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#386738 Shapeshifter-Fix

Posted by Caedwyr on 13 April 2008 - 06:30 PM in Mega Mod Help

Refinements.  The one in the BG2 Tweakpack, which was inherited from Ease of Use, is heavy handed and overpowered.  It's easily exploitable with Use Any Item and inelegantly implemented.  The Refinements version offers several different options on how to implement the fix and is implemented much more elegantly and less exploitably.



#396031 Restored ToB Heads

Posted by Caedwyr on 25 May 2008 - 09:20 PM in Miscellaneous Released Mods

Looks good. Not 'Gansta Nation by Westside Connection Talking Stone Heads good, but nothings perfect.



#363584 PST Animations to BGII

Posted by Caedwyr on 01 December 2007 - 09:46 AM in IE Modding Discussion

I'm thinking with Cuv's work on getting all these animations to work together, the idea is to make this more of a new standard for creature animations instead of yet another incompatible layer of additional creature animations.

Then again, some of the modders on Miloch's list of what mods use what will probably not be interested in compatibility.  Hopefully the bulk of them do switch over to the new system.



#353780 PST Animations to BGII

Posted by Caedwyr on 17 October 2007 - 08:39 PM in IE Modding Discussion

If you can ever get the death animations to work for the "use an animation attached to a weapon instead of an animation slot" method to work, I'd suggest restricting available animate.ids slots to party joinable creature types (who obviously can't have a permanent item stuck equipped quite as easily.)

As for the death animation, could something be done similar to trolls, where they are equipped with a MINHP item, and have a script play on creature death that fires off a death animation followed by creation of a ground object (item), and this part is the sticky bit that I don't know if it is possible, that has the dead creature's corpse as it's dropped item .bam. The problem here, is that TAB would make the item highlighted and players could possibly pick the item up (how do trolls do this bit?)



#354142 PST Animations to BGII

Posted by Caedwyr on 19 October 2007 - 08:28 AM in IE Modding Discussion

Once you get to the animation of the corpse on the ground, I imagine its much simpler as you can just have the animation play as long as bodies normally stay lying around, and then remove the invisible creature. I suppose what you really want from the entire process is a methodology of porting over an animation and using the weapon method to bypass the slot limit with each necessary step laid out. Hopefully it'll let us see more animations showing up in the game.



#357793 PST Animations to BGII

Posted by Caedwyr on 04 November 2007 - 08:52 PM in IE Modding Discussion

Speaking of Opcodes, I can see one of the possible solutions for scripts not running properly while stunned. Replace the stun effect with

#165 (0xa5) Spell Effect: Pause Target [165]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the pause effect to the targeted creature(s). This
effect is similar to stun, except the targeted creature(s)
scripts continue to run. Characters are still selectable.


And the stun cure with

#270 (0x10e) Cure: Unpause Target [270]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the pause effect (#165) from the targeted creature(s).


Of course this would cause horrible install order flakiness.



#363681 PST Animations to BGII

Posted by Caedwyr on 01 December 2007 - 10:38 PM in IE Modding Discussion

It'd be nice to leave the option of driders using weapons, since they tend to be closer to a player race than a monster in some cases.  Leaving weapons switchable would make it more open to future modding.



#356065 PST Animations to BGII

Posted by Caedwyr on 27 October 2007 - 06:07 PM in IE Modding Discussion

With respect to using Weidu to edit the .exe, you might want to check out the Widescreen mod.  I know that the_bigg does hack the .exe, but I don't know if he uses weidu to do it or not.



#364031 PST Animations to BGII

Posted by Caedwyr on 03 December 2007 - 09:58 PM in IE Modding Discussion

If you (Cuv or any other animation masters) are in the mood for some creativity, I know there has been calls for a female gnome animation that uses a female elf animation that has been shrunken down instead of the male dwarf animation it currently uses.



#349907 PST Animations to BGII

Posted by Caedwyr on 30 September 2007 - 01:08 PM in IE Modding Discussion

You are still going to run into the issue with a limited number of animations slots unfortunately. Still, having a nicely detailed method of bringing the PST animations over is going to be useful.

Has anyone had any further luck with getting death animations to work for the "invisible creature with a visible weapon that is the actual creature animation" method?



#394982 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 20 May 2008 - 05:13 PM in Resource Request Forum

I've tried fiddling around with it in Bamworkshop, but I seem to be missing something here.  Do I convert it to unpaletted and then make it paletted and set the transparency to the turquoise?  Everything looked ok on the files when I open them in an editor, but it doesn't work in the game.  If you wouldn't mind Tassadar88, I'd appreciate it if you made the fix on your end to the snake and cat paperdolls as your other paperdolls worked just fine for me.

