See an update to this post here.
@Nathaniel, @QuenGalad, @Proleric,
I got intrigued, and because it is seems to be a common issue, and because I managed to fix the snow before, I tried to actually do this:
Looks like this was easier than I thought, all done again with a text editor
So, I present to you:
NWSH_ChunkyWood: placeable death animation as a generic VFX
Example - applied at PC’s location (low quality gif - looks better in game):
It seems to be a fairly good workaround for the missing
die animation. It avoids the need for modification of many models, and - being an instant effect - does not require any additional in-game objects.
Advanced users - how to replicate / modify this.
- I copied
die animation emitters from placeable
plc_a01 to VFX
vff_gassmoke and overrode the effect’s
impact animation (this is 90% of work).
- I made a new row in
visualeffects.2da for this VFX (no need for sound as the placeable plays it automatically on death - see
- If you really need the sound in VFX, put its ResRef in
SoundImpact column in
- Because the emitters use
update Explosion, it is mandatory to include
event <delay> detonate in the
newanim section; I used delay from the source - 0.667s.
PROTIP: to hide the wood chunks (to keep only the dust cloud), comment their ChunkyWood emitters at the bottom of the model (in
newanim). actually you have to delete both ChunkyWood emitters from the model geom definition as well.
nwsh_chunkywood.zip (18.3 KB)
Ready to use package, with a sample OnDeath script for the placeable.
Extract to Override for testing, then put in your custom hak for production.
If you already have your own
visualeffects.2da, you may need to adjust it.