Changing the colour pf spell effects

Post » Sun Nov 18, 2012 5:34 pm

Oh wow, okay . . . so what I'm probably going to need to do is create a new texture for fire in the CK, change the colour, figure out it's AddOnNode value, and then replace the value of the AddOnNodes in Nifskope? Can you point me to any specific tutorials on this?
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REVLUTIN
 
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Post » Sun Nov 18, 2012 8:11 pm

I'm making a tutorial of the way I do this, once I figure out how to use the recording thing. No mic though, but I'll use notepad or something to speak.
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Sarah Edmunds
 
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Post » Sun Nov 18, 2012 10:55 pm

Thanks Pally. When you do I'll email GBJackson to have him add it to the tutorial thread.
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Taylah Illies
 
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Post » Sun Nov 18, 2012 9:54 pm

Alright, I've found a few threads and I think I know what I need to do. Will still definitely take a look into your tutorial though. Thanks for all your help on this, particularly Il Ducey, SaidenStorm, SeventyFour and ThePaladin. I'm really new to modding, learned a lot through the back-and-forth on this thread. Thanks again. If this works, I'll post my results here.
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Big Homie
 
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Post » Sun Nov 18, 2012 8:20 pm

Just get in there and mess with it, best thing to do. Can someone point me to a good recording program to do this though?..
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Jade Muggeridge
 
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Post » Sun Nov 18, 2012 11:06 am

Okay, I found the addonnode folder in the CK, and I've duplicated the ones that I want. However, it won't let me change the addonnode's index (the field is greyed out). Is this a situation where I just have to create a new one and attach it to the corresponding nif file?

Edit: Even if I create a new one, it just uses the same index as an already existing addon node. Do I need to unlock something, or change some settings in the creation kit or something?
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Nathan Hunter
 
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Post » Mon Nov 19, 2012 1:56 am

You're tricky Bethesda, but I'm trickier......

[IMG]http://i.imgur.com/wJlsO.jpg[/IMG]

[IMG]http://i.imgur.com/44LBV.jpg[/IMG]
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Emily Jeffs
 
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Post » Sun Nov 18, 2012 12:02 pm

Very nice! Now YOU can write a tutorial ;)
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El Khatiri
 
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Post » Sun Nov 18, 2012 7:43 pm

Please do!
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Adam Porter
 
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Post » Sun Nov 18, 2012 10:21 am

Yup, I'll tell everyone how to do this in a bit. I'm also going to start a thread asking Bethesda to make it easier to add/change addon node indexes. It's pretty mickey-mouse the way it's set up right now, could result in a lot of people coming up with the same indexes.
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zoe
 
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Post » Sun Nov 18, 2012 5:20 pm

Yup, I'll tell everyone how to do this in a bit. I'm also going to start a thread asking Bethesda to make it easier to add/change addon node indexes. It's pretty mickey-mouse the way it's set up right now, could result in a lot of people coming up with the same indexes.
This is great, because this is completely different than the way I do it. Once I get mine done (Tomorrow night should be good.) and you get yours done, we'll have 2 tutorials. Can't wait.

EDIT: As a matter of fact, I have no idea what you're talking about by indexes, LOL. I use only nifksope to retexture it, nothing in the CK is changed except for completely new files.
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Georgia Fullalove
 
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Post » Sun Nov 18, 2012 7:08 pm

This is great, because this is completely different than the way I do it. Once I get mine done (Tomorrow night should be good.) and you get yours done, we'll have 2 tutorials. Can't wait. EDIT: As a matter of fact, I have no idea what you're talking about by indexes, LOL. I use only nifksope to retexture it, nothing in the CK is changed except for completely new files.

What he is referring to is that AddOnNode Indexes are shared meaning EVERY mod that alters one of these instantly conflicts with one another and there is no way to fix it for Skyrim unlike for FO3/NV where it was possible to alter the Node Index Values it is not possible to do this for Skyrim using the CK alone

Also if you altered these and did not assign any new Indexes then you either replaced the originals or just left yours broken and not fully functioning, may want to look into it.

----

On a side note it is possible to edit the Index your stuff uses by using Snip to edit the Index value -> though it is known to cause mod corruption on certain types of edits so make sure you back up everything.

Personally I started my AddOnNode Index at 1001 and reserved up to index 1200 by creating 200 empty entries all assigned to that range so I could just insert the model and update the data to fit my needs.
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Robert Garcia
 
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Post » Sun Nov 18, 2012 10:33 am

What he is referring to is that AddOnNode Indexes are shared meaning EVERY mod that alters one of these instantly conflicts with one another and there is no way to fix it for Skyrim unlike for FO3/NV where it was possible to alter the Node Index Values it is not possible to do this for Skyrim using the CK alone

Also if you altered these and did not assign any new Indexes then you either replaced the originals or just left yours broken and not fully functioning, may want to look into it.

----

On a side note it is possible to edit the Index your stuff uses by using Snip to edit the Index value -> though it is known to cause mod corruption on certain types of edits so make sure you back up everything.

Personally I started my AddOnNode Index at 1001 and reserved up to index 1200 by creating 200 empty entries all assigned to that range so I could just insert the model and update the data to fit my needs.

I found a mickeymouse way to alter the new indexes. As I said, it's not perfect, but I haven't replaced any original nodes. The new nodes are #99 and #100.

Edit: I'm just going to explain it here for now. If you need to add new nodes, go to the very last node (if you have Dawnguard it will be node 90, if not it's 88). Right click, and duplicate that node. It should automatically assign the new node an index value of 91. I just repeated this until I got up to node 99 and 100. I deleted nodes 91 - 98 and used 99 and 100 for my new addon nodes. Now, the problem with this is, if this becomes a widespread way to do it, it's going to result in a lot of conflicts in the 91 - 110 range for addon nodes. Bethesda really should add a way to edit the addon node indexes.
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Spencey!
 
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Post » Mon Nov 19, 2012 12:31 am

Alright, I have everything nailed down except the impactdataset. I've changed all the textures and addonnodes I could find in it, but it's acting very strangely. The flames (those resulting from the impactdataset, I've fixed all the others) are still orange. I've gone through and reworked the files being used by it, and it still wants to make it orange. Very strange. The way it works is something like:

Impactdataset > Impacteffect > .nif file (draws from textures and one addon node) > addon node > nif file (again draws from some textures)

It's right at the impacteffect point that it's acting weird. Even if I disconnect all the impacteffects from the impactdataset, it still wants to use orange flame for all the impact effects. This doesn't make sense, since it shouldn't be drawing on any impacteffects at all . . .

Once again, I know that I'm looking for a reference somewhere in the nifs or the CK to gradflame01.dds--apparently the flame texture used for most of the game's fire effects--because when I replace that file in the textures folder, the flames will turn green, along with all other flames in the game.

Anyone been working with the impactdatasets at all?

Edit: I'm going to wait until I have absolutely everything figured out to do a tutorial. Once I can show how to change the effect colours from beginning to end, I'll do one up.
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Kit Marsden
 
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Post » Sun Nov 18, 2012 1:49 pm

Alright, I finally did it. There might be a little bit of an orange tinge left to it, but I can't find the reference to it anywhere in the files. It's part of a larger spell mod I'm working on. Link below. If you like it, please endorse.

http://skyrim.nexusmods.com/mods/23130
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James Wilson
 
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