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How To Remove Crystal Skin Visual Effect For High Elf Model?


Pixie

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The only way to make it invisible is to turn off all buff effects in the game's options. You can replace it within spells.txt with the effect from any other CA which might help you. There is a thread from someone wanting to change the Ancient Bark buff here Changing appearance of Ancient Bark effect which you should read.

 

FIRST BACKUP THE ORIGINAL SPELLS.TXT FILE, COPY PASTE THE FILE SOMEWHERE.

 

If you don't find the other thread useful here is something you might understand

 

High Elf - Crystal Skin Buff (CS)

 

mgr.defineSpell( "he_st_kristallhaut", {

eiStateName = "cSpellCast",

fxTypeCast = "FX_HE_KRISTALLHAUT_C",

fxTypeSpell = "FX_HE_KRISTALLHAUT",

fxTypeCastSpecial = "FX_HE_CAST_L",

duration = 10.000000,

animType = "ANIM_TYPE_SM12",

animTypeApproach = "ANIM_TYPE_INVALID",

animTypeRide = "ANIM_TYPE_INVALID",

animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",

causesSpellDamage = 1,

tokens = {

entry0 = {"et_duration_sec", 600, 5, 0, 8 },

entry1 = {"et_chance_reflect_spell", 200, 5, 0, 41 },

entry2 = {"et_range_area", 750, 0, 0, 4 },

entry3 = {"et_damping_ice", 200, 2, 0, 41 },

entry4 = {"et_base_armor_phy", 250, 150, 0, 41 },

entry5 = {"et_regAspect_storm", 400, 20, 0, 37 },

entry6 = {"et_debuff_movespeed", 198, 2, 1, 42 },

entry7 = {"et_chance_reflect_spell", 100, 3, 2, 41 },

entry8 = {"et_debuff_prone_ice", 200, 5, 3, 42 },

entry9 = {"et_spell_intensity_rel", 300, 10, 4, 5 },

entry10 = {"et_regAspect_storm", 267, 13, 5, 37 },

entry11 = {"et_damage_ice_rel", 500, 20, 6, 5 },

},

fightDistance = 0.000000,

aspect = "EA_HE_STORM",

cooldown = 0.000000,

soundProfile = 0,

cost_level = 350,

cost_base = 350,

focus_skill_name = "skill_HE_storm_focus",

lore_skill_name = "skill_HE_storm_lore",

spellClass = "cSpellHeKristallhaut",

spellcontroltype = "eCAtype_t_buff",

sorting_rank = 5,

 

High-Elf - Grand Invigoration Buff (GI)

 

mgr.defineSpell( "he_ar_regenerationskraft", {

eiStateName = "cSpellCast",

fxTypeCast = "FX_HE_REGENERATIONSKRAFT_C",

fxTypeSpell = "FX_HE_REGENERATIONSKRAFT",

fxTypeCastSpecial = "FX_HE_CAST_M",

duration = 10.000000,

animType = "ANIM_TYPE_SM16",

animTypeApproach = "ANIM_TYPE_INVALID",

animTypeRide = "ANIM_TYPE_INVALID",

animTypeSpecial = "ANIM_TYPE_RIDESM02-SPECIAL",

causesSpellDamage = 1,

tokens = {

entry0 = {"et_regAnyAspect", 100, 10, 0, 41 },

entry1 = {"et_life_regen", 25, 15, 0, 41 },

entry2 = {"et_regAspect_inferno", 100, 10, 1, 37 },

entry3 = {"et_regAspect_storm", 100, 10, 2, 37 },

entry4 = {"et_regAnyAspect", 70, 7, 3, 41 },

entry5 = {"et_life_regen", 15, 10, 4, 41 },

entry6 = {"et_reduce_debuffs", 300, 3, 5, 41 },

entry7 = {"et_addwalkspeed", 99, 1, 6, 41 },

},

fightDistance = 0.000000,

aspect = "EA_HE_ARCANE",

cooldown = 15.000000,

soundProfile = 0,

cost_level = 0,

cost_base = 2000,

focus_skill_name = "skill_HE_arcane_focus",

lore_skill_name = "skill_HE_arcane_lore",

spellClass = "cSpellHeRegenerationskraft",

spellcontroltype = "eCAtype_t_buff",

sorting_rank = 5,

 

The effect (appearance) of the buff is in the line fxTypeSpell. What you see when you cast the buff is in the line fxTypeCast and fxTypeCastSpecial. The fact that it is a buff is shown in spellcontroltype. Where it shows in the CA Aspect group in the CA Panel is sorting_rank. To check out which character you are copying the effect from look at focus_skill_name and lore_skill_name, they are always in English.

