Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » Requests » weapon effects
icon4.gif  weapon effects [message #65800] Fri, 10 February 2012 16:46 Go to next message
Lagasaurus is currently offline  Lagasaurus
Messages: 21
Registered: February 2012
Location: In a book
hey again it would be AMAZING if you could make weapon effects for:

SOA (sword of aeons) w/ JoB aura
katana w/ skulls

thanx a ton!

[Updated on: Fri, 10 February 2012 16:46]

Report message to a moderator

Re: weapon effects [message #65802 is a reply to message #65800] Fri, 10 February 2012 17:28 Go to previous messageGo to next message
asmcint is currently offline  asmcint
Messages: 1360
Registered: April 2010
Location: Behind the beef

Moderator
Hmm... You can add the JoB blue aura to the SOA, as well as his body aura. There are two ways of doing this. One is currently beyond my ability, I have yet to figure it out. It involves adding a new helper to the weapon mesh and using that helper to spawn a new effect through the CParticleAttacherDef. Problem is, you need a need a name.bin entry to match the helper you're spawning from, I can't access the name.bin, so trying to do it that way has become an excercise in futility for me. The other way is through the CObjectAugmentationsDef that every weapon has. Find your effect in effects.bin, then in the four listed effect slots for each augment's special effect on that weapon, change the effect ID to the new effect. Problem with this is, permanent effects suck. Unless you find a good trail effect to use on the bottom two of the four augment effect entries, you have to either A:Leave the trail effect stuff blank, thus causing you to have a non effect-y sword whenever you swing, or B:Use the effect you already selected as a trail, which if it's a permanent effect, will grow bigger and bigger each time you swing until you can't see hardly anything. Rolling Eyes So, there's your options, have fun.

Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
Re: weapon effects [message #69279 is a reply to message #65800] Tue, 06 August 2013 11:52 Go to previous message
fable4624
Messages: 2
Registered: August 2013
1. Open fable explorer
2. Scroll down to object
3. Find the weapon you want(SOA is 5526)
4. Double click on the entry
5. Click on the CDEF's and find CObjectAugmentationsDef
6. Click on augmentation particles
7. Go to effects.big
8. click on the + by PARTICLE_MAIN_PC
9. find the effect you want (JoB blue sword aurora is 298)
10. Copy the number into all of the text boxes above the blue links.

Only copy it into the entries with the augmentations that are on the weapon.

Note with fire and lightning only copy it into wisp not woosh as if you copy it into woosh the effect will grow larger and larger until you cant see the hero anymore.
Previous Topic: Character size mod (always fatty)
Next Topic: Loki Mask
Goto Forum:
  


Current Time: Thu Apr 18 21:33:59 PDT 2024

Total time taken to generate the page: 0.01123 seconds