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#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.



#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.



#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?



#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.



#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.



#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.



#367143 Bug Reports for v3.01

Posted by Caedwyr on 20 December 2007 - 04:21 PM in Refinements

I've been doing a lot of looking at the timing effects of Refinements HLAs recently, and I can say fairly confidently that the druid, ranger, mage, cleric ones at least are almost always Permanent (9) when appropriate.



#385164 Bitter Grey Ashes update

Posted by Caedwyr on 07 April 2008 - 10:56 AM in Longer Road

I am happily surprised.



#373383 Bitter Grey Ashes update

Posted by Caedwyr on 24 January 2008 - 04:41 PM in Longer Road

How's this doing? Languishing unfinished is my best guess, but I'd be happy to be surprised.



#396211 Lucy the Wyvern

Posted by Caedwyr on 26 May 2008 - 07:01 PM in Miscellaneous Released Mods

Since there was no version 2 available of this mod, I was forced to mulch my BGII disks. :(



#396811 My run-through BG2

Posted by Caedwyr on 29 May 2008 - 08:42 PM in Baldur's Gate Series

Ah, gotcha. Yeah, I recoded a lot of the old Druidic Sorcerer kit, and the Geomantic Sorcerer uses the kit system with its own HLA table. There aren't any of the finicky scripted applications of kit features either to worry about. And yeah, I like having a vanilla mage in most of my groups as well. Otherwise all those spells go to waste and you aren't as flexible in your options.



#396684 My run-through BG2

Posted by Caedwyr on 29 May 2008 - 05:47 AM in Baldur's Gate Series

I noticed in your opening post you mentioned that the GS kit killed the Refinements Sorcerer HLA tables. Are you sure about that, since I believe I used a custom HLA table for the GS and not the normal Sorcerer HLA table for this exact reason.



#350764 Druidic Sorcerer Install Problems

Posted by Caedwyr on 03 October 2007 - 08:26 PM in Mod Resurrections

Out of curiousity, who is the current custodian/contact for this mod?



#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.



#387821 How is the Kelsey romance?

Posted by Caedwyr on 19 April 2008 - 11:13 AM in IE Modding Discussion

The Anomen bashing is actually what seems to irk people the most, Jc. Even when Anomen "wins" banters with Kelsey, he always comes out looking like an arrogant [CENSORED].


Sounds like JC managed to keep Anomen in character then.



#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.



#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.



#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.



#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.



#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.



#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.



#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.