View Full Version : semi-graphical question regarding conjurers


smortt
Dec 20, 2011, 03:41 PM
I have a question:
I plan on having a conjurer, who supposedly "conjures" some beast to fight along him in battle.
If I manage that just by having the unit consist of 3 or 4 "units" (like the settler)- one "conjurer" and 2 "beasts";
is there a way to ensure the beasts fight first, i.e. the conjurer begins to fight only after both beasts are "killed" ? I mean, to avoid "a beast appears to remain without a conjurer" situation.

Of course, ideally I would have the conjurer appear alone, and the beast(s) appearing only in time of battle. Maybe that's possible?

SaibotLieh
Dec 21, 2011, 05:41 AM
I have a question:
I plan on having a conjurer, who supposedly "conjures" some beast to fight along him in battle.
If I manage that just by having the unit consist of 3 or 4 "units" (like the settler)- one "conjurer" and 2 "beasts";
is there a way to ensure the beasts fight first, i.e. the conjurer begins to fight only after both beasts are "killed" ? I mean, to avoid "a beast appears to remain without a conjurer" situation.

Of course, ideally I would have the conjurer appear alone, and the beast(s) appearing only in time of battle. Maybe that's possible?
I don't know if the order of attacking can be modified in any way, but making the beasts invisible during, for example, the idle animation is not much of a problem. Creating a nice effect for their appearance is harder though and one for their disappearance might even be impossible.

smortt
Dec 21, 2011, 03:09 PM
making the beasts invisible during, for example, the idle animation is not much of a problem.

Firstly I'll opt just for this.


... by the way, I've understood at last how and where are the sounds and effects referenced :) I'll start experimenting tomorrow.

... and I'll also try to make alter one of your elemental mages to make some kind of a male verision

SaibotLieh
Dec 22, 2011, 03:06 AM
Firstly I'll opt just for this.


... by the way, I've understood at last how and where are the sounds and effects referenced :) I'll start experimenting tomorrow.

... and I'll also try to make alter one of your elemental mages to make some kind of a male verision
Sounds good. Drop me a line if you are stuck somewhere and I'll try to help. After you have managed to change the sounds/effects I can explain you how to change visibility.

Edit: You also might find some help in this thread (http://forums.civfanatics.com/showthread.php?t=377315). We've done some basic and somme advanced NifSkope modification work there.

smortt
Dec 22, 2011, 06:23 PM
woohoo Managed to change the sounds and effects of veBear's mounted mages ! (I used the fire effect from your elemental mage); it works good enough for now. :)

Firstly I'll opt just for this.
... and I'll also try to make alter one of your elemental mages to make some kind of a male verision
this I'll pass for now, I'll never succeed.


conjurers... uhm... meanwhile It'll just be 3 meshes - 1 conjurer, 2 beasts.

smortt
Dec 23, 2011, 06:50 AM
A question

getting svartalfar druid from FFH2 gave this:

http://forums.civfanatics.com/attachment.php?attachmentid=309799&stc=1&d=1324648581

is there a way to get rid of that pink square? Is it something about some graphical issues handled differently in FFH2?

The_J
Dec 23, 2011, 07:42 AM
It seems that there's an effect attached to the staff, so you dig through the .nif itself to see how it is named, and then take a look at the EffectInfos.xml from FfH2 to find the definition there.

smortt
Dec 23, 2011, 08:07 AM
fixed! thx!

It was dds's files from FFH2 shared folder, copying them solved it. :D

smortt
Dec 24, 2011, 05:20 PM
Another question: (I don't want to start yet another thread)

What governs how injured units are shown? I mean, if the unit is 3 meshes, and it's strength is 1/3, only 1 will show. I want for 1 specific unit to show all of the meshes, even if it's injured.