Changing the Colour of the Magelight Light Ball?

Post » Thu Aug 15, 2013 3:08 am

I have duplicated the Magelight light ball that sticks the wall for a custom spell but I am having trouble changing the colour of it.

There are so many separate elements of a spell like this, it's hard to know if I have found them all.

I did find some meshes and textures linked in the CK, extracted them from the bsa and recoloured the textures with GIMP, but unlike changing recoloured textures for weapon meshes and associating them with the mesh, it does not seem to work.

Could anyone help me work out which elements need to be duplicated and copied for my spell?

Many Thanks

~.~

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willow
 
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Post » Thu Aug 15, 2013 9:32 am

It's in the .nif file.

When you open the MageLight Spell you can see it uses the magiceefect "LightFFAimed".

Opening MagicEffect you can see it uses "MagicLightLightSpell01" Light and hit effect "LightSpellActorFX".

The last one is a artobject and a .nif is set in it: "LightSpellActorFX.nif"

In that .nif are the sparks/colors/animations/floating it produces.

You can delete stuff from it with NifSkope and kill the light, then it will use the MagicLightLightSpell01 in Magic Effect only.

Light colors can be changed in CE easily.

Those Nifs seem to overwrite everything ingame, even other light sources. The engine itself can't mix colors, it simply overwrites or bugs out.

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Rowena
 
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Post » Thu Aug 15, 2013 4:51 am

Thanks very much! :smile:

I had already found those and the LightSpellActorFX.nif has

fxbrightfash01.dds

fxglowspotlinear.dds

darkswirls.dds

So I duplicated the LightSpellActorFX.nif, fxbrightfash01.dds and fxglowspotlinear.dds, renamed them for my mod and added colour in GIMP, replaced the vanilla references in NifSkope and then linked them in the CK to the effects they needed to be linked to.

But it doesn't seem to work. The white is far too bright.

Could you explain a bit more about how these nifs overwrite things and what I should delete to change the colour to use MagicLightLightSpell01?

I use a renamed version of that in one of my spells.

Cheers!

~.~

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Ross Thomas
 
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Post » Thu Aug 15, 2013 11:59 am

You probably need to alter the grayscale texture in the BSEffectShaderProperty nodes. There may also be some color entries which you have to manually change in nifskope as well. And finally there can be AddonNodes which are just annoying... most spell effects don't use them. Here are a couple threads on it.

http://www.gamesas.com/topic/1448146-spell-re-texture-confusion/?hl=%2Bgrayscale#entry22353192

http://www.gamesas.com/topic/1406324-changing-the-colour-pf-spell-effects/

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~Amy~
 
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