Ignition (say "Goodbye" to Igni!)

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Hi there MonarchX. Great work here :D. Can't wait for this to get released, but take your time.

I would like to ask if there is possibility to add https://www.youtube.com/watch?v=B1hMePumE9U something like this to game? Of course time it better as here it's way too long and it looks funny.

Asking because no-one seems to do it and in my opinion it looks awesome and adds that immersion factor to the game! (I mean come on, if you cut of someone hand you want to HEAR them beg for their lives, if you cut off their legs you want to see them wiggle in agony and not just die straight away).
 
That is actually horribly unrealistic. When your arm or leg is cut off you go into immediate shock. No way you would still be standing or crawling around.

Furthermore, because of the extreme bloodloss you would typically die due to bloodloss in a matter of minutes.
 

Guest 3841499

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Unrealistic or not, that I would not how to do as it probably requires scripting and AFAIK, KNG no longer develops it. I could possibly add blood trails, but I don't like them and neither do some other fans of Brutal Blood.

Death animations is the thing I want to fix, but it makes the whole system very unstable and DLC method without script does not seem to work.

Thanks to Saint Rfuzzalus The Scripto-Wizard, it should not be possible to edit duration of post-explosion burn FX and that would spare me a week worth of modding.
 
info0;n10751151 said:
Hi there MonarchX. Great work here :D. Can't wait for this to get released, but take your time.

I would like to ask if there is possibility to add https://www.youtube.com/watch?v=B1hMePumE9U something like this to game? Of course time it better as here it's way too long and it looks funny.

Asking because no-one seems to do it and in my opinion it looks awesome and adds that immersion factor to the game! (I mean come on, if you cut of someone hand you want to HEAR them beg for their lives, if you cut off their legs you want to see them wiggle in agony and not just die straight away).

I really don't care if it's realistic or not. Witcher 3 is unrealistic anyway in many aspects already ^_^. This just adds that falvor to vanilla game it has been missing (after all, voice samples are THERE, but NEVER used in actual game).

And yes, it would probably require too much work to add. Shame that KNG didn't share his work for someone to continue it :(. That is something I miss in Brutal Blood with burning blood to be almost perfect (I don't care about blood trails on floor from swords, it's just meh).
 

Guest 3841499

Guest
info0;n10752381 said:
I really don't care if it's realistic or not. Witcher 3 is unrealistic anyway in many aspects already ^_^. This just adds that falvor to vanilla game it has been missing (after all, voice samples are THERE, but NEVER used in actual game).

And yes, it would probably require too much work to add. Shame that KNG didn't share his work for someone to continue it :(. That is something I miss in Brutal Blood with burning blood to be almost perfect (I don't care about blood trails on floor from swords, it's just meh).

GregorWladacz;n10752511 said:
Burning blood? wtf

Who knows, maybe he is still developing it, but I can tell you for sure that if it required knowledge of scripting, I would not be able to do anything with it. I don't know script, at all.
 

Guest 3841499

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What I find awesome and curious is that game script or game code executes certain default/generic FX for ALL NPC/player entities IF they are present in Cooked FX in templates. For example, in vanilla, cyclops do not leave blood on water after death because that FX is not present in Cooked FX. Simply adding "water_death" enables it. The way I end up adding blood on water from sword hits is tedious as hell, but I think that FX exists as one of those generic/default FX. The problem is that you have to know the actual name of that FX and it is nowhere to be found... If I knew the name, I would be done with this mod in no time... I tried "blood_water" and "water_blood" and it wouldn't work.

In that swamp video, I think, the blood on water appears after a rather large drop of blood falls, that is something I can't see clearly or make it happen...
 

Guest 3841499

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More features added:
- Ignition GhostRiderSaddle now not only burns, but acts as a light source and casts shadows
- Enemies in critical burning state during and/or after death from Ignition also cast shadows
- Ignition Power Place now has a new texture (WIP) and acts as a shadow-casting light source
- Improved Brutal Blood spray and decal textures along with other commonly used blood textures

Some screenshots:

https://drive.google.com/file/d/1ugCr9Ona9mV73u4sevBzB5Q_E8-i3TBS/view?usp=sharing

https://drive.google.com/file/d/1zz8IHZXxQHBz0TY76KmVMX1aXjqkh2We/view?usp=sharing

https://drive.google.com/file/d/1KpPxKKUuAcDN23SUUAIGTys0rzZmHwjL/view?usp=sharing

https://drive.google.com/file/d/1gSeplpWsYwa1LYG4UJgRIfsbuBk9LG3Q/view?usp=sharing

https://drive.google.com/file/d/12kj6iWa10h4IAZsrxR3RoQF01fzKAlcI/view?usp=sharing

WIP:
- New Ignition Sign icon to replace Igni sign

P.S. I am not an artist and if someone with some artistic skill wants to help - you are very welcome to do so or you may just end up with UGLY-AS-HELL textures :D (unlikely though).
 

Guest 3841499

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Accidentally found a proper fix for Devil Saddle broken eye FX that was "fixed" in NitPicker Patch. It was made to look as it was fixed, which I guess is good enough for most people, but the problem was never in the eye mesh as it was assumed. It was in player horse template, where the eye FX was applied only to one eye, not both.

