If you want to modify the size of your VFX, follow these steps. 0. Download NifSkope. https://github.com/niftools/nifskope/releases 1. Go to meshes\effects\impacteffects\AP05. 2. The files are: VCcrit (critical hit effect), VCEnbLight (ENBLights effect), and VCRefraction (Refraction effect). 3. Open any of the three files and look for the BBD-Scale NiNode or the Refraction NiNode. 4. Once you have found the NiNode described in step 3, click on it and modify the Scale value in the bottom Block Details. You can modify more values if you are good at particle tweaking. All of your NIF changes will be instantly updated in-game. If you delete that file, it will no longer be visible in-game.
I can't seem to avoid the big white squares on crit. I have Visualized Criticals installed with the latest version of MIF and the textures from Slash Effects X. I also have Separated Slash Effects installed (which has two texture conflicts with Slash Effects X), but I ensured that the Slash Effect X's textures won those conflicts.
Only thing that would make this better is if someone figures out how to give separate audio for melee and ranged sneak/critical hits. They all use the same sound descriptor record and the sound is right at your ear even if you land a bow crit from miles away.
I haven't tried it, but do NPCs have critical hit opportunities in the vanilla game? If the MIF recognizes it, it should work, but currently the sound is played in mono and when an NPC crit happens, the sound is played globally. Q. Are there any plans to support NPCs in the future? A. Maybe.
This would be awesome, and I think in vanilla some NPC's have access to crits yes, they can perform the sprinting attack which is a guaranteed crit in vanilla skyrim.
so do we only need the textures folder of "Dynamic Impact - Slash Effects X" and delete everything else from that mod. Or do we need to copy and paste the textures folder to this mod and leave Dynamic Impact as is ?
Open up the visualizedcrit.ini and Separated Slash Effects X INIs in the skse\plugins\MuImpactFramework path with a notepad and look at them. They're pretty simple and you'll recognize them quickly. VFX= and ImpactDataSet=, determines the effect that will be output. Below are the conditions for the aggressor and the conditions for the target. [S] value of the Option determines the size of the effect.
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0. Download NifSkope. https://github.com/niftools/nifskope/releases
1. Go to meshes\effects\impacteffects\AP05.
2. The files are: VCcrit (critical hit effect), VCEnbLight (ENBLights effect), and VCRefraction (Refraction effect).
3. Open any of the three files and look for the BBD-Scale NiNode or the Refraction NiNode.
4. Once you have found the NiNode described in step 3, click on it and modify the Scale value in the bottom Block Details.
You can modify more values if you are good at particle tweaking.
All of your NIF changes will be instantly updated in-game.
If you delete that file, it will no longer be visible in-game.
Any ideas?
Q. Are there any plans to support NPCs in the future?
A. Maybe.
Amazing mods in general
edit!
Never mind the instructions you gave to someone else earlier was easier to understand and i did it myself!
VFX= and ImpactDataSet=, determines the effect that will be output.
Below are the conditions for the aggressor and the conditions for the target.
[S] value of the Option determines the size of the effect.