This hakpak provides aligned head visual effects for the seven playable races and both genders. The hak includes three types of visual effects: 14 open-faced helms, 7 glowing eye effects and 7 horns. Most of these models and textures are edited versions of Bioware source data.
This hak requires SoU and HotU expansions and patch update v1.66.
This is a beta release. Feedback and bug reports are appreciated.
Posted by NineCoronas at 2012-08-20 03:45:32 Voted 10.00 on 08/20/12
These are fit the bill of exactly what I was looking for!
@Lamb, I have CEP 2.4, I haven't been able to find these vfxs O.o _________________________ "A dagger in the night is worth a thousand swords at dawn..."
Posted by Lamb at 2012-06-27 04:02:03 Voted 10.00 on 06/27/12
Looks like this is included in CEP. Love the horns
Posted by Saduj at 2012-05-24 18:24:50 Voted 10.00 on 05/24/12
Posted by Joern Preine at 2011-06-27 00:57:36 Voted 10.00 on 06/27/11
Some of the helmets look bad, but that isn't your fault, Ippensheir. They already looked bad when they weren't open-faced. The whole idea and the system is definitely worth a 10 and a HoF.
Posted by rawn_phoenix at 2011-06-19 14:28:09 Voted 10.00 on 06/19/11
Hmmm..could of swore that I voted for this, in the days of yore! WTF??!!
This appears to be an amazing resource, if a bit dated. Would it be possible to make an updated version with more helmets? Possibly just some basic horned or winged pot helms for a viking feel, and maybe some more Greek or Roman style helmets? Most of the default Bioware helmets look kind of embarrassing to wear.
Posted by Estelindis at 2011-02-27 17:14:49 Voted 10.00 on 02/27/11
Posted by JackTaylor at 2010-07-06 09:41:53 Voted 10.00 on 07/06/10
Innovative and instructive. Well done, and I agree this deserves Hall of Fame status.
JFK _________________________ My other sword is a +5 Holy Avenger
JFK Swimming Skinmesh Fish Link
JFK Makeshift Weapons Link
Posted by lordofworms at 2009-11-10 07:23:43 Voted 10.00 on 11/10/09
This is fantastic stuff, not only as is but when utilized with a persistant DB system is just plain incredible the amount of things you can do!!
I currently am using it in my own PW and I have not only used the standard fare it comes with but also designed 'wizard conical hats (think gandalf), jester caps..."
and I dont plan on stopping there! and with the PW database saving your changes everything stays even on log out/log in/server resets!
and I agree whay hasnt this ever hit HOF yet???!!!
Posted by The Amethyst Dragon at 2007-11-03 23:44:05 Voted 10.00 on 11/03/07
Amazing work! _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
Posted by TheLurkingArchmage at 2006-04-05 01:28:08 Voted 10.00 on 04/05/06
Ippensheir,
Any chance of a guide to HOW to make such things? I assume that turning a model into a vfx could be somewhat straightforward?
And has anyone had success with reflective or metallic VFX surfaces yet?
Just looking for latest wisdom on this fine new technique -- and I would love a better version of Lisa's hat as well, maybe a couple other middleage/renaissance style hats, or for the Maztica crowd, some form of feathered headband or other fancy Aztec headdress?
I am a little dizzy with the possibilities here...
Posted by TheLurkingArchmage at 2006-04-05 01:22:02 Voted 10.00 on 04/05/06
Freaking amazing!
There is a lot of nice VFX work being done and too bad there is no "CEP" of VFX packs. This is going to be in my hak system next hak update for sure.... it'll really enhance a lot of in-game stuff!
LOVE the dragon horns, btw. Sweet.
Darklight
Posted by JustAnotherReader ( 64.131.xxx.xxx ) at 2006-03-09 17:01:11
Have you considered seperating this bundle hak into three singles featuring the horns, eye glow, and helmets? 1.7mb can be a turnoff for dail-ups and I want my modules to be for everyone! BTW great work!
This looks exceptionally cool. I'm actually looking for a head with glowing white eyes and glowing white orb inside the back of their skull. Is there any chance you could add this head to the hak?
All the best
eR
Posted by RoadWyrm at 2005-12-25 12:26:47 Voted 9.75 on 12/25/05
Great Work! Im not usually the type to even consider adding a Hak to a modual but this is just way to sweet! MAKE MORE!!! (Since the helmet effects are not helmets players can wear helmets with them and in many cases the mixtures look great!, try wearing a skull helmet with alot of these head effects.)
Posted by RoadWyrm at 2005-12-25 12:23:57 Voted 9.75 on 12/25/05
Great Work!
Posted by Ippensheir ( 203.118.xxx.xxx ) at 2005-12-16 13:34:45
I'm sorry to say that I don't have as much time as I'd like to work on this hak, and an ETA on the final version is up in the air.
righto - the effects in this hak can only be applied in game, assuming the hak has been installed in the mod.
Avrilmalidor - this hak works fine with the alternate combat animations. As a matter of fact, some of the characters in the "VFX examples" image are using alternate combat animations.
Posted by Avrilmalidor ( 24.45.xxx.xxx ) at 2005-12-12 12:58:14
Does this visual effect pack support the alternate combat animations?
Posted by righto ( 66.69.xxx.xxx ) at 2005-12-06 17:17:29
is there a way i could use this pak for ig on char creation or is only for mod's?
Posted by Daemon_Blackrazor at 2005-09-30 15:43:06 Voted 9.00 on 02/15/11
I can't believe I havn't voted on this yet - good job! _________________________ "I'll sit myself behind this clock, and sing tunes on its belfry!
I am the one you warned me of."
Yep the hak should work fine if you modify the script to apply by appearance type instead of racial type.
Here's a quick fix if you want to apply the effects to non player races with player race appearance types: add the following lines to the head_effect_lib funtion getEffectIndex before the line switch(PCRace)
if (PCRace != RACIAL_TYPE_HUMAN &&
PCRace != RACIAL_TYPE_ELF &&
PCRace != RACIAL_TYPE_DWARF &&
PCRace != RACIAL_TYPE_HALFLING &&
PCRace != RACIAL_TYPE_GNOME &&
PCRace != RACIAL_TYPE_HALFELF &&
PCRace != RACIAL_TYPE_HALFORC) {
int targetAppearance = GetAppearanceType(oTarget);
switch(targetAppearance) {
case APPEARANCE_TYPE_HUMAN: PCRace = RACIAL_TYPE_HUMAN; break;
case APPEARANCE_TYPE_ELF: PCRace = RACIAL_TYPE_ELF; break;
case APPEARANCE_TYPE_DWARF: PCRace = RACIAL_TYPE_DWARF; break;
case APPEARANCE_TYPE_HALFLING: PCRace = RACIAL_TYPE_HALFLING; break;
case APPEARANCE_TYPE_GNOME: PCRace = RACIAL_TYPE_GNOME; break;
case APPEARANCE_TYPE_HALF_ELF: PCRace = RACIAL_TYPE_HALFELF; break;
case APPEARANCE_TYPE_HALF_ORC: PCRace = RACIAL_TYPE_HALFORC; break;
default: SendMessageToPC(GetFirstPC(), "Error: Invalid appearance type."); break;
}
}
I will fix this problem in the final version of the hakpak. Thanks for bringing it to my attention swedishelk.
Well I got it to work now. I based my OnSpawn script on x2_def_spawn instead of XP1 one. Must have been some sort of bug in the old script. Now I can change the race to whatever I want as long as I keep appearance in one of the "playable" races.