View Full Version : Elemental hit effects
I just wonder if we could get rid of those showed effects when enemies are hit with elemental damage weapons. My concern is foremost it causing more lag and crashes. If we had still the effects visible, we could still see if weapon is so enchanted. But by removing those lightshows when things are hit would make the seeing in battle also better and more clear.
This is not to suggest getting rid of damage or spells, just cosmetic facelift too make things smoother.
misterroboto2
11-09-2006, 06:04
Yes, it is silly that a supposedly oiled weapon would make a huge explosion on impact -_-. Getting rid f the spell entirely is ill-advised imo, as it would cripple mages even further which are already hard enough to play as it is. (And rebuilding for just one stupid spell is _such_ a pain in the neck).
DM_Aiwendil
11-09-2006, 11:07
We might be lucky, it might be covered by a 2da we can override, otherwise it's going to be either very tricky or impossible (hardcoded combat routines).
DM_Aiwendil
11-09-2006, 13:24
Good news, I've found a damagehitvisual.2da which seems to be exactly what we need, I'll have a play tonight. Realise of course that I'm not approving this change, just making it happen if that's what we do decide. It would probably need to be discussed.
(You make good cases though, both points are very valid, but there might be a case for the defence...)
Ooo! I've just thought of one reason to keep the effects - so you know what the enemy is using against you in order to make the appropriate defensive preparations. It doesn't outweigh the benefits of turning it off imo, but there may be other points and others may disagree...
OOC, whether effects are visible or not, you can always see the damage type in the combat info window (it is color-coded). With visual effects removed, we could assume that your character knows what hit him anyway, and that PCs in a party implicitly communicate that to each other (though some RP - "ouch, it burns!" - never hurts either, hm?).
Silverleaf
11-09-2006, 16:24
Done.
http://geocities.com/divine_cha0s/Damage_hit_visual.zip
[Edit: It works too. :)]
[Edit again: Stick this file in your "override" folder in the NWN directory]
That would work clientside certainly - will it clash with the overides we already have on some spell effects though? That's the worry.
DM_Aiwendil
11-09-2006, 17:08
Yes Silverleaf that works (I already tried that about 2 hours before you posted :) We have a saying, "Don't teach your Granny to suck eggs." ;) ). Thanks for the effort though.
I've checked it's not in any haks, now I just need to confirm it will work in the server override. No reason it shouldn't but I just want to be 100% certain.
(In other words, if you notice the effects have gone next reset, then don't be surprised.)
Silverleaf
11-09-2006, 20:06
Yes Silverleaf that works (I already tried that about 2 hours before you posted We have a saying, "Don't teach your Granny to suck eggs." ).
Sorry. :P You didn't post anything, so I went ahead and did it for you, heh.
I've checked it's not in any haks, now I just need to confirm it will work in the server override. No reason it shouldn't but I just want to be 100% certain.
You might need the 2da to be in both the client-side and server-side's override.
DM_Aiwendil
11-09-2006, 20:35
Sorry. :P You didn't post anything, so I went ahead and did it for you, heh.
I was waiting until I knew for sure it worked. :)
You might need the 2da to be in both the client-side and server-side's override.
No, just server-side, then it will only affect our mod, if you put it client-side it will affect every mod you play.
That means though that if some players object to this mod-wide change I just need to turn it back on server-side and you can override it locally if you so desire. I try not to use my local override unless absolutely necessary (or testing) though.
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