MOD Tutorial: Using elden rim to add effects to other authors' animations (Patreon)
Content
must: hkanno64 payload
Exporting internal data from HKX using hkanno64
For example, if we want to add the effect of knocking the enemy to the ground for this one animation, first we find the ini in the SKSE folder of elden rim and see that the address of the knockdown effect (image 1) is
$ES_HeavyParalysis = @CAST|0XB903|EldenSkyrim.esp|1|1|0|0|0|0|0 |0|0|0
View HKX's data
If you use Precision, create a line PIE.XXXXXXXX with $ES_HeavyParalysis written inside XXXX (both the code for knocking down enemies)
And try to put PIE.$ES_HeavyParalysis before weaponSwing, because Precision will generate damage when weaponSwing appears, and we want to trigger PIE.$ES_HeavyParalysis before damage is generated, even if it is before weaponSwing 0.00001 seconds (Figure 2)
If you don't use Precision, you can write $ES_HeavyParalysis after HIT (Figure 3)
For example HitFrame.$ES_HeavyParalysis
This will trigger the effect of $ES_HeavyParalysis while the HIT is in effect, knocking the enemy down
If you have multiple damage in one HKX, write. $ES_HeavyParalysis
Example.
0.230000 CastOKStart
0.230000 preHitFrame
0.249999 weaponSwing
0.266666 HitFrame
0.333333 weaponSwing
0.383333 HitFrame
0.433333 weaponSwing
0.500000 HitFrame
0.580000 PIE.$ES_HeavyParalysis
0.583333 weaponSwing
0.666666 HitFrame
0.749999 weaponSwing
We can see that I added the effect at 0.58000 seconds, then the next attack at 0.583333 seconds, the enemy will be knocked down
It is important to note that these spell effects are contact type spells, if you are too far away from the enemy, then it will not work, then we need to replace the contact with projectiles, but about the projectiles, I will tell you more about it later
Other stagger effects are used in the same way,The effect behind Elden Hit is a staggering effect