A Spellhold Studios mod for Baldur's Gate II: ToB, Baldur's Gate Trilogy and Tutu
Author: Erephine, WeiDU packaging & components by Miloch
Download link
Introduction
This mod patches Baldur's Gate II: Throne of Bhaal to support additional creature and character animations (referred to as "animation slots"). It also offers a dynamic automated process for claiming new animation slots. Thus, it acts as a central hub, usable by anyone who would like to add animation entries to the game without being bogged down by issues of mod conflicts and incompatibilities.
Infinity Animations supports a wide variety of animation types from Baldur's Gate I, Baldur's Gate II, Icewind Dale I, Icewind Dale II, Planescape: Torment and Neverwinter Nights. As an added bonus, the mod restores Baldur's Gate I character animations in their entirety, and paperdolls have been unlocked for some animations that did not support them previously.
An important feature for players who use several large mods (known as "megamods") is a resolution of animation conflicts, and a restoration of standard animations that megamods have overwritten. Finally, this mod contains optional components that implement many new animations into the game. Ongoing work will address sound sets for new animations. While the number of supported animations may not be "infinite" as the name suggests, it should be large enough to accommodate everyone's present (and in all likelihood future) needs.
Key features
- Restores Baldur's Gate I character animations
- Improves paperdoll support for existing animations
- Adds custom game animations for characters and creatures (including dragons)
- Allows use of many different animation types (some never before seen in the games)
- Resolves the problems of animation stacking, slot and naming conflicts
- Offers GUI support for adding new animations
- Lets you watch as the percentage of free animation entries refuses to go down (:
For details on how to add new animations, consult the Adding Slots section of the original documentation.
Compatibility
Infinity Animations works with BG2: Throne of Bhaal and conversions based on ToB. Make sure you have Throne of Bhaal patched to version 26498. Check the ReadMe files related to your patch in your game folder and the BioWare website if necessary.
This mod should also work with all other mods, including Baldur's Gate Tutu (and EasyTutu), Baldur's Gate Trilogy and the BiG World Project.
Install this mod after most other mods, particularly those that add creatures or animations, but before any final "biffing" routines.
Installation
Note: If you've previously installed the mod, remove it before extracting the new version. To do this, run setup-infinityanimations.exe, uninstall all previously installed components and delete the infinityanimations folder. When installing or uninstalling, do not close the DOS window by clicking on the X button! Instead, press the Enter key whenever instructed to do so.
You can extract files from the archive using WinRAR, ZipGenius or another file compression utility that handles .rar files.
Important: Download all content you may require from the Infinity Animations download category at Spellhold Studios. If in doubt, download them all (most megamod installs will need all archives). Extract all archives using the "Do not extract paths" option on the Advanced tab in WinRAR. Also, make sure the "Destination path" on the General tab terminates in /content or /restore after infinityanimations (there should be no subfolders beyond that).
For WinZip, make sure the "Use folder names" box is unselected. You should end up with a bunch of .bam files and no subfolders in your "content" and/or "restore" folders. The installer will warn you if you're missing anything you need, at which point you can exit it, download missing content, extract it and rerun the installer.
Windows
Extract the contents of the mod to the folder of the game you wish to modify (BG2, BGT or EasyTutu). On successful extraction, there should be an infinityanimations folder and a setup-infinityanimations.exe file in your game folder. To install, simply double-click setup-infinityanimations.exe and follow the instructions on screen.
Run setup-infinityanimations.exe in your game folder to reinstall, uninstall or otherwise change components.
Linux
Extract the contents of the mod to the folder of the game you wish to modify. Download the latest Linux version of WeiDU and copy WeiDU and WeInstall to /usr/bin. Then open a terminal and cd to your game installation directory.
Optional: run 'tolower' and answer 'Y' to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either, if you've extracted only this mod since the last time you lowercased file names. If unsure, running tolower and choosing both options is the safe bet.
Run WeInstall setup-infinityanimations in your game folder to install the mod. Then run wine BGMain.exe and start playing.
Components
The installer includes the following components. The number of each is the component DESIGNATED number which gives it a fixed install position, lets other components detect it and allows automated installers like the BiG World Setup specify component choices.
All subcomponents require the main component (they need to since it's the one that installs new content). All components are otherwise optional. Also note that no component affects joinable NPCs, something best left to individual modder discretion. (Hence, if something says it affects all female tieflings, it doesn't include Amber and Fade in that.)
