Tutorial (Adding FX to the location)

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Hi, everybody
Apologize for the poor knowledge of the language, I hope you will understand.
Let's start.
1. And so for starters, find out the coordinates where we want to place FX.
I do not remember what mod set to show the coordinates. I downloaded it from the nexus.
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2. In order for the effect to always work, you need to select the file that is always used in the game.
No matter where you are. I chose w2l files which load the env.
If they are not present then I use the corresponding to the given place probe.w2l
I chose kaer morhen since there is no file with the main env I use the probe.w2l
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3. Duplicate the CEntity with copy paste
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Make the coordinates where our effect will be added to the transform tab x,y,z
Scale x,y, z, not valid. If you manage to stretch FX then it's good.

4. Add CName (autoplayeffect)
This option causes the effect to always play
It can be anything (Fire, Light, FX, Clouds) in this case, it's (Fog)
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5. Copy the template parameter from another w2l file (I do not know how to create it from scratch) here I copy it from my example.
In template we add the effect we want.
Here I added an effect which randomly spawns effects around a given point. We'll look into it later.
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6. Note the unrecognized bytes.
This is an area which responds that it's for CEntity, and what kind of work it performs.
In this case, it is adding FX to the specified point.
I do not remember which file was a donor, but it was a w2l file that added only one effect.
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Take a file from my example and export this data to a file, and then import it into a file where we add the effect.
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Guest 3841499

Guest
Oooh!!!! Thank you sooo much!! With this the swamp area can get proper FX-based fog throughout the entire area. I just have to find the right w2p file with the kind of fog I like.
 
7. Remove the unwanted component.
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8. Add to Clayer is our CEntity through copy paste
This triggers our effect in the game.
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9. And so our w2l file is ready and should look like this.
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Post automatically merged:

10. Go to the file that generates the effect.
This file as I said, randomly spawns effects around a given point.
The only thing you need to change is cookedeffects, open buffer.
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11. In the particlesystem line, add any w2p file. You can experiment.
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Note the name, this is the parameter that is specified in the autoplayeffect w2l file
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You can also replace w2p effect with base material, the resulting effect may surprise you.
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12. Pack the mod and see what happened.
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Very important! If you want the effect to be added during a scene or quest. Find the w2l file that adds something during the quest and add the effect there.
I quest to kaer morgen cave added fog in w2l file which adds the quest env.
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Download link for example: https://drive.google.com/open?id=1tioeh4s2118ZYKwti7OKbl_oOjUtmAVm
 
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ok same for location env files

this changes the env file, if you enter the popiel tower

i change it for my mod with path in DLC

 

Guest 3841499

Guest
Do your thing @MonarchX ! Pls...:)

Its tough because I get no feedback. I need ideas, like the fog FX type for swamp, but as mentioned, such a fog must exist somewhere in the game to be "ported" onto swamp, be FX-based, so I can layer. FX files can't be created, all the important data is in Unknown Bytes, which can only be copied.

Aside from swamp, I don't have ideas as to what FX and where to layer them.

Ramzesovich, is there a way to add a custom light source? There is one village with a huge corpse fire near-by, but there is no template for it ("gettemplate" yields nothing). I can get the posiiton for it, but then I want to make it a light source. There is no need for new meshes or object, just a way to make that area a light source.
 
Ramzesovich, is there a way to add a custom light source? There is one village with a huge corpse fire near-by, but there is no template for it ("gettemplate" yields nothing). I can get the posiiton for it, but then I want to make it a light source. There is no need for new meshes or object, just a way to make that area a light source.

You should be able to add a lightsource component to an entity in the w2l. Or add a (dummy) entity that already has a lightsource component to the w2l.
 
Its tough because I get no feedback. I need ideas, like the fog FX type for swamp, but as mentioned, such a fog must exist somewhere in the game to be "ported" onto swamp, be FX-based, so I can layer. FX files can't be created, all the important data is in Unknown Bytes, which can only be copied.

Aside from swamp, I don't have ideas as to what FX and where to layer them.

Ramzesovich, is there a way to add a custom light source? There is one village with a huge corpse fire near-by, but there is no template for it ("gettemplate" yields nothing). I can get the posiiton for it, but then I want to make it a light source. There is no need for new meshes or object, just a way to make that area a light source.
Take any w2l where registered for example 10 light sources (candle) copy as 11 and write down the coordinates where you want to put
 

Guest 3841499

Guest
Thanks! This is going to be good... for me and those with the link to my secret repository of mods :D.
 
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