Alias Keyword (reconMarkedEnemy) to all actors in it. This keyword is used as a default object, and such default action is defined internally, hardcoded in the game engine, and it adds the diamond on top of the given actor. So, in short, the only thing you actually need to do is adding the keyword to the actor. Link to comment Share on other sites More sharing options...
DieFeM Posted October 4, 2022 Share Posted October 4, 2022 On the other hand, the effect is part of ReconScopeSpell, which is triggered by a script in another alias in the same quest, Player. It is triggered as soon as the player equips the weapon with a recon scope, which adds TargetingScopeEquippedEffect to the player. In the OnItemEquipped event, if the player has such magic effect, a timer is started every quarter of a second (TargetingTick = 0.25). In the timer event, if the player is in iron sights, the script will cast the spell, which will check for a hostile target actor as defined in the magic effect. Link to comment Share on other sites More sharing options...
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