The game apparently loads these VFX into memory all the time, even at the main menu. It's likely done to speed up combat VFX that use them, and they refer to different models used in visualeffects.2da
This might mean they can't be overriden by hakpacks, but needs testing. Generally they're not seen for long even if low poly however.
Some may not even be used by the game - it's sometimes hard to see - may test at some point by replacing them all with badgers or something.
Lastly the Hardcoded VFX References may primarily reference these; calling those VFX lines by EffectVisualEffect sometimes doesn't work as intended.
It is as shame more VFX models are not cached or this can't be added to to potentially improve game loading performance for complex but commonly applied VFX.
Note all the models below are compiled by default.
The ones without a VFX line reference are referenced from the "vwp" files for emitter nodes. May sort an exhaustive cross referenced list but it's easy to check. If you alter the vwp_ files it'd be recommended to reuse the _bone etc. files as well.
| Model | Texture(s) | VFX ID | VFX Label | Comment |
|---|---|---|---|---|
| grn_m_bone.mdl | chunk64 | |||
| grn_m_giblet.mdl | chunk64 | |||
| grn_m_rib.mdl | chunk64 | |||
| grn_m_thigh.mdl | chunk64 | |||
| grn_s_giblet.mdl | chunk64 | |||
| red_l_bone.mdl | chunk64 | |||
| red_l_giblet.mdl | chunk64 | |||
| red_l_rib.mdl | chunk64 | |||
| red_l_thigh.mdl | chunk64 | |||
| red_m_bone.mdl | chunk64 | |||
| red_m_giblet.mdl | chunk64 | |||
| red_m_rib.mdl | chunk64 | |||
| red_m_thigh.mdl | chunk64 | |||
| red_m_torso.mdl | chunk64 | |||
| red_s_bone.mdl | chunk64 | |||
| red_s_giblet.mdl | chunk64 | |||
| red_s_rib.mdl | chunk64 | |||
| red_s_thigh.mdl | chunk64 | |||
| vwp_l_chunk_red.mdl | 235 | VFX_COM_CHUNK_RED_LARGE | When a creature is "chunked" ie; blown up by a big critical/big damage. Not sure this one is used... | |
| vwp_m_chunk_grn.mdl | 124 | VFX_COM_CHUNK_GREEN_MEDIUM | When a creature is "chunked" ie; blown up by a big critical/big damage. Medium or large creature, green blood. | |
| vwp_m_chunk_red.mdl | 122 | VFX_COM_CHUNK_RED_MEDIUM | When a creature is "chunked" ie; blown up by a big critical/big damage. Medium or large creature, red blood. | |
| vwp_m_chunk_wht.mdl | 236 | VFX_COM_CHUNK_BONE_MEDIUM | When a creature is "chunked" ie; blown up by a big critical/big damage. Any sized creature, white "blood" (or rather, usually, "bone"). | |
| vwp_m_chunk_yel.mdl | 126 | VFX_COM_CHUNK_YELLOW_MEDIUM | When a creature is "chunked" ie; blown up by a big critical/big damage. Medium or large creature, yellow blood. | |
| vwp_s_chunk_grn.mdl | 123 | VFX_COM_CHUNK_GREEN_SMALL | When a creature is "chunked" ie; blown up by a big critical/big damage. Small or tiny creature, green blood. | |
| vwp_s_chunk_red.mdl | 121 | VFX_COM_CHUNK_RED_SMALL | When a creature is "chunked" ie; blown up by a big critical/big damage. Small or tiny creature, red blood. | |
| vwp_s_chunk_yel.mdl | 125 | VFX_COM_CHUNK_YELLOW_SMALL | When a creature is "chunked" ie; blown up by a big critical/big damage. Small or tiny creature, yellow blood. | |
| wht_m_bone.mdl | chunk64 | |||
| wht_m_head.mdl | chunk64 | |||
| wht_m_pelves.mdl | chunk64 | |||
| wht_s_bone.mdl | chunk64 |