Hex Bolt Posted January 23, 2024 Posted January 23, 2024 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?
Frayed Posted January 23, 2024 Author Posted January 23, 2024 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? 1
Hex Bolt Posted January 23, 2024 Posted January 23, 2024 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.
Frayed Posted January 24, 2024 Author Posted January 24, 2024 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.
CaptainJ03 Posted February 28, 2024 Posted February 28, 2024 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.
Vaenja Posted October 18, 2024 Posted October 18, 2024 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?
Frayed Posted October 18, 2024 Author Posted October 18, 2024 (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. The glowy spinny circle has it defined via a white diffuse texture and a red emissive color. You've changed that one already. There's a glow texture (ironcollarleashingglow.dds) which gives the thin red glowing bits on the collar itself. There's an environmental map (ironcollarleashing_e.dds) that colors part of the reflections off of the collar red. 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. 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 October 18, 2024 by Frayed 1
Vaenja Posted October 18, 2024 Posted October 18, 2024 17 minutes ago, Frayed said: There is a red color defined in a few places, actually. The glowy spinny circle has it defined via a white diffuse texture and a red emissive color. You've changed that one already. There's a glow texture (ironcollarleashingglow.dds) which gives the thin red glowing bits on the collar itself. There's an environmental map (ironcollarleashing_e.dds) that colors part of the reflections off of the collar red. 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. 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.
Frayed Posted October 18, 2024 Author Posted October 18, 2024 (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: Edited October 18, 2024 by Frayed
Vaenja Posted October 19, 2024 Posted October 19, 2024 (edited) Thanks a bunch. This looks great, and no red glow too. Screenshots for where to get everything in NifSkope and SSEedit below. There are several variants of RuneCircle.nif meshes that each need the Emissive Color changed in NifSkope Also, there are several RunicCollar meshes with the Red Emissive Color baked in. 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. Edited October 19, 2024 by Vaenja
thor3222 Posted February 28 Posted February 28 Really great resource, with very good examples. Working on implementing it in my mod now
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