 

You could copy\paste the appearance of GI into the corresponding line for CS. You will still see the same casting effect, useful perhaps but the animation for the buff will be the same as for GI. If you have both CS and GI activated you will see only one animation (GI). To easily see when you have been debuffed you could replace its appearance with any effect from any character, that's all spells not only buffs, so simply choose the effect you like and use that instead of the GI effect. The best way to choose which effect you want is to have one of each character in the game and find something you like rather than trial and error, write down the aspect name and the sorting_rank number as you see them in the game then use that to search for the effect thereby getting around the German spell names.

 

If you haven't edited a script before you need to know that you cannot save to C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared. I have been told that if you open Notepad as Administrator it can be done but here is what I do. I copy\paste the file to the desktop, edit it then copy\paste it back to the game folder it came from overwriting the original file.

 

I cannot tell you if it will work in Closednet or Opennnet but it does work in LAN and Singleplayer.

 

[EDIT] I have just had another idea, replacing the entry against fxTypeSpell with something that is not a spell. Maybe if that particle effect is small enough you won't notice it. For example I noticed an effect for a butterfly, I'm not saying that effect would be one you might like to use but maybe there is another one so small it's possible to use it and make the buff almost invisible! I am off to work in 10 minutes but I will try it later.

Edited by Gordius
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I did find the same thing as you posted.

However what I really want is remove the crystal skin effect from high elf body, not the visual effect of casting Crystal Skin spell.

Thanks for quick reply anyway. :)

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Strange. It worked for me yesterday (buff effect changed ie could not see any crystal skin). I'll post the complete entry I made in spells.txt asap ..... off to work now for the next 12 hours so don't hold your breath :)

 

edit: It was

 

mgr.defineSpell( "he_st_kristallhaut", {

eiStateName = "cSpellCast",

fxTypeCast = "FX_HE_KRISTALLHAUT_C",

fxTypeSpell = "FX_HE_REGENERATIONSKRAFT",

fxTypeCastSpecial = "FX_HE_CAST_L",

duration = 10.000000,

animType = "ANIM_TYPE_SM12",

animTypeApproach = "ANIM_TYPE_INVALID",

animTypeRide = "ANIM_TYPE_INVALID",

animTypeSpecial = "ANIM_TYPE_RIDESM03-SPECIAL",

causesSpellDamage = 1,

tokens = {

entry0 = {"et_duration_sec", 600, 5, 0, 8 },

entry1 = {"et_chance_reflect_spell", 200, 5, 0, 41 },

entry2 = {"et_range_area", 750, 0, 0, 4 },

entry3 = {"et_damping_ice", 200, 2, 0, 41 },

entry4 = {"et_base_armor_phy", 250, 150, 0, 41 },

entry5 = {"et_regAspect_storm", 400, 20, 0, 37 },

entry6 = {"et_debuff_movespeed", 198, 2, 1, 42 },

entry7 = {"et_chance_reflect_spell", 100, 3, 2, 41 },

entry8 = {"et_debuff_prone_ice", 200, 5, 3, 42 },

entry9 = {"et_spell_intensity_rel", 300, 10, 4, 5 },

entry10 = {"et_regAspect_storm", 267, 13, 5, 37 },

entry11 = {"et_damage_ice_rel", 500, 20, 6, 5 },

},

fightDistance = 0.000000,

aspect = "EA_HE_STORM",

cooldown = 0.000000,

soundProfile = 0,

cost_level = 350,

cost_base = 350,

focus_skill_name = "skill_HE_storm_focus",

lore_skill_name = "skill_HE_storm_lore",

spellClass = "cSpellHeKristallhaut",

spellcontroltype = "eCAtype_t_buff",

sorting_rank = 5,

 

Note, only one line was edited: fxTypeSpell = "FX_HE_REGENERATIONSKRAFT",

Edited by Gordius
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DONE!

 

The three lines ...

 

fxTypeCast = "FX_HE_KRISTALLHAUT_C",

fxTypeSpell = "FX_HE_KRISTALLHAUT",

fxTypeCastSpecial = "FX_HE_CAST_L",

 

 

... simply change one or more of them to

 

fxTypeCast = "",

fxTypeSpell = "",

fxTypeCastSpecial = "",

 

You might get a framerate drop, just tp to any portal then back again and that problem goes away. The next time you load your character you will have no problem with framerates.

 

I tried changing the effect(s) to another so you see at least something. Easy to replace the effect with that of another CA, Changing Dryad Oak buff , but not with any effect not connected with a CA such as a butterfly (unless anyone else knows different).

 

Is that what you wanted?

Edited by Gordius
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