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Orog/Frost Giant mixup


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#1 -Johnny-

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Posted 20 September 2009 - 08:49 AM

So, after playing with a 100+ mod installation for some time now - which runs amazingly stable in general ^_^ - I've noticed that all the Orogs in my game look like Frost Giants, whereas Frost Giants apparently are assigned the creature size of Orogs (or most other creatures, obviously, so that may be unrelated).
There's also a similar problem with some creatures that I can only suspect are supposed to be some kind of Orcs or maybe Neo-Orogs looking like red Half-Dragons. However, that one only seems to affect modded creatures. (Perhaps because there are no Neo-Orogs in BG? I'm really not sure here.)

I've searched the internet a bit and this does seem to have come up months ago, so I'll just ask if it's known what exactly causes this. If not, I'll post WeiDu log and my very own crackpot theories later.


And thanks for all the great work in general.

#2 Hoppy

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Posted 20 September 2009 - 09:30 AM

Hi Johnny,

This is a mixup with your ANIMATE.IDS which assigns creatures certain animations. This used to be a common incompatibility a long time ago with all of the big mods installed (TDD, CtB, SoS, TS-BP and NeJ). Not so much anymore within the last 3-4 years of updates. However it is hard to tell without seeing your WeiDU log. There may still be some erroneous creature animation switches with BP (there was one with CtB but that has been taken care of recently) and the NeJ 6.9.1 version as the latter has not been tested with everything and used to be incompatible with many mods.

As far as the mods I think you have (if not BP and NeJ 6.9.1 together) there may be one or two mixups but they should not be the two you mentioned. So some other mod(s) are changing creature animations as well.

Fixing the bug will require you to edit the orog creatures (or check them at least) with Near Infinity and make sure they have an Orog animation. I don't know the code but this is pretty easy to do with an editor like NI. Same goes for the frost giants as I think there is only one code in the ANIMATE.IDS since they were unused in BG2 vanilla but kept in the engine. That is why many mods incorporate these unused codes to get more creatures. If two mods use the same code for two different animations, the one installed second overwrites and wins.

In case you don't have NI, here is the link and you want the .jar file and make sure you have Java installed on your computer.

http://www.idi.ntnu....i/download.html

Good luck and someone else may know of this bug and what caused it, I hope.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
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Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#3 Miloch

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Posted 20 September 2009 - 12:00 PM

There may still be some erroneous creature animation switches with BP

Yes, there certainly are. It's not really a problem with animate.ids but with overwritten BAMs themselves. Take a look at MN02, which although used for Neo-Orog 2 in unmodded BG2 is overwritten with a Frost Giant by several megamods. And what's worse, other mods put the same Frost Giant in other slots :(.

Edited by Miloch, 20 September 2009 - 04:02 PM.

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#4 Vandervecken

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Posted 20 September 2009 - 02:25 PM

There may still be some erroneous creature animation switches with BP

Yes, there certainly are. It's not really a problem with animate.ids but with overwritten BAMs themselves. Take a look at MN01, which although used for Neo-Orog 2 in unmodded BG2 is overwritten with a Frost Giant by several megamods. And what's worse, other mods put the same Frost Giant in other slots :(.


I was wondering why this kept happening.
I don't even remember what an Orog looks like. I'm just used to seeing Frost Giants or, occasionally, some sort of Demon, with the label "Orog".
It seems to be quite a glaring issue.

#5 Darpaek

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Posted 20 September 2009 - 03:43 PM

I had the same issue with my last 8.01 playthru. I never reported it because it was such a minor error.

#6 Miloch

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Posted 20 September 2009 - 04:01 PM

...such a minor error.

A "minor error"? Orcs looking like completely different creatures they're not, not even the same skin tone, not even close? It's an abomination, I tell you.

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#7 -Johnny-

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Posted 20 September 2009 - 04:58 PM

Okay, so I did what Hoppy suggested and checked the .cre files. Looks like the animations got overwritten by a mod. Spawning orogs via CluaConsole showed that MN01 (IC_OROG1) is replaced by the aforementioned half-dragon, while MN02 (IC_OROG2) is now a frost giant, as already shown in the list Miloch linked to.


