2024-04-10: Patch 6 Hotfix 9 (game version 4.1.1.5022896) checked for changes relevant to v 1.2 of this mod - there are none. Version 1.2 of the mod is 100% compatible, the mod does not need updating.
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2024-04-06: Patch 6 Hotfix 8 (game version 4.1.1.5009956) checked for changes relevant to v 1.2 of this mod - there are none. Version 1.2 of the mod is 100% compatible, the mod does not need updating.
2024-04-03: Patch 6 Hotfix 7 (game version 4.1.1.4953010) checked for changes relevant to v 1.2 of this mod - there are none. Version 1.2 of the mod is 100% compatible, the mod does not need updating.
2023-12-10: Patch 5 Hotfix 2 (game version 4.1.1.4145012) checked for changes relevant to v 1.2 of this mod - there are none. Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-12-02: Patch 5 (game version 4.1.1.4061076) checked for changes relevant to this mod - there are none. Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-11-21: Patch 4 Hotfix 3 (game version 4.1.1.3956130) (also called "Hotfix #11") checked for changes relevant to this mod - there are none. Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-11-20: Patch 4 Hotfix 1 (game version 4.1.1.3911062) (also called "Hotfix #11") checked for changes relevant to this mod - there are none. Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-09-25: Patch 3 (game version 4.1.1.3732833) checked for changes. There was a small, likely insignificant change in the spell (not in the visuals), and while version 1.1 of the mod (the main file) still works perfectly fine with Patch 3, i uploaded an update 1.2 (for the main files) that includes the change from Patch 3.
2023-09-03: Patch 2 checked for changes, mod doesn't need updating.
First the mod needs updating to current patch (or at least check whether it may need updating), but it will take me a few more days. As far as mod.io goes, i am not keen on having to maintain the mod on yet another place, so i don't know yet - maybe, maybe not, we'll see after i get to updating the mod first.
This mod is currently broken. The visual replacers work fine, but the 1.2 version will not "toggle the spell" only turn it on. The flame can only be dismissed by long resting, as the 'dismiss flame' cantrip was probably removed by this mod. That really stinks because I enjoyed using this mod when it worked.
That is weird, because i am still using the same exact modifications - just not as a PAK mod, but in form of a raw file added in path under Data folder in the game installation directory.
I uploaded a Hotfix 1.2.1 (see Main Files), which should fix your problem, but it requires manual installation (simple, just read the included README.TXT).
After Casers979 confirmed that the version 1.2 still works, i'd say the dethdefender's problem is likely caused by some other mod overwriting the spells/shouts/boosts related to Produce Flame.
I will leave the 1.2.1 hotfix up, but if more people confirm the version 1.2 still works, i will rename the hotfix and move it into optional files.
Okay so... before I updated the file, I simply moved the pak file down in my load order and that fixed the problem. Sorry for troubling you and making you do extra work, total noob move on my part for not trying that first. Thank you for your work.
Thanks for letting me know. I will keep the hotfix up... its existence is not hurting anything, and moving and renaming it could possibly only confuse people even more.
EDIT: as soon as i wrote this, i changed my mind and moved the 1.2.1 file into archive.
Is there any possibility of making a version of this that automatically casts the Hurl option if you're casting it on an NPC, instead of having to click Produce Flame, then having to click Produce Flame: Hurl again while targeting an enemy? Aside from being tedious in general, the way it works in the default game makes this one of the few damage spells in the game that you can't feasibly use with only a hotkey.
If it's impossible or you're not up for it, that's fine - just figured I'd throw it out there. Thanks for the mod, regardless.
That would require adding secondary permanent spell icon that would produce flame AND immediately cast hurling to initiate the targeting mode. I don't want to add more clutter to the hotbars in form of another (basically redundant) spell, but i will think about what would be the best way to do that, and if there is a way to somehow avoid secondary spell icon.
MAYBE a single spell would suffice - it would produce the flame and immediately go into hurling, which you could either do, or cancel, and regardless of the choice, the flame would be still kept ON.
Now that i am thinking about it, i don't see a problem with adding another spell that would work exactly like that, and it would be up to the player which spell they add to their hotbar, or if they decide to clutter the hotbar with both spells. The only problem is that i need to think of the best way how to ADD NEW SPELL while making as little changes as possible. So far this mod alters existing spell, but now we need to add one new, so... i need to think of best way how to add that new one to the player without making modifications to Tiefling race, abilities, passives, or such things, as that would only introduce possibility of an unnecessary mod conflict.
