This VFX pack modifies certain spells within the game, allowing them to emit actual light as opposed to a non-light emitting glow effect. I always found it odd that several types of spells that you would think would emit light (like a fireball spell, or lightning, or magic missle, etc) do not. This VFX pack is my attempt to correct that, and in a manner that has the least performance impact, while preserving a realistic look to suit the spell effect modified.
Version History:
1.0 - initial release, added lights to most fire-based spells.
1.01 - added certain acid and lightning-based spells; minor tweaks.
1.02 - added ice and holy-based spells; added light effects to magic weapons that use an elemental visual effect (ice/fire/acid/lightning/holy).
1.03 - added magic missile-types, plus a few other various spells, and all Evocation-based spells. Added Mordenkainen's Sword. Added lighting effects to Turning Undead.
1.04 - the 'Warlock Patch' - added all Eldritch-based spells/invocations. Fixed minor positional error with light emitters on cone-based spells.
1.05 - added all Abjuration/Conjuration/Cures/Divination/Enchantment/Evil-based spells. Modified/tweaked a few stand-alone spells. Added ERF and HAK versions of this vfx pack.
1.06 - added all Illusion/Inflict/Necromancy/Transmutation-based spells. Added light emitter to negative weapon effects. Added light emitter to the spell Summon Creature (all levels).
1.07 - added light emitters to various creature appearance/attack effects. Added support for several more spells.
1.08 - added shadow-casting properties to 99% of light emitters (see readme for details). Added support for two more spells. Fixed numerous positional emitter errors.
1.09 - fixed positional errors on several spells, other minor fixes.
1.09a - the 'Cone of Cold' patch. This spell now acts as it should without 'breaking' other effects.
1.09b - adds a visual effect to your weapon when casting 'Magic Weapon' and 'Greater Magic Weapon' spells.
1.10 - numerous fixes/changes to spells and invocations. See the included readme for the entire list of changes.
See the readme file or the discussion thread here for complete details and install instructions.
This is a simple merge of Kaedrin's PrC pack version of the spell 'Cone of Cold' and the light emitter I created for the same spell. Be sure to follow the directions in the included readme.txt file.
Thanks for the votes folks ;-) New update! This one gives some love to the spells 'Magic Weapon' and 'Greater Magic Weapon'. Here's the quote from the readme: Modified x2_s0_magcweap and x2_s0_grmagweap scripts so that the spells Magic Weapon and Greater Magic Weapon now have a visual effect assigned to them. This a quick n' dirty work-around - the original file that each script calls for a visual effect (fx_defaultitem_magic.sef) is missing. I can recreate it, but the scripts in their current form assigns the effect to the casters BODY, not the weapon. So for right now I am using an existing effect that's easy to call - when cast, the weapon affected by each spell will look charged with electrical energy and cast off a small bit of light. As per the spells, on a successful hit, MAGICAL damage is applied, not electrical. That's it. Small update, but I think this should do it for the stock NWN2 spells and effects. I am now moving on to MotB spells... FINALLY! I just purchased SoZ as well, so that will get some attention after I finish with MotB. Stay tuned. _________________________ - K2 - http://www.hardfought.org - [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]
Posted by Rafer-X at on04/17/09
vote
Posted by purtellfr at on04/11/09
Brilliant !!!
Posted by nicethugbert at on04/09/09
NEAT! _________________________ NTB's Hills and Valleys Vol. 00
Posted by Gugarion at on03/28/09
Does exactly what it says it does :) Thank you.
Posted by K2 at 2009-02-2700:47:07
Hi Foil, To be honest, I'm not interested in 'fixing' something that personally I don't feel to be broken. I like seeing and hearing the exploding effect when my flaming battle axe hits an enemy (when I ever get to play, that is). I understand if you don't have the time to address your proposal yourself - I barely have time to update my own stuff. However, it really isn't too difficult. It'd be along the some lines as the other visual effect package that makes buffs less obtrusive on the eyes. It's a matter of telling the effect not to use this or that effect, or to use a completely different one. If you had one hour of free time to play around with the visual effects editor, I have no doubt you or anyone else that wanted the same thing could figure out a solution. In general - I'm *finally* back from being deployed to Iraq, and I'm back on American soil, for good. If the wife lets me out of the bedroom for more than five minutes at a time, I'll start getting around to making version 2.0 - figure around March/early April. _________________________ - K2 - http://www.hardfought.org - [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]
Posted by foil at on08/02/08
Foil - you should be able to fix those effects yourself with the visual effect editor. Not a chance in hell really. Time, experience, all that jazz. I was thinking along the lines of an add-on like these overrides that change it for all modules and OC...not just my own creations. If your saying that your really not interested and we are barking up the wrong tree, that's understandable. Although if it was extremely simple I would have expected an override for it already since there are quite a few members in the community who dislike the effects including some well known modders.
Posted by K2 at 2008-12-0611:47:25
Version 1.09a is now available. All this minor update does, is modify nw_s0_conecold so that the Cone of Cold spell effect properly originates from the casters hand, without 'breaking' other spell and creature effects (like winter wolf breath). Next up - version 2.0, which we'll finally see some love for the MoTB-specific spells (epic included). _________________________ - K2 - http://www.hardfought.org - [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]
Posted by K2 at 2008-11-1206:51:31
OK, version 1.09 is up. I'll update the hak and erf versions very soon. So what's new? Ever notice when ya cast burning hands, or cone of cold, or color spray, that the major spell effect shoots out of your face or your torso? Annoying as hell. That's basically is what has been fixed in this small update. It takes care of those spells, as well as a few others. See the included readme for details. Black and Red Dragon's breath got some extra attention as well. Nothing major, but it is a difference. One downside to this recent update, is that since the winter wold uses the same spell effect as cone of cold, it's breath affect now shoots out of it's right paw. There's an actual winter wold breath .sef, but it's not referenced in the visualeffects.2da file. I may make a small update to fix that here in a couple days. Enjoy ;-) _________________________ - K2 - http://www.hardfought.org - [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]
Posted by K2 at 2008-11-1109:19:01
Hah, way late reply... Foil - you should be able to fix those effects yourself with the visual effect editor. Guess what? version 1.09 will be submitted within the next 24 hours. It fixes a few spells in the way they look when cast, has been buggin' the hell outta me for awhile now. More details to follow on that. This is also a follow-up to version 2.0, which will be for NWN2+MoTB. This version (1.08/1.09) will be for the original campaign only. Take note, that it will work with MoTB installed, just that the new effects and spells in MoTB wont be affected with the 1.x series. That's what the upcoming 2.0 version is for. Stay tuned. _________________________ - K2 - http://www.hardfought.org - [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone