Mage Particle Effects Missing


Good Morning

This isn't so much a bug as it is a missing feature.

When Procipinee or Ceresa are selected in the sovereign menu at the start of a new game, there animation of an outstretched hand shows a particle effect of 'magic' displaying.

When I create my custom faction, using the mage animation pack, it has the animation of the outstretched hand, but does not show any particle effect.

I've been trying to copy over Ceresa's particle effect over to my custom sovereign, but it's not working...

Here's what I have been inserting directly below the animation pack:

<AnimationParticleEffect>HeroPoseFront,_Particle_Ceresa_02,0.0,-2.0,0.0,1.0,EffectAttach</AnimationParticleEffect>

 

Thoughts as to why this is not working?

14,150 views 21 replies
Reply #1 Top

Try using the OracleCeresaAnimationPack

Might be something special defined in there to get the particle effect to show up. Heavenfall might know more though.

Reply #2 Top

Quoting parrottmath, reply 1
Try using the OracleCeresaAnimationPack

Might be something special defined in there to get the particle effect to show up. Heavenfall might know more though.
End of parrottmath's quote

Tried the Ceresa animation pack. Also tried the Procipenee animation pack.

Doesn't seem to want to show that magical partical effect...

 

Reply #3 Top

Apparently it is stealthly hardcoded --- I've copied exactly the unit oracle ceresa (just changed the internalName), it does not show the particle effect. SO, there is some deeper mechanic that is going on that I cannot find at the moment.

Reply #4 Top

I added this to a custom sov

        <AnimationPack>LadyProcipineeAnimationPack</AnimationPack>
        <AnimationParticleEffect>HeroPoseFront,_Particle_Procipinee_02,2.0,-2.5,0.0,2.0,EffectAttach</AnimationParticleEffect>

and it showed up in-game.

@op, post your xml.

Reply #5 Top

Then there is something fishy going on here. I copied Procipinee exactly, except for a change in the name, and I do not see ANY effect on this "Duplicate" prociponee. Not sure what is happening, it might have to do with a hardware, so I'm confused by the problem. (Literally a cut and paste)


<UnitType InternalName="Sovereign_Alluwrere">
  <DisplayName>Alluwrere</DisplayName>
  <!--<UnitType InternalName="Sovereign_Procipinee">
        <DisplayName>Queen Procipinee</DisplayName>
        <UnitDisplayName>Queen Procipinee</UnitDisplayName>-->

Reply #6 Top

Quoting Heavenfall, reply 4

I added this to a custom sov

        <AnimationPack>LadyProcipineeAnimationPack</AnimationPack>
        <AnimationParticleEffect>HeroPoseFront,_Particle_Procipinee_02,2.0,-2.5,0.0,2.0,EffectAttach</AnimationParticleEffect>

and it showed up in-game.

@op, post your xml.
End of Heavenfall's quote

 

Copy and pasted this into a custom sov and it did not work.

..

        <EyeTexture>gfx\eyes\blinks\eyeblink_m3_cataract.png</EyeTexture>
        <AnimationPack>LadyProcipineeAnimationPack</AnimationPack>
        <AnimationParticleEffect>HeroPoseFront,_Particle_Procipinee_02,2.0,-2.5,0.0,2.0,EffectAttach</AnimationParticleEffect>
        <ShowAsSingleUnit>false</ShowAsSingleUnit>

..

Curious

Reply #7 Top

and it showed up in-game.

@op, post your xml.
[/quote]

not at my game atm, so I'll post it tonight...as to the code however, I copied + pasted, overrighting the animationpack of my custom hero. Nothing fancy unless there is a line further down that needed to be copied too and I missed it....

Customer Sovereign code versus Premade sovereign code is all organized differently....items are in different order.

 

is everyone here looking at the same thing?

By 'In game' I am assuming you refer to actually in the game. (I'll have to check again to confirm specifically want is happening there)

What I was initially refering to what the particle effect not showing on the sovereign selection screen...which is a very minor detail, but I thought the problem was propagating into the game. Maybe there is actually a difference. The particle effect shows up for Ceresa and Procipinee, but not customer sovereign with copy+paste particle effect from Ceresa or Procipinee.

 

Like I said....I copy code when I get home...

 

Reply #8 Top


Good Morning

Okay, here's what I currently have for my custom sovereign. Made it inhouse and didn't do any fancy modding..