I think it must have something to do with The Darkest Day, because I've never had this problem before and this is the first installation featuring it. Of the other mods that were mentioned, only Check the Bodies is installed (after TDD, since this is a BWP setup).
I guess I'll have to register to attach my log? Not that I wouldn't plan to do it anyway, I just haven't come to a decision on the grave matter of an appropriate username yet. ;)




Aaanyway, is there any way to extract the animations from another game and overwrite the files again so I can see some actual orogs again?
For now, I have just decided to tell the game to use the unchanged IC_OROG3 - which is usually reserved for the BG2 version of Tazok only, I think - as the animation. Better than frost giants, at least.

#8 Hoppy

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Posted 20 September 2009 - 05:49 PM

I used to install TDD along with SoS alone and never had these mixups. It happened to me later with adding more big mods and then BP which replaced BAMS as Miloch stated, but never were the orogs changed.

Look at Miloch's animation scheme in his last post. IC_OROG2 is used by 3 mods and a total conversion for a frost giant and only BG2 vanilla has it as an orog-type. I see no mistake by a mod but you may have missed some pre mod fixes or fixpacks.

Nothing to my knowledge changes MNO1, at least nothing in my folders.

If you don't want to register, that is fine just COPY/PASTE the contents into a post when you next reply and that will be fine.

Edited by Hoppy, 20 September 2009 - 05:50 PM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#9 Miloch

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Posted 22 September 2009 - 12:15 AM

Look at Miloch's animation scheme in his last post. IC_OROG2 is used by 3 mods and a total conversion for a frost giant and only BG2 vanilla has it as an orog-type. I see no mistake by a mod but you may have missed some pre mod fixes or fixpacks.

"Only" vanilla BG2 uses it for what it's supposed to be? That's the mistake by all the mods - overwriting an animation slot used by BG2 creatures with totally different animations, and without trying to stack or reassign the existing creature animations. The orogs are all fairly similar, so they could've assigned the existing ones a different orog animation before overwriting it, or stacked all the orogs in one slot the way I did with goblins (MGO1) slot in the Aurora mod, but they didn't.

No clue where the red half-dragon comes from. The only item for it on that list is Lost Crossroads stacking it in a myconid slot - obviously not the case here. Could be a mod I missed.

Aaanyway, is there any way to extract the animations from another game and overwrite the files again so I can see some actual orogs again?

Yes, you can extract all the MNO2*.bam files from BG2 or possibly another IE game with NI or DLTCEP or WeiDU, and copy them to your override. But then your mod-added frost giants will look like orogs :(.

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#10 Jarno Mikkola

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Posted 22 September 2009 - 01:04 AM

No clue where the red half-dragon comes from. The only item for it on that list is Lost Crossroads stacking it in a myconid slot - obviously not the case here. Could be a mod I missed.

Aaanyway, is there any way to extract the animations from another game and overwrite the files again so I can see some actual orogs again?

Yes, you can extract all the MNO2*.bam files from BG2 or possibly another IE game with NI or DLTCEP or WeiDU, and copy them to your override. But then your mod-added frost giants will look like orogs :( .

That's a fresh BG2 game...
The half dragon might be from Sheena mod.

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#11 The Baboon

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Posted 24 September 2009 - 04:34 PM

And then Johnny was an ape.

So, thanks for all the replies.

WeiDu-log attached now. The half-dragon really seems to come from Sheena. At least, hers is the only mod I've seen use it, although I've seen the animation quite a few times now, as you can probably imagine.
Odd coincidence. Probably two mods that shouldn't be installed together, then, since they make it impossible to fix the issue by simply assigning all orog-type creatures the one remaining fitting animation. I mean, there is Tazok's, but that's not really appropriate for the cannon fodder your everyday orog is.


