ello everyone. i'm trying to redo my infusion VFX mod and I have it working just great using residentSpEffectId
However, when holding two weapons of different infusions, the right hand is overwritten by the left hand weapon's effect when toggling to said weapons
is there a way i can have the different vfx's on at the same time without them overwriting each other?
#Infusion VFX Issue
178 messages · Page 1 of 1 (latest)
Each hand must have it's own SpEffectVfxID. These can both be set inside the same SpEffectID if you have WeaponChangeParam field set to 0 All.
Also you can verify if SpEffectVfx IDs are set on EffectType 1 R-Hand and 2 L-Hand in the field called EffectType in SpEffectVfxParam Tgere should be 1 vfx id per hand.
A good example of this and a quick way to verify correct setup is to load up SpEffectVfxID 8575 R-Hand bloodflame and 8576 L-Hand bloodflame. If you mimic their setup both hands should work as intended.
I tried what you suggested, and the same thing happened
The left hand should have the frost effect on but doesn't
But oddly enough, if I two hand the left weapon and un-two hand it, this happens now
I set up VFX's for each hand like this
And put them together like this
If I did something wrong then please let me know
@drifting dirge
If you notice in your first ScreenShot of DsMap. You mention "Both" Vfx IDs being set on [ EffectType 1 ] <- This is why it won't display on both hands.
Your Right Hand Weapon should have ->
[ EffectType 1 ] R - Hand
Your Left Hand Weapon should have ->
[ EffectType 2 ] L-Hand
[ EffectType ] has 3 values ->
0 - Body Effect
1 - Right Hand
2 - Left Hand
Also in SpEffectVFX Param in the field called -> [ EnchantStartDmyID ]
R - Hand is ->
(10 & 11)-300, (10 & 11)-310, (10 & 11)-320, (10 & 11)-330
L - Hand is ->
(20 & 21)-300, (20 & 21)-310,
(20 & 21)-320, (20 & 21)-330
I believe I miscommunicated before. The Right VFX's were already set to EffectType 1, and the Left ones set to EffectType 2
As for the DmyId fields, it looks like they are already set up for both left and right hands?
@shut ermine
@drifting dirge
In the SpEffectID you are using is WeaponChangeParam set to 0 All or
3 Self ? And are they cycling any other Effect IDs ?
Ok could you plz try this real quick. In your SpEffect ID set 8575 and 8576. Now go VFX Param and Load only 8576 and replace midst sfx ID by 450115 ( just so it's obvious which is which ) and see if your left hand works
I did not ask how the SpEffect ID is set up but I imagine that trigger for player and target player have been set accordingly for this.
Seems like that worked
Or if this has EffectCategory 20 Reset on Apply and another SpEffectID is triggering on you aside from this one. Could possibly be overwriting your left hand buff or perhaps this has a right hand buff ( just trying to think of all possible reasons there could be )
Sec I think I know
Oh the "Remove Previous" effect
Could you plz verify in Weapon param
Both your weapons and make sure Sfx Size is set to 0
This could offset your enchant
Making it dissapear
Size is set to 0 on both
Ok perfect
The effect category is set to 162 "Remove Previous"
I imagine that's what's removing the effect?
If so, what would I change it to?
Depends on what you have in mind for this effect. Will this be active almost always on yourself or it's something that triggers only at certain times ?
It should be active the whole time. The whole premise of the mod is that when you infuse a weapon with say, Fire, it has the VFX from Fire Grease at all times
So I would proceed like this
Duration -1
EffectInterval 0.5 to 1
EffectCategory 20 Reset on Apply <- the advantage with Cat 20 is that it will continuously keep itself in check, resetting the entire Effect on every application. This will prevent the buff from spiraling out of control after a few triggers from EffectInterval. Everytime is triggers Cat 20 will normalise this Buff and prevent it from stacking.
Also it will make sure that even after a grace teleport, it will keep ticking and reapply itself. And save the user the trouble of reapplying it via grease after each fast travel.
Well, it doesn't have to be applied manually since it's tied to the infusion itself
Still having the issue where it's replacing the left hand weapon's vfx
Ah ok Ic that's perfect
I used the ResidentSpEffect and put it on every infused weapon so it could be applied that way
This is very strange. Could you try 303133 instead of 303131
On the midstSfxId?
