NGE Weapon Ranged Effects Mod v1.01 -- Updated - 23.10.2013

Timbab

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Oct 6, 2010
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#1
Updated - 23.10.2013

I just saw that the Nym Slugthrower had missing files, here is the hotfix for v1.0.
I've also updated the installer and manual instal with the missing files, v1.01, no need to get the hotfix if you downloaded v1.01 or higher.




To install:

  • Simply copy the folders inside "Nym Slugthrower Hotfix" into your SWGEmu directory.


___________________​


So, I'm finally done! That cliche story of modding, you start a simple project and end up creating a monster that wants to eat you.


This mod aims to swap out all the current weapon visual and sound effects with their NGE counterparts.

I've tried my best to keep the effects as they were, but due to the fact that SWG started using a new 'combat_effects_ranged' manager to handle most of the crucial files and what happens with them (color, sound pitch, etc), I had to create workarounds that function with the old system.

Another thing was some of the NGE shaders, which don't translate how they should in the old client, so I had to tweak some of the shaders and use older versions for others.


For anyone curious on the technical side, I'll be creating a fairly lengthy guide that explains the whole link chain, what and where to edit, and how to not lose your mind.

One of the biggest things I've done with this mod, is create a structure for future effect mods, that link nearly every weapon to individual file chains, in comparison to the original system, which mostly linked back to the same files, making it so, if you wanted to change a CDEF carbine effect, you'd end up changing the effect of 8 other weapons. But no more!


Enough of the talk, here is the download!


Note on installing:

  • When running the installer, make sure your path really is /SWGEmu/ and not /SWGEmu/SWGEmu/.
To uninstall:

  • Simply run the uninstaller that gets created in your SWGEmu folder.

If you want to remove the new effect chain of a single weapon, simply go to /SWGEmu/object/weapon/ranged/, then go into whatever type of weapon it is and delete the file with the weapon name.


Note: This mod needs testing and feedback. I only had the chance to test a handful of weapons. Please post about any glitches, bugs, missing effects, wrong looking effects, etc.


___________________​

MatthewStarWars, over at SWGEmu noticed that the DH17 and CDEF Carbine/Pistol sounds aren't as they were in the movies, so he created a little fix for them. Here is the original post

 

Timbab

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#3
Thanks for the feedback, I know the launcher pistol has bugged effects too.

I'll try to get around to fix it in the next few days!
 

Echriado

New Member
Jan 6, 2014
1
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0
#4
Downloaded this today. It might be my memory...I could have sworn the FWG5 had an actual flachette appearance/sound towards the end of NGE?
 

Jebudei

New Member
Dec 17, 2012
4
0
1
#5
Nice mod! I was experimenting earlier to try out the new effects for the weapons, while keeping the original T-21 sound, but before I got around to attacking anything I encountered an effect it has on streetlamps.

It seems that having this mod installed removes the glow around streetlamps. They still produce light, but are missing the glowing image around the light on the lamps.

Just thought I would let ya know
 

Timbab

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#6
Really? Thanks for the feedback.

I know of a couple of bugs, I seriously gotta fix them. Will do it when I got my tools finished, the .prt at least, so I can tweak things better.
 
Jan 25, 2013
64
3
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#7
I have an update for my sound correction mod, replace the old link with this.

https://www.dropbox.com/s/oqzin21dxm0tlgl/For%20NGE%20blaster%20Mod%20Clients%20-%20Movie%20Accurate%20Blaster%20sounds.7z
 

Timbab

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#8
MatthewStarWars said:
I have an update for my sound correction mod, replace the old link with this.

https://www.dropbox.com/s/oqzin21dxm0tlgl/For%20NGE%20blaster%20Mod%20Clients%20-%20Movie%20Accurate%20Blaster%20sounds.7z
Done.


P.S. I'll iron out the bugs of my mod in the coming week most likely, sorry for lack of updates, been busy writing my tool.
 

bilbough

New Member
Mar 15, 2016
6
0
0
#9
Foam and /smokebomb don't work indoors. It's all good outside, but the moment I walk indoors I'm wondering where they went :eek:
 

Zeridian

New Member
Nov 24, 2011
11
0
0
#11
Hey there, sorry for necro, but me and my friends were using this and found that one weapon was firing error boxes. Not entirely certain exactly which it is, since it was an NPC, but I think it was a heavy weapon. Probably a rocket launcher, it sounded like it. The DL44 Metal Pistol is also missing visual effects AND sounds.

Would appreciate any further fixes, since this goes a long way to a modernized Pre-CU mod setup ;)

Thanks a bunch
 

Timbab

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Oct 6, 2010
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#12
Oh god, I forgot about that bug.

Will try to do an update sometime in the near future. If you find more specific weapons, do post.
 

Zeridian

New Member
Nov 24, 2011
11
0
0
#13
So I found the weapon, it was the launcher pistol that has error box particles, but has rocket launcher launching sounds. The rocket launcher has no launching sounds, but does have impact sounds. And...the missiles are weird cause it looks like giant flamethrower flames.
 

ipake33

New Member
Aug 15, 2015
2
0
0
#15
Timbab said:
Updated - 23.10.2013

I just saw that the Nym Slugthrower had missing files, here is the hotfix for v1.0.
I've also updated the installer and manual instal with the missing files, v1.01, no need to get the hotfix if you downloaded v1.01 or higher.




To install:

  • Simply copy the folders inside "Nym Slugthrower Hotfix" into your SWGEmu directory.


___________________​


So, I'm finally done! That cliche story of modding, you start a simple project and end up creating a monster that wants to eat you.


This mod aims to swap out all the current weapon visual and sound effects with their NGE counterparts.

I've tried my best to keep the effects as they were, but  due to the fact that SWG started using a new 'combat_effects_ranged' manager to handle most of the crucial files and what happens with them (color, sound pitch, etc), I had to create workarounds that function with the old system.

Another thing was some of the NGE shaders, which don't translate how they should in the old client, so I had to tweak some of the shaders and use older versions for others.


For anyone curious on the technical side, I'll be creating a fairly lengthy guide that explains the whole link chain, what and where to edit, and how to not lose your mind.

One of the biggest things I've done with this mod, is create a structure for future effect mods, that link nearly every weapon to individual file chains, in comparison to the original system, which mostly linked back to the same files, making it so, if you wanted to change a CDEF carbine effect, you'd end up changing the effect of 8 other weapons. But no more!


Enough of the talk, here is the download!


Note on installing:

  • When running the installer, make sure your path really is /SWGEmu/ and not /SWGEmu/SWGEmu/.
To uninstall:

  • Simply run the uninstaller that gets created in your SWGEmu folder.

If you want to remove the new effect chain of a single weapon, simply go to /SWGEmu/object/weapon/ranged/, then go into whatever type of weapon it is and delete the file with the weapon name.


Note: This mod needs testing and feedback. I only had the chance to test a handful of weapons. Please post about any glitches, bugs, missing effects, wrong looking effects, etc.


___________________​

MatthewStarWars, over at SWGEmu noticed that the DH17 and CDEF Carbine/Pistol sounds aren't as they were in the movies, so he created a little fix for them. Here is the original post

hotfix link is broken
 
Jan 25, 2013
64
3
8
#16
Been a while. but wanted to report a couple of things! The mod is great, but there are a couple of effects missing it seems.

For the Alliance Disruptor pistol and for the Droideka there are laser effects missing. (as in they are the old pre-cu effects)


As mentioned DL-44 Metal pistol has no sound or effects at all.

And the question mark boxes on some heavy weapons.