This allowed to finally complete this hellish beast and add glowing lava eyes. Some shots:

https://drive.google.com/file/d/1PisTEKZYw26Jc-9uTWhyYzTUEhZWbJdr/view?usp=sharing

https://drive.google.com/file/d/1mVUrYWf7UDlms5T_JS0HKxZj4t8Ftl_J/view?usp=sharing

https://drive.google.com/file/d/1_IcLFyuXSYJaSDNfQhoQ2qBTIcCKqOYJ/view?usp=sharing

https://drive.google.com/file/d/1AtbSgbxIXB1NTaTWoNEZSwnENICy6Dtd/view?usp=sharing


I removed shadows because horse neck shadow prevented light from falling on Geralt.

 

Guest 3841499

Guest
Could be today, but I hope this weekend. There is no finish line with this mod, not to mention accessories.., such as new toxic gas FX with gas acting as green light source for those who enjoy Darker/Atmospheric Nights and can't see where it's at until it's too late.

The problem is the "E3 blood in the water from hits, not just death". I have to go NPC template by template to make it happen and it's not a simple copy/paste. I won't do them all (no fraking way...), but these are done:
- Geralt
- Bies
- Basilisks
- Drowners
- Ghouls
- Alghouls
- Fogglings
- Nekkers
- Harpy's
- Siren's
- Hags (their files show that "water_blood" was there, but CDPR yanked it!)
- Wraiths (finally with black blood on water and black blood marks on the ground)

Not going to do due to low probability of a water-combat encounter:
- Gryphons
- Cockatrice
- Wyverns
- Animals (like bears)
- Wild Hunt
- Leshen/Lessog
- Insectoids
- Trolls

Not done, but want to do:
- Humans (and doing them all would take forever, I could try to do bandits because of how common they are, but that's it...)


I also need to test it thoroughly and I guess I need reliable testers who use the required mods for full version of Ignition with Brutal Blood updates - E3 Quen, Ghost Mode, and Brutal Blood.

 

Guest 3841499

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Updates:
- Added E3 Attack Blood on Water for all the common human NPC's
- Non-script part of Ignition is done, but need other modders to test it, wish more than just Rfuzzo and myself worked on this project...

WIP:
- Script that would allow people to change duration of the blood and burn FX because it's kind of a mess and I am undecided as to how long should bodies burn or blood stay in the water from hits and/or death, but as sure as hell will not release multiple "duration" versions - too much work.

Changes:
- Ghost Rider Saddle was canceled as an accessory because with the recent addition Fire-Breath FX, I deem it worthy as a stand-alone mod:


https://drive.google.com/file/d/1R_pLD8PDywTDO3kSvso8cE_W8eQUzL_w/view?usp=sharing
 

Guest 3841499

Guest
Updates:
- Added E3 Attack Blood on Water for all the common human NPC's
- Non-script part of Ignition is done, but need other modders to test it, wish more than just Rfuzzo and myself worked on this project...

WIP:
- Script that would allow people to change duration of the blood and burn FX because it's kind of a mess and I am undecided as to how long should bodies burn or blood stay in the water from hits and/or death, but as sure as hell will not release multiple "duration" versions - too much work.

Changes:
- Ghost Rider Saddle was canceled as an accessory because with the recent addition Fire-Breath FX, I deem it worthy as a stand-alone mod:


https://drive.google.com/file/d/1R_pLD8PDywTDO3kSvso8cE_W8eQUzL_w/view?usp=sharing
 
MonarchX bloody fantastic mod mate, you are legend, thank you for all the work. Can't wait to try it. One question if i may, but is it compatible with w3ee and i know you said about asking for permission from author of brutal blood, did you get it ?
 

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Ulug, Brutal Blood author, may or may not come back to Brutal Blood as he had an addition to his family, he told me I could do anything with his files, and then we shared ideas, some of which I brought to life. He was also impressed, all-in-all - permission fully granted.

W3EE / FCR3 / Vanilla / Non-Ghost-Mode versions are not difficult to do, but they take time and I am exhausted... Now that this version is done, to make other versions, someone has to copy/paste CookedFX of some 150+ templates and then edit a few chunks here and there... I mean you yourself could do it...
 
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Guest 3841499

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One final addition to the Ghost Rider Saddle:
- replaced nasty flies with burning fireflies
- new burning eye texture
- prevented Smoke mod textures from affecting Ghost Rider Saddle smoke FX

https://drive.google.com/file/d/1816w8NnxGqnPXBqv7PpNOj6n2Y98EANL/view?usp=sharing

https://drive.google.com/file/d/1GdsQrdDh6LKoIWX_BuCKC4ErX0BTX8jC/view?usp=sharing

(below is a bit of a bad screenshot with eyelid clipping that rarely happens and not due to anything I've modded/changed)
https://drive.google.com/file/d/1K6pu7Q_jzVwfIa_To6z9PnO3Pc9UtycV/view?usp=sharing

There will be several versions:
1. No Wind Influence (Vanilla setting)
2. Mild Wind Influence
3. Heavy Wind Influence (for those who enjoy More Realistic Wind Effect mod, which heavily reduces vanilla wind effect, thus requiring stronger particle wind influence to compensate)
4. Standalone true Devil Saddle Eye Fix
 
Well, MonarchX I see you're making a lot of progress and it's looking better and better by the day. However, I have an issue with this game. We can dismember monsters (shame not all), humans, but, we cannot do that with bears, wolves, dogs, etc.
Do you know if that';s just locked out of the game and files for death_anim are actually in game for wild animals?
 
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