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Turn off blaster bolt?


crazytrain101

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I need help eliminating blaster bolt animations. I've successfully added gunshots to the blasters, and I want to remove the lasers. However, I've only been able to remove both the sound and the animation. I thought it might have something to do with the ammunitiontypes.2da file, and by editing the model0 column, I remove both sounds and blaster bolt animations. Is there some way to keep the sound, but remove the laser bolts?

 

As far as I could tell, editing the model and model1 columns didn't do anything...

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I thought it might have something to do with the ammunitiontypes.2da file, and by editing the model0 column, I remove both sounds and blaster bolt animations. Is there some way to keep the sound, but remove the laser bolts?

 

As far as I could tell, editing the model and model1 columns didn't do anything...

 

It's been a while since I tinkered with blaster bolts so I may remember incorrectly, but changing the model in the ammunitiontypes.2da file should work. I don't remember the difference between the model and model0 column, but the model1 column is used for the (usually larger) Power Blast projectile (using the Power Blast feat).

 

How did you remove the projectile model? Did you set those columns to ****, or did you assign the null model?

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I set the blaster model0 cell to ****. That succeeded in turning off the blaster bolt animations. However... I want to add gunshot sounds as well, so I put .wav files named "cb_sh_blast1.wav" etc., in the override folder. Before I put ammunitiontypes.2da into the override folder, the gun sounds worked. But as soon as I put in the edited ammunitiontypes.2da file, the sounds stopped working, although there were no projectile models.

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I set the blaster model0 cell to ****. That succeeded in turning off the blaster bolt animations. However... I want to add gunshot sounds as well, so I put .wav files named "cb_sh_blast1.wav" etc., in the override folder. Before I put ammunitiontypes.2da into the override folder, the gun sounds worked. But as soon as I put in the edited ammunitiontypes.2da file, the sounds stopped working, although there were no projectile models.

 

Hmm, weird that the game would ignore the sound column if you remove the projectile model. You could try to set w_null_001 in the model columns instead and see if that makes any difference.

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