I FIGURED OUT NEW AUGMENT EFFECTS! :D [message #62063] |
Fri, 01 April 2011 17:20 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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I JUST figured out how to give a new augmentation it's own effect, when tinkering with my Ancient Augmentation. In the CAugmentationDef, you give it a type number, something the others don't use. Then you go into the CObjectAugmentationsDef of the weapon you want to have this effect. Click on the Augmentation Particles def, and use the unused Particle Slot. In the top unknown of it, put in your augmentation's type number. The unknown below that, you should not change. You have four unknowns below that second one, give the top two an effect you like, and the bottom two a couple of fitting trail effects. For mine I used FLAMING_SWORD_LEVEL_1, AUGMENT_FIRE_WOOSH_01, and AUGMENT_FIRE_WOOSH_02. You need the trail effects so that your effect doesn't grow with each swing. Now below that you have two listings, with no textboxes inside of them, and a textbox with the number 0 beside each. Change the 0 to 2, then click their add buttons twice. In your first textbox, put in 301293. In the second one, put in 335535. In the third, you put 301304. In the fourth, you put in 335546. These numbers tell fable what helpers to attach the effect to. Now click apply changes, then save the mods and run fable. If the new augmentation is in the weapon you edited, you will now have a new effect on the weapon.
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