Just to see if left hand displays it. If this does not work try this -> in SpEffectParam load id 330700 ( radagons icon ) set interval 0.5 and effect cat 20. In the field called CycleSpEffectId -> Set the effect id your are working on. Equip radagons icon and tell me if left hand gets buffed
Yes midst
The accessory can be anything you want I just so happened to remember SpEffect ID for radagon's
Changing the midstSfx did.. this somehow. That's what happened when i changed it to 303131
i don't quite know how that put both effects on the right hand
And now, even if I only have the left hand out, it never applies the effect
So 1 is holy one is fire. If the holy ends up on the right. It is almost certain that somewhere it's values are not what they should be
Maybe I just messed up on the vfx id because that's supposed to be cold
I'm gonna walk back the changes and do it again and see if that was just user error
Okay I have no idea what happened but now the left hand vfx just doesn't work at all
303111 to 303119 frost
that just put two frost effects on my right hand weapon
The left hand vfx is still set to type 2, so this should be applying to the left hand
Just incase you might of played with this. In weapon param the SheathPosition can play this kind of trick on visual buffs
I don't remember messing with SheathPosition but I'll double check
Yeah sheathposition is all vanilla
Im drawing a blank on the name of this field but it's the 1 that has 2 named almost same
Not the actual sheath field
Ill check
Are you talking about "Hide resident Sfx when sheathed" ?
These are the only things i changed on the weapon
Those are both 5 by default
Ok did the purp lightning display on left hand first try ?
like this?
It worked the first time. But It really doesn't want to work on left hand weapons for some reason
Could you set your sp effect id to state info 29 body buff vfx
that doesn't seem to have done anything
right hand still works fine
and if i toggle left hand off and back on, this happens
And after try 158 left hand weapon vfx
I just saw something. This is a dual weapon is it not
IsDualWeapon is 0 in weapon param ( just making extra sure nothing slips by )
It is 0, yes
Ok heres what you will do and it should fix this. Are the effect ids custom or you used existing ?
I duplicated the grease effects, removed the damage, and put the custom vfx ids on them (which were also duplicated from existing effects)
Ok create 2 extra effect ids or 3 so you have a total of 4.
Ex: 11111 R-Hand Vfx
11112 L-Hand Vfx
11113 R-Hand Vfx
11114 L-Hand vfx.
Load the 11111 ( make sure it has interval 0.3 to 0.5 and cat 20 reset on apply.
In cycle of 11 R-> 12 L-> inside 12 L -> 13 R-> inside 13 R -> 14 L -> inside 14 L -> 11 R
This will create a neverending loop of applications for l and r and on interval 0.3 or so the human eye can't really tell. If you see it reduce to 0.15 int.
If this does not display left hand. It's 100% sure that one of the values for left VFX is off.
So I want 4 Speffects per type like this?
I would set all 4 effect IDs to state info 29 body buff vfx ( i always use this and never had trouble with either hand )
alright
2 for right and 2 for left should be enough
On such a short trigger interval it will make no dif
okay
and then i'm just cycling one to the next and then when i get to the last one, cycling back to the beginning?
Yup
Also the greases you copied were for R hand and L hand ? Or did you copy the same 1 multiple times
I think it might have been only the right one
since i only had one speffect and not two to begin with
guess that's a bad oversight
should i start from scratch to correct that mistake?
Check inside every second ID correcting as needed
The first can be R thats fine
Second should be L , third R, Fourth L. Also this will make it easy to know which is which. As much as possible when i use multiple effect IDs I try to keep R- Hand on Even Numbers and L-Hand on Odd. Like that just at a glance to know right away what you are loading up. This can also help to save a bit of time when situations like this one cause problems. You would only need to look in odd numbers because your R-Hand Even numbers work fine.
okay so it's still putting both effects on the right hand despite the cycling
but
If I two hand my left hand and the un-two hand, it works properly
Ok if it's possible could you record a short vid of you scrolling down Vfx Param and Sp Effect Param
If you cant a few Screenshots so I can see all values
You can scroll fastish ill pause If I need to
Because It has to be a small detail.
Sometimes a pair of fresh eyes can see what's up. Oftentimes the exterior person might see something that the person who makes it missed. Lol it's almost always minor stuff that we omit by innatention.
Yeah, especially because I'm not exactly the most experienced modder around lol
Hopefully it's one of those times where it jumps right out
I'm downloading OBS so I can send a video because if I took screenshots it'd be like 10 of them or something and that's excessive
Ok np at worst you could of zipped the screens and DM to me.