Don't know what fixes I could have missed, by the way, unless I somehow managed to deselect one, screwed up the batch file, or something like that.


Oh, and good to hear that all it takes is extracting the animations and dumping them into the override. Although, yeah, I guess that's what that folder is for. (Not that I'd really have much of a clue about IE's workings. :rolleyes: )

Attached Files



#12 Hoppy

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Posted 24 September 2009 - 05:07 PM

I thought it may be this:

~SETUP-BDTOBV166.TP2~ #0 #7 // Baldurdash Fix Pack for ToB, v1.66 WeiDU - BG2Fixpack adjustment: BWP v6 Fix

You don't have NeJ691 but the animation setup could have been changed with using G3fixpack and baldurdash. I want to point out that the Neo Orog creature is not in my TDD, CtB soubar et all G3 fixpack mods but exists in my Baldyrdash 1.68, Ts704, NeJ 691 category installation (and it uses IC_OROG2).

The Bdash is the only thing I can think of doing this because it may overwrite old orogs and replace with the variant neo-orog and this happens only to some installations and not everyone uses the BWP. Also you aren't using NeJ691 so you don't need the main Bdash fixpack. The other tweaks are fine I think but I think this is a BWP issue.

Edited by Hoppy, 24 September 2009 - 05:22 PM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#13 Darpaek

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Posted 26 September 2009 - 12:57 AM

It wasn't the "orcs" that look like frost giants! It was the "orogs" (you run into a grand total of about 12 of them through the entire trilogy - and Minsc and I usually had em chunked before I even noticed the wierdness :P).

Visually, I was more annoyed by mods that used the generic tanari.cre to represent multiple kinds of demons - especially considering between ToB and PST you have a pretty little .cre for every demon you could possibly imagine - since those animations seemed to be WAD.

Don't worry Miloch. You're still pretty. :D

Edited by Darpaek, 26 September 2009 - 01:15 AM.


#14 Miloch

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Posted 26 September 2009 - 03:54 PM

It wasn't the "orcs" that look like frost giants! It was the "orogs"

Orogs are orcs, like super orcs or something - DnD's version of Tolkien's uruk-hai. Some weird kinda crossbreed according to this.

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#15 The Baboon

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Posted 28 September 2009 - 11:28 AM

@ Hoppy:

Damn...and there I was, thinking that surely, installing a fixpack couldn't do any harm.
Uh, yeah... :ermm:


I'll report back after my next installation. Should be tomorrow.
(This installation won't be exactly the same, though. For example, it won't include Sheena, simply so I have a way to fix this problem if it comes up again.)

#16 The Baboon

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Posted 29 September 2009 - 01:58 PM

It worked. 8)

However, now all orogs in my game use the same animation.
No big deal of course, but to me this means that TDD and Sheena probably wouldn't work together without replacing all orogs with either frost giants or half-dragons, depending on installation order.



EDIT: Log added.

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Edited by The Baboon, 29 September 2009 - 02:00 PM.


#17 Hoppy

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Posted 29 September 2009 - 04:07 PM

Stability in creatures is nice isn't it? :)

Some sacrifices have to be made with a finite amount of animation slots especially installing a lot of creature animation changing\adding mods. Like in my current install I have three unused slots but NeJ uses them among others. I just save my unused ones to use PS:T animations for some creatures :bi:

Glad it worked out for you!
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#18 Jarno Mikkola

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Posted 29 September 2009 - 10:07 PM

Some sacrifices have to be made with a finite amount of animation slots especially installing a lot of creature animation changing\adding mods.

For now, wish we would hear more from Erephine. Eek, ate my words there. Time to bother her some more...

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#19 Darpaek

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Posted 30 September 2009 - 10:07 AM

I know what an orog is. I may not speak WeiDU, but I certainly speak Gygax. This still doesn't change the fact that there's only a handful of them in the entire trilogy and this bug doesn't break your game. Hence, minor. :P

Don't worry - you're much prettier than an ugly orog. :D

Edited by Darpaek, 30 September 2009 - 10:08 AM.