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Shishkebab Glow Color Assistance


Jendrak

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Good morning all,

 

I am working on my first standalone mod about the concept of someone taking a Shishkebab and utilizing technology from another weapon to create one that does something other than fire/energy damage.

 

I have the texture change done (and works ingame) as well as the fire animations (off, on, bigger flame = correct altered color in game). I also have added some glowing areas to the sword (which also glow the correct altered color in game).

 

The main issue I am having now is the actual GLOW that the weapon puts off. I can not find in NifSkope where to change the color of the glow when you actually swing the blade and the flames grow to a bigger size. All of the colors (texture, flamins etc.)

 

Any assistance would be greatly appreciated. I love playing Fallout 4 as a melee but there are so few limited weapons. If I can get this mod created, uploaded, and it has a good turn around, I might consider making my "niche" here at Nexus that of customized melee weapons.

 

Thanks in advance for any help.

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I don't have the file open in front of me, but look and see if there's an "Add-on Node" and a number after it. If so, this is probably the light. You can't tweak it in Nifskope if this is the case, but it's easy to do in xEdit. Just look under Lights and find the corresponding number, and change the RGB settings.

 

If it's an emissive setting within the nif or a glow map this won't apply though.

Edited by mm137
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Thanks for the response mm137. I do not see an "Add-on Node" under any of the block items in Nifskope. There is one "light" setting that is NiPointLight, but this is just the basic glow....not the one that happens when you actively attack with the Shishkebab.

 

I also do not see any fields called simply "Light" in FO4edit either.

 

ARG!!!

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Could it be in the TritiumDot shapes' children? I'm not all that knowledgeable about how the crap in there works, but it does look like those have emissive properties in the animation controllers. No idea if that effects the thing's actual light source though.. and none of that crap is orange :dry: FireFlame.dds that's being used as the pallet though, that's got appropriately flamey orange in it. That's referenced in the TritiumDot BSEffectShaderProperty blocks.

 

There's also the particle systems you can edit the colors on.

 

And you will probably need to make custom crit effects to match whatever colors you're using in xEdit. Shiskebab uses CritFire [sPEL:001478EC] which references CritFireEffect "Immolation" [MGEF:001478EA] which uses FXCritFireLight [LIGH:00149E5F] and FXHitEffectImpactLightAnim [ARTO:00149E60] and likely all those will need copied into new records so you can edit them.

 

When I was working on this stupid thing for FO3, I just took the 'nuke it from orbit' approach to "Where the hell is that color coming from?!" and went and violently carpet bombed every single goddamn color property, vertex color, and referenced texture with my neon purple until it all worked :ermm:

 

EDIT: Regardless, I hope you get it all figured out because I need, with a fiery burning passion (har!) an all cerulean huge gouts of flame shsikebab that flares blinding white. Need.

Edited by Kikaimegami
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Thanks Kik for the ideas. The FireFlame.dds I actually altered so that part is being covered. Also, I changed the crits/damage modifiers to the appropriate effect that I am wanting (which also is the right color). I do see where you are going with the vertex properties. I will take a look at those and see what I can do.

 

As for your NEED (lol), my shishkebab will not be emanating white light...it will be blue.

 

Hint: My weapon answers the question....what happens with the shishkebab and the cryolater get together and have a baby!

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It just occurred to me that it might be in the hkt file :( I don't think there's any way to edit those without Havok's dev tools. You might be able to use a hex editor, but I don't know...

 

I kinda figured that's what you were going to do :laugh: Are you going to make other variants, e.g. plasma?

 

I was saying that more because if you get this figured out, then I can just look at what you did and make mine instead of slamming my head into a wall trying figure it out on my own :ermm:

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Ah ok...I will get a hold of Havok and see what I can do. I will keep you updated.

 

As for variants....if my Cryoblade has a good reception, I just might have to consider making a full line of them. There isn't enough variety for melee users.

 

I am still having issues with adding the additional "ice" jets on there by the player. It wants to craft the default ones, but if I put the ice ones on the main weapon at creation, it works just fine. I made some adjustments to the mod files in the esp and now it doesn't even give me the option to put the mod on it lol.

 

YEAH MODDING FUN!

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Unpacking Shishkebab.hkx into an xml gets me the following code:

<?xml version="1.0" encoding="ASCII" standalone="no"?>
<hkpackfile classversion="11" contentsversion="hk_2014.1.0-r1">
    <hksection name="__data__">
        <hkobject class="hkRootLevelContainer" name="#90" signature="0x2772c11e">
            <hkparam name="namedVariants" numelements="1">
                <hkobject>
                    <hkparam name="name">hkbProjectData</hkparam>
                    <hkparam name="className">hkbProjectData</hkparam>
                    <hkparam name="variant">#91</hkparam>
                </hkobject>
            </hkparam>
        </hkobject>
        <hkobject class="hkbProjectData" name="#91" signature="0x363c1159">
            <!-- memSizeAndRefCount SERIALIZE_IGNORED -->
            <hkparam name="worldUpWS">(0.0 0.0 1.0 0.0)</hkparam>
            <hkparam name="stringData">#92</hkparam>
            <hkparam name="defaultEventMode">2</hkparam>
        </hkobject>
        <hkobject class="hkbProjectStringData" name="#92" signature="0xca08c2ba">
            <!-- memSizeAndRefCount SERIALIZE_IGNORED -->
            <hkparam name="animationFilenames" numelements="0"/>
            <hkparam name="behaviorFilenames" numelements="0"/>
            <hkparam name="characterFilenames" numelements="1">
                <hkcstring>Characters\Character.hkx</hkcstring>
            </hkparam>
            <hkparam name="eventNames" numelements="0"/>
            <hkparam name="animationPath"/>
            <hkparam name="behaviorPath"/>
            <hkparam name="characterPath"/>
            <hkparam name="scriptsPath">Scripts\</hkparam>
            <hkparam name="fullPathToSource"/>
            <!-- rootPath SERIALIZE_IGNORED -->
        </hkobject>
    </hksection>
</hkpackfile>

I don't see anything with colors or hex numbers in there that would change the ambient color. Any other suggestions?

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