In vfx param use weapon sfx offset -> 0 for all of them. Im starting Sp effect brb
Inside 3441 -> 3141 in Attack SpEffect ID has this been verified to be L-Hand in all places important ? Also when you wish to use the Attack Sp Effect Slot ->
Effect ID 3441 should have state info 152 enable attack against Enemy.
Brb last part
Also since this is player buff the effects should only target the enemy and not Trigger "for" Enemy ( Not trigger "On" Enemy ) <- that one can be sneaky. I dont think it's the case now but having it trigger for them could effectively overwrite a buff.
@drifting dirge
My money is on this right here. Being the issue.
Oh did I put the cycles in the wrong field?
The attack sp effect ID is left and the regular effect ID is R
They cancel eachother out
But since 3441 is cycling
He stays alive but the L hand attack sp effect dies after 1 trigger
ohhhhh
Effectively wiping your left hand buff at every pass 🙄
sheesh. what a silly mistake to make lol
that's what i get for only using the right hand ones 😅
You would not believe how much worse i've seen...lol the kind of stuff I could not even make up if I wanted to. It's an honest little mistake that slipped by this time but now that you know this you probably wont do it twice. Making mistakes is an integral part of learning, it can't be helped. Let me know if it's fixed. If not we can keep figuring it out.
I honestly find that I learn the most when im troubleshooting or when a problem needs solving. Lol when all is smooth it's harder to learn.
YES!!!!!
finally
well, it works now but the infusions are appearing on the wrong hands lol
well.. it kinda works
if i toggle weapons it still overwrites the other one
bah!
if i save quit and load in they're just back to being the right hand one on both
and perplexingly, when i equip only a weapon in the left hand, it has fire on it no matter what?
like, i don't even have a weapon equipped in the right hand at all
????
and even if i equip an uninused weapon it's still putting the effect on the other hand for some reason
why is every weapon on fire???
fire is overriding every single other infusion now? wtf
it's even infecting weapons that can't even be buffed or infused 
@shut ermine any insight into this?
if i infuse it with something else it has that element for like 1 second and then it overwrites it with fire
so i save quit to reset it. and as soon as there's a fire or frost weapon, it permanantly reset the infusion vfx until you reload
I'm starting to think this mod isn't even possible
if only there was a way to have the game check which hand was infused with what, and only then apply the effect
disabled the cyclespeffect and, well
the fire isn't permanant anymore
but..
back to this shit again
I don't think there's any way to apply 2 different vfx to 2 different weapons, at least with the way i approached it
If I want to release this it might just have to be right hand only
@drifting dirge
Had to get a few things at the store that my gf needed for a recipe...what is the original VFX of the grease you copied ? 60 I think normal fire is ?
So if you did not permanantly change the vfx id 60 it will still be the vfx id for fire grease
More often than not this is caused by values in either InitSfxID, MidstSfxID or FinishSfxID that should not be there while EnchantStartDmyID is being used. They should remain at -1 for almost all weap enchants ( a few exceptions exist where they play a part in how visual is displayed ).
@drifting dirge
Lol had you removed the Sp Effect ID we had tested in your accessory earlier ? The 330700 for Radagon's.
@drifting dirge
Lol as I read this...And simultaniously learned you wanted 2 effects at the same time... LOL had not noticed until now that you wanted that 😆. EquipParamWeapon are Fields called ResidentSfxID if you set 1 buff here and the other in VFX Param. 🙃 Oops lol
I did mention it
But I don't want two effects on one weapon
i want one effect on two weapons
that was the whole issue i was having, remember? it disappearing on the left hand was defeating the point
You know that if you set your SpEffectID in your Chest Armors ResidentSpEffectID slot any and all weapons you equip will be buffed.
but can i have two seperate buffs?
Yes
In the effect ID use 2 different VFX ids one for left and one for right. If nothing cycles or attacks nothing will override these
but i have to tie that to chest armor and not just infusions?
So ideally you want this to trigger on item usage exclusively.
Then simply add 1 more layer ->
The new SpEffectID triggers on item use -> it Applies the Original SpEffectID to yourself for the duration of your choice.
So while its on you have l and r buff
I would not add more to this effect id. This one covers the buff l and r. Another 1 can do the other part
Like this the risk of parts overlapping is alot smaller