


I tried swapping out the gradfirecloak01.dds with the green gradient used for the green absorb effect and got nothing. It's not node 83, it's node 91 that effs everything.ĭepending on what gradient I use, the front cone of the spell will either be nonexistent, or will look like a very noticeable cone of green. Yeah, that's the one that's screwing everything up. So you have to copy and edit the casting art, projectile, and explosion textures if you want it to be consistent.īethany Watkin Posts: 3445 Joined: Sun 4:13 pm For example, if you just change the "fire" casting art to be blue, you'll look like you cast a blue fireball but the actual projectile will still be orange. The process is about the same for explosions and projectiles, and for many spell effects you may have to change those too. Then create a new art object in the creation kit, and set the model path to the new nif you made, and then set that for your spell effect. Then set the texture path in the copied nif to the edited texture file. Once you have all of those extracted, make copies of both the nif and the texture and change the color of the copied texture with photoshop or gimp or something. Find the textures they point to (probably in textures.bsa) and extract those as well. You can open the art object (under miscellaneous in the object window), and see what nif it points to in the "Model" field.Įxtract those nifs from the meshes bsa, and open them with nifskope. If you open a magic effect, and look at it's "visual effects", those point to art objects. I've never done it, but I'm pretty sure it's something like this:
