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Posted
1 hour ago, HexBolt8 said:

I'm curious about the sound that plays when the circle effect ends.  I don't see it in the Magic Effect.  How would one change it?

I'm not entirely sure 😅 The circle effect is actually a heavily modified ward mesh, and the sound is that of a ward fading. I believe that sound is actually coupled to the fade animation in the mesh, but I still don't quite understand how those .nif animations really work. You can open the .nif in Nifskope and go to NiControllerManager -> mCastEnd -> NiTextKeyExtraData, and one of those keys should says "SoundPlay.MAGWardDrop". I'm guessing that's what you'd have to change. But I'm not sure where it's going to try to look for that sound. It's not a file path though, and MAGWardDrop is a valid EditorID for that sound in CK, so I'm guessing if you replace that "SoundPlay.MAGWardDrop" string by "SoundPlay.[YourSound]" it should work?

Posted
14 minutes ago, Frayed said:

It's not a file path though, and MAGWardDrop is a valid EditorID for that sound in CK, so I'm guessing if you replace that "SoundPlay.MAGWardDrop" string by "SoundPlay.[YourSound]" it should work?

Thank you.  I was so close, but I hadn't expanded NiTextKeyExtraData because I don't usually poke around inside this part of nif files.  This is the piece I was missing.  Replacing MAGWardDrop with another MAG sound worked perfectly.

 

Thank you for the help, and for this mod (it's very nice work).  I'll be using the collar and the runic circle effect in the next update to Submissive Lola: The Resubmission, with attribution to you and Layam.

Posted
16 hours ago, HexBolt8 said:

Thank you.  I was so close, but I hadn't expanded NiTextKeyExtraData because I don't usually poke around inside this part of nif files.  This is the piece I was missing.  Replacing MAGWardDrop with another MAG sound worked perfectly.

Cool, glad to hear that worked. I only discovered that the sound was defined in there by chance after you asked, before that I assumed it was in the anim graph file somewhere, which would've much less convenient.

  • 1 month later...
Posted

As @HexBolt8 included the options for the runic collar in Submissive Lola, I've downloaded and installed this mod, and I love it.

With normal DD collars I always thought, "yeah, but i can hide that with a higher collar on my clothing" - no chance to hide that runic glow. :blush:

  • 7 months later...
Posted

I've been trying to change the glow of the collar from red to white, but I'm having some trouble.

 

It was easy to change the color of the runes to white.

However, the red glow remains even after using paint.net to edit...

ironcollarleashingglow.dds 

ironcollarleashing_e.dds

 

I'm not a photoshop expert, but is some of that color information baked into the normal map? (ironcollarleashing_n.dds)

Maybe I'm wrong, but I was under the impression that normal maps were just grayscale.

 

Has anyone done this color change before?

 

Screenshot17.png.fb59d908932b6032511e232d84205af3.png

 

 

Posted (edited)
1 hour ago, Vaenja said:

I've been trying to change the glow of the collar from red to white, but I'm having some trouble.

 

It was easy to change the color of the runes to white.

However, the red glow remains even after using paint.net to edit...

ironcollarleashingglow.dds 

ironcollarleashing_e.dds

 

I'm not a photoshop expert, but is some of that color information baked into the normal map? (ironcollarleashing_n.dds)

Maybe I'm wrong, but I was under the impression that normal maps were just grayscale.

 

Has anyone done this color change before?

 

There is a red color defined in a few places, actually.

  1. The glowy spinny circle has it defined via a white diffuse texture and a red emissive color. You've changed that one already.
  2. There's a glow texture (ironcollarleashingglow.dds) which gives the thin red glowing bits on the collar itself.
  3. There's an environmental map (ironcollarleashing_e.dds) that colors part of the reflections off of the collar red.
  4. There's an ENB light node defined on the front part of the glowy circle that adds a screen space light if you've got ENB light installed. This also has a red emissive color, and can be changed via Nifskope much like the emissive color of the circle itself.
  5. And finally, there's a base game light node defined on the back of the glowy circle that the game itself can attach a colored light to. This has to be changed via the Creation Kit (edit: or xEdit).

Normal maps don't define color, you don't need to worry about those. From your screenshot, you're missing the ironcollarleashingglow.dds edit and probably both light nodes.

Edited by Frayed
Posted
17 minutes ago, Frayed said:

 

There is a red color defined in a few places, actually.

  1. The glowy spinny circle has it defined via a white diffuse texture and a red emissive color. You've changed that one already.
  2. There's a glow texture (ironcollarleashingglow.dds) which gives the thin red glowing bits on the collar itself.
  3. There's an environmental map (ironcollarleashing_e.dds) that colors part of the reflections off of the collar red.
  4. There's an ENB light node defined on the front part of the glowy circle that adds a screen space light if you've got ENB light installed. This also has a red emissive color, and can be changed via Nifskope much like the emissive color of the circle itself.
  5. And finally, there's a base game light node defined on the back of the glowy circle that the game itself can attach a colored light to. This has to be changed via the Creation Kit.

Normal maps don't define color, you don't need to worry about those. From your screenshot, you're missing the ironcollarleashingglow.dds edit and probably both light nodes.

Thanks, I think I will have to address #4 & #5. 

 

I've been trying to avoid going into the Creation Kit, but I figured there was something baked in there.

 

Though, for the submissivelola mod I just realized you can use any collar with the circular white runes, so that might be my compromise.

Posted (edited)
11 minutes ago, Vaenja said:

Thanks, I think I will have to address #4 & #5. 

 

I've been trying to avoid going into the Creation Kit, but I figured there was something baked in there.

 

Though, for the submissivelola mod I just realized you can use any collar with the circular white runes, so that might be my compromise.

No real need to go via CK actually, I misspoke, just use xEdit and change the color of the light:

 

ChangeLightxEdit.png.ed9ef6063d18f7bbeedb2ce7d690a1dd.png

Edited by Frayed
Posted (edited)

Thanks a bunch.  This looks great, and no red glow too.  Screenshots for where to get everything in NifSkope and SSEedit below.

Screenshot18.png.e841f4f139c5b6ce8a01caedc8f09414.png

 

There are several variants of RuneCircle.nif meshes that each need the Emissive Color changed in NifSkopeimage.png.157300136c2fcf1c8ddcb093ce6aa820.png

 

Also, there are several RunicCollar meshes with the Red Emissive Color baked in.image.png.187f4b2435822e377752cddce7cc8ca0.png

 

This is from the SubmissiveLola Runic Collar Asset pack, but every time that mod updates, the color probably has to be changed in SSEedit again.

image.png.80a1e53742e3a0ed0479e93acf6e702a.png

 

 

image.png.90842bdbf9740524fe9d4f9cb8cfa815.png

Edited by Vaenja
  • 1 year later...

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