<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>
<UnitTypes>
 <UnitType InternalName="Firefly_1903184082-1216">
  <DisplayName>Firefly</DisplayName>
  <Backstory>After long slumber, Firefly has been awaken by the events of the recent cataclysm. With no family, home, or drive to adventure, the ancient leader decides to climb back to the surfact...to break free of his self imposed prison within the realm of Elemental to impose his will upon all those who remain. This time...this time Nerath shall never fall! </Backstory>
  <HasEssence>true</HasEssence>
  <ModelPath>Gfx\HKB\Units\K_Male_Mesh_01.hkb</ModelPath>
  <SkeletonPath>Gfx\HKB\Units\K_Male_Skeleton_01.hkb</SkeletonPath>
  <EyeTexture>gfx\eyes\blinks\eyeblink_m2_brwn.png</EyeTexture>
  <AnimationPack>WizardSovereignAnimationPack</AnimationPack>    
  <AnimationParticleEffect>HeroPoseFront,_Particle_Ceresa_02,0.0,-2.0,0.0,1.0,EffectAttach</AnimationParticleEffect>
                <ShowAsSingleUnit>false</ShowAsSingleUnit>
  <CutSceneDataPack>ReliasCutscenePack</CutSceneDataPack>
  <ModelScale>1.0000</ModelScale>
  <TacticalModelScale>1.5000</TacticalModelScale>
  <EquipmentScale>1.0000</EquipmentScale>
  <ClothMapScale>1.6000</ClothMapScale>
  <BattleAnimationBehavior>Melee</BattleAnimationBehavior>
  <MovementType>land</MovementType>
  <BobbingFrequency>0.0000</BobbingFrequency>
  <ClothPoseIndex>0</ClothPoseIndex>
  <InfoCardBackground>BG41_Fireshrine</InfoCardBackground>
  <InfoCardBackgroundFlipped>0</InfoCardBackgroundFlipped>
  <CanBeDesigned>0</CanBeDesigned>
  <UserDesigned>true</UserDesigned>
  <IsModDependent>true</IsModDependent>
  <Medallions InternalName=""/>
  <MovingSFX>TEMP_KnightMarching1</MovingSFX>
  <LevelMilestone InternalName="">
   <Level>1</Level>
   <UnitStat_Accuracy>80.0000</UnitStat_Accuracy>
   <UnitStat_ChanceToCrit>1.0000</UnitStat_ChanceToCrit>
   <UnitStat_CombatSpeed>22.0000</UnitStat_CombatSpeed>
   <UnitStat_HitPoints>20.0000</UnitStat_HitPoints>
  </LevelMilestone>
  <Equipment>K_Male_Head_02</Equipment>
  <Equipment>Sovereign_Short_Hair_01</Equipment>
  <Equipment>Wizard_Robe_ID2</Equipment>
  <AutoCreateEquipment>Staff_War</AutoCreateEquipment>
  <AutoCreateEquipment>ProcipineesCrown</AutoCreateEquipment>
  <Color_Skin>170,115,100,255</Color_Skin>
  <Color_Hair>215,210,210,255</Color_Hair>
  <Color_Clothing1>176,133,194,255</Color_Clothing1>
  <Color_Clothing2>168,168,168,255</Color_Clothing2>
  <Color_Metal>128,128,163,255</Color_Metal>
  <Texture_Skin>K_Male_Balding_Texture_01.png</Texture_Skin>
  <Texture_Eyes>gfx\eyes\blinks\eyeblink_m2_brwn.png</Texture_Eyes>
  <Gender>Male</Gender>
  <UnitModelType>AmarianMale</UnitModelType>
  <AIMilitaryStrategy>Swordsman</AIMilitaryStrategy>
  <PossibleAITrait>Aggressive</PossibleAITrait>
  <PossibleAITrait>Proud</PossibleAITrait>
  <PossibleAITrait>Expansionist</PossibleAITrait>
  <PossibleAITrait>Sorcerer</PossibleAITrait>
  <PossibleAITrait>Manipulator</PossibleAITrait>
  <SelectedAbilityBonusOption>Blood_Amarian</SelectedAbilityBonusOption>
  <SelectedAbilityBonusOption>Warlock</SelectedAbilityBonusOption>
  <SelectedAbilityBonusOption>Clumsy</SelectedAbilityBonusOption>
  <SelectedAbilityBonusOption>Life1</SelectedAbilityBonusOption>
  <SelectedAbilityBonusOption>Air1</SelectedAbilityBonusOption>
  <SelectedAbilityBonusOption>Fire1</SelectedAbilityBonusOption>
  <GameModifier InternalName="GameModifier 2586">
   <ModType>Resource</ModType>
   <Attribute>Unrest</Attribute>
   <PerTurn>0</PerTurn>
   <Value>-10.0000</Value>
  </GameModifier>
  <GameModifier InternalName="GameModifier 2587">
   <ModType>Map</ModType>
   <Attribute>SummonUnit</Attribute>
   <UnitClass>Unit_Spearman_Amarian</UnitClass>
   <Value>1.0000</Value>
   <Multiplier>3.0000</Multiplier>
  </GameModifier>
  <GameModifier InternalName="GameModifier 2588">
   <ModType>Map</ModType>
   <Attribute>SummonUnit</Attribute>
   <UnitClass>Unit_Peasant_Amarian</UnitClass>
   <Value>1.0000</Value>
   <Multiplier>3.0000</Multiplier>
  </GameModifier>
  <IsSovereign>1</IsSovereign>
  <FactionToLead>CustomFaction_Nerath</FactionToLead>
  <HasWages>0</HasWages>
  <NPCFreeRecruit>0</NPCFreeRecruit>
  <RaceType>Race_Type_Amarians</RaceType>
  <IgnoreItemTrainingCosts>false</IgnoreItemTrainingCosts>
  <AdditionalTrainingTurns>0.0000</AdditionalTrainingTurns>
  <WageOverride>0.0000</WageOverride>
  <UnitTypeVersion>1</UnitTypeVersion>
  <TileRadius>0</TileRadius>
  <GetPerksOnLevelUp>0</GetPerksOnLevelUp>
  <DividesBattleExp>1</DividesBattleExp>
  <CanSqueeze>0</CanSqueeze>
  <OnHitParticleName>Bloody_OnHit</OnHitParticleName>
  <AllowGrouping>true</AllowGrouping>
  <SoundPack>SoundPack_Generic_Male</SoundPack>
  <IsChampion>0</IsChampion>
 </UnitType>
</UnitTypes>