Thanks.



#385634 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 09 April 2008 - 09:09 AM in Resource Request Forum

For the dog something wolfhoundish, or other large dogs. Something along the lines of Posted Image.

Thanks for the work on the paper dolls. The mod should be released soonish once I get the last few things from another contributor.

Miloch had this to say about adding new paper dolls for existing creatures http://forums.gibber...s...c=12417&hl=

I think the naming scheme would use the animation prefix (as per anisnd.ids), an optional number, then "inv" (mtroinv.bam seems to be another, though I'm not sure I've ever seen the troll paperdoll work as such... might be kind of cool if it does). The scheme is the same for PLTs (cdfc#inv.plt for example, for various female dwarf clerics where # = a number that varies the paperdoll based on how they're dressed).



So, leopard.bam would be renamed to mgclinv.bam
moose.bam would be renamed to amooinv.bam
panther.bam would be renamed to mgcpinv.bam.

This appears to be how vilkacis got the paper dolls he did into the game.



#386153 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 11 April 2008 - 09:57 AM in Resource Request Forum

I wish I'd known that when I was doing my .bam work... I'll keep that in mind when I want to do something similar in the future.



#382525 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 23 March 2008 - 07:37 PM in Resource Request Forum

I appreciate all the work done so far. I'm hoping someone is interested in finishing off the remaining animals (dog, moose, panther, leopard) so I can bundle these up and release them with the rest of the mod.

Thanks for all the help.



#387005 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 15 April 2008 - 08:37 AM in Resource Request Forum

I'm still waiting on another part of the third party work I need to do the release, so go ahead and finish them up to your satisfaction.



#386139 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 11 April 2008 - 08:14 AM in Resource Request Forum

I appreciate the work and sympathize with the pixel by pixel editing. I know when I've done some poor quality work on spell icons it was incredibly frustrating as I constantly had to modify individual pixels and then load it up in game to see what the effect was.



#365536 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 11 December 2007 - 11:30 AM in Resource Request Forum

1. What do you need? Item, animation, description...?
Paper dolls for shapeshifted forms. In the vanilla game, when a druid shapeshifts to a bear, or a player uses the Cloak of the Sewers, the paperdoll slot on the inventory screen shows a little picture of a bear or mouse. mber1inv.bam is an example of such a .bam file

2. Describe the item/whatever in detail! Shape, style, colors...?
Images for the paper doll slot for a: dog, cat, moose, leopard, panther, snake

6. Any deadlines?
Within a month or two

7. What game and what mod is this for?
Baldur's Gate series games, Geomantic Sorcerer Kit

8. Anything else you'd like to mention?
These can also be done as .PLT files, but the .BAM version is all I need since the player's items don't need to show up on the paper doll.


Jan 30: More details on what I'm looking for will be uploaded later today.



#386599 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 13 April 2008 - 07:47 AM in Resource Request Forum

They all look decent, though I'm going to have unfortunately ask for a change on the moose one. The animal you've got there is an Elk, not a Moose.

A few example of moose pictures are below:

Posted Image
Posted Image
Posted Image
Posted Image

As for assigning the correct inventory bam name for the wolfhound, don't worry overmuch. I know which one I'll be wanting to assign it to so I can worry it and get that part working if the graphical part is done. It may require some devSin or Nythrun trickery to get it to work but I'll deal with that when the time comes.



Edit: Actually, taking a closer look it appears you've got a Caribou, not an Elk.



#370645 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 11 January 2008 - 10:56 AM in Resource Request Forum

Nothing yet, so bump.



#386996 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 15 April 2008 - 07:16 AM in Resource Request Forum

These look great, thanks.  Are you happy with the current status or will you want to fiddle around with them a bit more?



#373984 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 28 January 2008 - 08:14 AM in Resource Request Forum

Would it help if I gave more details? I can post up some file specifications and samples from the game.



#394733 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 19 May 2008 - 01:53 PM in Resource Request Forum

For some reason when I use the cat and snake paper dolls in game, the background isn't the tanish parchment it normally is, but all white.  I'm sure this is just some transparency setting issue, but I'm not sure how to fix it.



#374925 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 03 February 2008 - 07:43 AM in Resource Request Forum

Oooh, scary stuff. Looks perfect. Thanks.



#395187 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 21 May 2008 - 05:06 PM in Resource Request Forum

They all work as intended, Thanks.



#378354 [GRAPHICS] Animal Paperdolls - Geomantic Sorcerer Kit

Posted by Caedwyr on 22 February 2008 - 03:52 PM in Resource Request Forum

Looking good, thanks for all the work so far.