In the meantime, you can update to Hotfix 1.2.1, which makes the producing/dismissing flame spell autocast. You only click the spell icon once, to produce or dismiss the flame, without having to subsequently click on the ground to confirm casting of the spell. It isn't exactly what you want, but better than nothing.
Hello can you please help elaborate on how the color values in the vfx file works? I see that each color value has value="A B C D" format but i dont know how they correspond to any color scale. say if i want a white flame do I just pump all values to 1?
As far as i know, the value is "R G B A", which stands for Red, Green, Blue, Alpha (or something like that, there can be exceptions and how exactly it works may also depend on what is the object it is applied to). And yes, if you want a white flame, you set all values to 1 (maybe with the exception of A - i'd try to keep the original value for that one, unless you really need to change it).
Thanks a lot man I tinkered with it and managed to make the emitted light white but I cant for the life of me make the flame and the fireball white they always turn out to be some variant of light blue/yellow.
If its not too much of a hassle can you please release a white version? Thank you.
This is such an amazing mod! Any chance you could do a black flame like the one from elden ring? Or make this mod for hellish rebuke? If not i would love to learn how you were ablw to change the colors of the spell/flane and i would love to oearn how to do it so i can make more coloration varied spells :)))
I don't know what a black flame in Elden Ring looks like, but i hazzard a guess that its just "black" flame? I do not know if simply changing the color values to black will work, but it won't be difficult to try. I will look into it after i am finished with updating my mods to current version of the game.
If you want to learn how to do it... The effects are defined in a XML file, so basically all you need is the Norbyte/lslib to unpack the game's data, convert the binarized LSFX file to LSX (which is just an ordinary XML file), then use some text editor to edit the XML (for example a Notepad++), then convert the edited file back to LSFX, and place it as a loose file in the correct path. To know which values you need to change, can be a bit tricky, but you can start by looking at the files in this mod, comparing them to the original files from game, or comparing the different color variants with each other. It isn't hard, you do not need a degree in computer sciences, its just tedious and lots of trial and error.
I will post an Article with some more detailed description, because you are not the only one asking how to do it, but it will take some time before i get to that.
Sorry, i couldn't find a way to make a black flame. Changing the colors to black just ends up in the flame being transparent. There must be something else that needs to be changed, to make it work, but i am tired of trying to figure it out by trial and error. I gave it what i have, and now i am giving up.
Sorry to bug you with this. First off, great mod. Anyway, I was wondering if it would be possible to make the flame to use the same VFX and color as the torch. Like how the torch light moves and flickers and has prominent shadows.
Possible? yes, in theory, but very difficult without proper modding tools. The effects are defined in a rather large XML file, which i am editing "manually", without any documentation, relaying only on common sense and trial and error, and that makes the work very tedious. So just the thought of trying, fills me with dread and sends shivers down my spine :) But i am not opposed to the idea, i think it would be nice if it would look/behave like a proper flame, like a torch, so maybe i will give it a go at some point, but that is a huge maybe (i don't have the time for it now).
hi, cool mod, but what is the difference between the default version and the plain "vanilla" in the optional files? Edit: oh, same thing but pak vs loose? mb.
The default version doesn't alter the colors in any way. So, with the default version you get a bright blue flame when holding it. Same color at the beginning of the throw when hurling it, but once the hurled flame leaves your hand, the projectile changes into orange. The "vanilla" option in the optional files makes the color consistent, so holding the flame, hurling it, then the flame projectile flying towards target, AND the final explosion, all have the same bright blue color.
The main mod is a PAK file, the optional colors are loose files. The main file changes the Produce Flame as described. The optional files only change the color. You can use only the main file, only the optional files, or both together.
47 comments
Version 1.2 of the mod is 100% compatible, the mod does not need updating.
Version 1.2 of the mod is 100% compatible, the mod does not need updating.
2024-04-03: Patch 6 Hotfix 7 (game version 4.1.1.4953010) checked for changes relevant to v 1.2 of this mod - there are none.
Version 1.2 of the mod is 100% compatible, the mod does not need updating.
2023-12-10: Patch 5 Hotfix 2 (game version 4.1.1.4145012) checked for changes relevant to v 1.2 of this mod - there are none.
Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-12-02: Patch 5 (game version 4.1.1.4061076) checked for changes relevant to this mod - there are none.
Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-11-21: Patch 4 Hotfix 3 (game version 4.1.1.3956130) (also called "Hotfix #11") checked for changes relevant to this mod - there are none.
Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-11-20: Patch 4 Hotfix 1 (game version 4.1.1.3911062) (also called "Hotfix #11") checked for changes relevant to this mod - there are none.
Latest version of the mod (1.2) is 100% compatible, the mod does not need updating.
2023-09-25: Patch 3 (game version 4.1.1.3732833) checked for changes.
There was a small, likely insignificant change in the spell (not in the visuals), and while version 1.1 of the mod (the main file) still works perfectly fine with Patch 3, i uploaded an update 1.2 (for the main files) that includes the change from Patch 3.
2023-09-03: Patch 2 checked for changes, mod doesn't need updating.
or at least the Vanilla color improved spell. I'm dying for it!
As far as mod.io goes, i am not keen on having to maintain the mod on yet another place, so i don't know yet - maybe, maybe not, we'll see after i get to updating the mod first.
I uploaded a Hotfix 1.2.1 (see Main Files), which should fix your problem, but it requires manual installation (simple, just read the included README.TXT).
I will leave the 1.2.1 hotfix up, but if more people confirm the version 1.2 still works, i will rename the hotfix and move it into optional files.
I will keep the hotfix up... its existence is not hurting anything, and moving and renaming it could possibly only confuse people even more.
EDIT: as soon as i wrote this, i changed my mind and moved the 1.2.1 file into archive.
If it's impossible or you're not up for it, that's fine - just figured I'd throw it out there. Thanks for the mod, regardless.
I don't want to add more clutter to the hotbars in form of another (basically redundant) spell, but i will think about what would be the best way to do that, and if there is a way to somehow avoid secondary spell icon.
MAYBE a single spell would suffice - it would produce the flame and immediately go into hurling, which you could either do, or cancel, and regardless of the choice, the flame would be still kept ON.
Now that i am thinking about it, i don't see a problem with adding another spell that would work exactly like that, and it would be up to the player which spell they add to their hotbar, or if they decide to clutter the hotbar with both spells.
The only problem is that i need to think of the best way how to ADD NEW SPELL while making as little changes as possible.
So far this mod alters existing spell, but now we need to add one new, so... i need to think of best way how to add that new one to the player without making modifications to Tiefling race, abilities, passives, or such things, as that would only introduce possibility of an unnecessary mod conflict.
In the meantime, you can update to Hotfix 1.2.1, which makes the producing/dismissing flame spell autocast.
You only click the spell icon once, to produce or dismiss the flame, without having to subsequently click on the ground to confirm casting of the spell.
It isn't exactly what you want, but better than nothing.
And yes, if you want a white flame, you set all values to 1 (maybe with the exception of A - i'd try to keep the original value for that one, unless you really need to change it).
If its not too much of a hassle can you please release a white version? Thank you.
I do not know if simply changing the color values to black will work, but it won't be difficult to try.
I will look into it after i am finished with updating my mods to current version of the game.
If you want to learn how to do it...
The effects are defined in a XML file, so basically all you need is the Norbyte/lslib to unpack the game's data, convert the binarized LSFX file to LSX (which is just an ordinary XML file), then use some text editor to edit the XML (for example a Notepad++), then convert the edited file back to LSFX, and place it as a loose file in the correct path.
To know which values you need to change, can be a bit tricky, but you can start by looking at the files in this mod, comparing them to the original files from game, or comparing the different color variants with each other.
It isn't hard, you do not need a degree in computer sciences, its just tedious and lots of trial and error.
I will post an Article with some more detailed description, because you are not the only one asking how to do it, but it will take some time before i get to that.
There must be something else that needs to be changed, to make it work, but i am tired of trying to figure it out by trial and error.
I gave it what i have, and now i am giving up.
The effects are defined in a rather large XML file, which i am editing "manually", without any documentation, relaying only on common sense and trial and error, and that makes the work very tedious.
So just the thought of trying, fills me with dread and sends shivers down my spine :)
But i am not opposed to the idea, i think it would be nice if it would look/behave like a proper flame, like a torch, so maybe i will give it a go at some point, but that is a huge maybe (i don't have the time for it now).
So, with the default version you get a bright blue flame when holding it.
Same color at the beginning of the throw when hurling it, but once the hurled flame leaves your hand, the projectile changes into orange.
The "vanilla" option in the optional files makes the color consistent, so holding the flame, hurling it, then the flame projectile flying towards target, AND the final explosion, all have the same bright blue color.
The main mod is a PAK file, the optional colors are loose files.
The main file changes the Produce Flame as described.
The optional files only change the color.
You can use only the main file, only the optional files, or both together.