 

I just added the one line because I noticed it was missing from the wizardsovereign animation. I also tried replacing the wizardsoveignanimationpack line with that of Ceresa and Procipinee....just copied and pasted.

Reply #9 Top

I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen.


What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype.

Reply #10 Top

Quoting Heavenfall, reply 9

I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen.


What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype.
End of Heavenfall's quote

 

Nope - repeated your test exactly and it didn't show up.

 

I'm pretty sure GFireflyE and I are both on XP machines, perhaps this has something to do with it?

Reply #11 Top

¯\_(ツ)_/¯

Reply #12 Top

Quoting cardinaldirection, reply 10



Quoting Heavenfall,
reply 9

I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen.


What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype.


 

Nope - repeated your test exactly and it didn't show up.

 

I'm pretty sure GFireflyE and I are both on XP machines, perhaps this has something to do with it?
End of cardinaldirection's quote

I am on an XP machine.

Reply #13 Top

@HF - my money is that you have tested it in the core folder?

 

Just tried it here and found it worked for me if you put the UnitType in your core file location, but doesn't work from the Mod directory.

 

Edit - "Firefly" worked if you tack him on the end of the CoreUnit file too.

Bummer - add this to the mod insanity issue list :-(

Reply #14 Top

I'm on Win 7 and it worked if I tacked him at the end of the CoreUnit.xml file as well. Makes no sense as to why that would be the case, but meh.

Reply #15 Top

No, I was testing from the mods folder.

Reply #16 Top

Well, it works when I attach it to the CoreUnits.xml, but anywhere else I've tried (mods folder, units folder in the documents location) doesn't pop-up with the animation. I wonder what is the deal here, a very curious bug, to say the least.

Reply #17 Top

It even works when I place a new file in the core directory (no rewriting over the core files themselves)...

Reply #18 Top


I'm at a loss....but I'm no modder.

While it's not a game-breaking bug, it could be that there are other aspects of animation and particle effect that you may want your custom sovereign to have....and you would not have the option of doing so...

 

Reply #19 Top

Quoting GFireflyE, reply 18


I'm at a loss....but I'm no modder.

While it's not a game-breaking bug, it could be that there are other aspects of animation and particle effect that you may want your custom sovereign to have....and you would not have the option of doing so...

 
End of GFireflyE's quote

You do, it seems that heavenfall setup allows it to work, but my setup as well as yours does not. I'm not sure what the differences are, but the simple fix is to put the unit file into the actual application directory (with the CoreUnits.xml) Note: steam will not delete this extra file, so if that is all that needs to be done to fix the problem, well then it is a simple fix.

Reply #20 Top

Quoting parrottmath, reply 19



Quoting GFireflyE,
reply 18


I'm at a loss....but I'm no modder.

While it's not a game-breaking bug, it could be that there are other aspects of animation and particle effect that you may want your custom sovereign to have....and you would not have the option of doing so...

 


You do, it seems that heavenfall setup allows it to work, but my setup as well as yours does not. I'm not sure what the differences are, but the simple fix is to put the unit file into the actual application directory (with the CoreUnits.xml) Note: steam will not delete this extra file, so if that is all that needs to be done to fix the problem, well then it is a simple fix.
End of parrottmath's quote

You are correct....at first I thought I was copying the content of the xml into coreunits....that didn't work.

However, now that I understand what was meant, I've copied the entire xml into the /data/english directory along with the other core files and now it works!

Thanks for your help guys!

now....to play with the particle effects....muhahaha

 

Reply #21 Top

Quoting Heavenfall, reply 15
No, I was testing from the mods folder.
End of Heavenfall's quote

 

Well bugger me this is a strange one.