A very small tweak for a couple of weapon impact effect files, Magnesium rounds, Shotgun, rapier, which looked a bit unfinished.
Place the SystemShock-Windows_impactParticles_P.pak file inside the Paks folder
path to game \System Shock Remake\SystemShock\Content\Paks
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I was perplexed by the weird inconsistency in particle effects, how minipistol/Skorpion SMG had decent bouncing particles and lighting on hits, but then shotgun, assault rifle, and especially how there was ZERO impact effects for the laser rapier, compared to a pipe or a wrench.
I did a deep dive into the files, and found that the TABLE_IMPACT files for magnesium tip rounds or shotgun rounds and for the rapier just looked borderline unfinished, whereas for regular bullets they looked fine, so I did some cleaning up, I renamed some sections that were left as "NewRow_1" etc into their materials like with bullets (might have been unnecessary since there are surface type ids specified) then I added impact reflect ratios like bullets had (magnesium, shotgun & rapier had 0 on the first entry which was also used for default materials unspecified), and for the laser rapier, which indeed had no particle system specified for impacts, I added the one from magnesium rounds fire impacts on metallic surfaces, it looks decent even against organic targets, I thought about adding the pipe/wrench one, but felt that fire was more fitting with the weapon, only "downside" is a bullet shaped decal on surfaces instead of a "line" like pipe/wrench has, but that's like how old school FPS games did melee, see HL1-2 crowbar decals.
Hopefully Nightdive simply patch this eventually and fix their own effects, making this unnecessary.
Used UAssetGUI and basic UnrealPak files with bat files to pak/unpack the UE4 pak files, edited files are:
\SystemShock\Content\Blueprints\Impacts\Weapons\TABLE_IMPACT_LaserRapier.uasset/uexp
\SystemShock\Content\Blueprints\Impacts\Weapons\TABLE_IMPACT_MagnesiumRound.uasset/uexp
\SystemShock\Content\Blueprints\Impacts\Weapons\TABLE_IMPACT_Shotgun.uasset/uexp
\SystemShock\Content\Blueprints\Impacts\Weapons\TABLE_IMPACT_Shotgun_Incendiary.uasset/uexp
Version 2:
-Changed Laser Rapier Impact particle from:
\SystemShock\Content\Art\ParticleEffects\Niagara\Impacts\FX_MetalImpact_fire
(Default unmodded is blank let me remind you)
To:
\SystemShock\Content\Art\ParticleEffects\Niagara\Impacts\FX_SparkBurst
Reluctantly I just had to face the fact that the FX_SparkBurst is simply the only decent looking impact particle effect currently for most robotic enemies (tested a few other ones), so I also in Version 2 changed Magnesium Rounds "Character_Metal" & "Character_Electronics" From:
\SystemShock\Content\Art\ParticleEffects\Niagara\Impacts\FX_MetalImpact_fire
To:
\SystemShock\Content\Art\ParticleEffects\Niagara\Impacts\FX_SparkBurst
(Flesh and other material impacts remain the same)
So that's what's new about this version
Version 3:
-Managed to change Laser Rapier to have different effects for different materials
-I simply copy-pasted the MagnesiumRounds file, and renamed it, and renamed elements inside it, also of course kept the Laser Rapier sound effect, so now it's Laser Rapier but with some firey effects for flesh with blood and then sparks for metal!