0. Infinity Animations
Requires ToB v26498
- Checks mod files and .exe validity
- Backs up and patches the .exe
- Replaces _LOW creature animations
- Updates .ids files
- Restores any necessary mod-overwritten animations
- Copies new animations (any extracted to /content folder)
- Fixes any affected creatures
50. Distinctive Genies
Requires IA_Fiends_Genies.rar
- Uses djinn, efreet, dao, jann and marid animations where sensible
100. Distinctive Fiends
Requires IA_Fiends_Genies.rar, IA_IWD.rar and IA_PST_Abishai.rar
Requires IA_NWN_01_Modron.rar only if certain mods are installed
- Nabassus get a green-grey tanar'ri animation
- Chromatic Demon gets a somewhat more colourful base animation
- Bebiliths (Longer Road and Drizzt Saga only) get the NWN animation
- Some mariliths get a darker animation
- Bone fiends get the NWN osyluth animation
- Gelugons (only if added by a mod) get an ice salamander animation
- Yochlols (except those in drow form) get a dark otyugh-based animation
- White, green and red abishai get the relevant IWD or PST animations
- Manes get the IWD drowned dead animation
- Erinyes get a black-winged elf avatar
- Succubi get the NWN succubus animation
- Maurezhi get a dark ghoulish animation
- Glabrezu get the proper glabrezu animation
150. All get the NWN animation
175. Some get the NWN animation
Requires IA_NWN_01_Modron.rar
- Choice of subcomponent (or none); "some" = roughly half, randomly selected
Cambion/Isair Animation
200. All cambions and male tieflings
210. All cambions only
220. Some cambions and male tieflings
230. Some cambions only
Requires IA_BGII_IWDII.rar
- Same logic as Pit Fiend component
Alu-Fiend/Madae Animation
260. All alu-fiends
270. Some alu-fiends and female tieflings
280. Some alu-fiends
290. Some alu-fiends and female tieflings
Requires IA_BGII_IWDII.rar
- Same logic as Pit Fiend component
400. Distinctive Undead
Requires IA_Base_Anims.rar, IA_IWD.rar and Shadows_harpy_frostgiant.zip
- Banshees get the wailing virgin animation
- Floating skulls get the demilich animation
- Greater ghasts get the IWD ghast animation
- Generic ghosts get the IWD ghost animation
- Greater ghouls get the IWD ghoul animation
- Greater liches get the IWD lich animation
- Apparitions get the mist creature animation
- Revenants get the revenant animation
- Shadow Beasts get the shadow animation
- Wraiths get the IWD large shadow animation
- Spectres get the IWD large shadow alternate
- Shadows get the IWD small shadow animation
- Some shadows get the IWD small shadow alternate
- Greater skeletons get the skeleton0 animation
- Moon horrors get the skeletonb animation
- Wights get the IWD grey wight animation
- Green zombies get the IWD green wight animation
- Zombie lords get the IWD yellow wight animation
- Undead knights and similar get the IWD barrow wight animation
- Greater zombies get the IWD yellow zombie animation
- Lacedons and sea zombies get the IWD blue zombie animation
Skeleton Warriors
410. Barrow Wight animation
415. Skeleton animation
420. SkeletonA animation
Requires IA_IWD.rar
- Assigns the chosen animation to all skeleton warriors
Seer Animation
450. Some beggars and slaves
455. Some beggars
460. Some slaves
Requires IA_IWD.rar
- Same logic as Pit Fiend component
480. Svirneblin Animations
Requires IA_IWD_Svirfneblin.rar
Skipped if Aurora's Shoes installed (does the same thing)
- Uses all svirfneblin variants for Underdark deep gnomes
500. More Base Animations
Requires IA_Base_Anims.rar
- Histachii get the IWD histachii animation
- Lizardman warriors get the brown lizardman animation
- Lizardman shamans get the green lizardman animation
- Lizardman chiefs get the lizard king animation
- Variant trolls (normal, blue, ice, snow, small) where relevant
- Greater umber hulks get the IWD umber hulk animation
550. More Icewind Dale Animations
Requires IA_IWD.rar
- Animated Plates get animated plate animations
- Archdruids get the IWD Arundel animation
- Variant barbarians (brown, red, tan and shamans)
- Greater elementals make use of variant BG2/IWD animations
- Some fire giants get the IWD fire giant animation
- Iron golems get the IWD iron golem animation
- Adamantite golems get the BG2 iron golem animation
- Sahuagin priestesses get the IWD sahuagin animation
- Sahuagin royal guards get the BG2 large sahuagin animation
- Sahuagin chiefs get the IWD large sahuagin animation
600. More Icewind Dale II Animations
Requires IA_BGII_IWDII.rar
- Greater fire giants and firbolgs get the fire giant variant
- Variant goblins (worgriders, leaders, browns, greens, elites)
- Hook horrors get the hook horror animation
- Shadow druids get the Malarite animation
- Death tyrants get the death tyrant animation
- Wererat gets the wererat animation
- Worgs get the IWD2 worg animation
650. More Neverwinter Nights Animations
Requires IA_NWN_01_Modron.rar
- Greater basilisks get the NWN basilisk animation
- Modrons get the modron animation
- Bombardier beetle (in Big Picture) gets the NWN animation
- Displacer beasts (in AjocMod) get the NWN-CCP animation
- Some fire giants get the NWN female fire giant animation
- Some frost giants get the NWN female frost giant animation
Troubleshooting
These are some general tips if you have problems getting the game working, with or without this or other mods. Many times, errors have to do with the game engine itself or the manner of installation or gameplay. The game recommends deleting all files out of the /cache, /temp and /tempsave subfolders in your game folder to see if that resolves the problem before any further troubleshooting.
Symptom: Game freezes or crashes to desktop (CTDs)
Sometimes the game displays an "assertion error" in a pop-up window when this happens, but often times it doesn't. To enable the full error message, open the file baldur.ini in your game folder with a text editor (such as Notepad). If you find you can't edit it or save changes in Windows Vista, see this topic for assistance.
Under the [Program Options] section in the file, type Logging On=1 (unless it's already there). While you're there, you may also want to make sure Debug Mode=1 is there to enable the CLUA Console for debugging and testing. Save the file and exit. Now go back into the game and try to reproduce the crash. Then look in your game folder again for the Baldur.err file and open it with a text editor to analyse its contents.
Assertion failed in ChDimm.cpp at line #7641
Exp: pBiffHeader->dwFileType != mmioFOURCC('B', 'I', 'F', 'C')
Msg: c:\{path}\bg2\cd#\DATA\BIFNAME.BIF: attempted to use compressed BIF from CD, check free hard drive space
Sometimes, the referenced BIF will exist, but the game expects it to be in your main \data folder or in \cache\data. Copying it from the cd# folder (or the CD itself) will sometimes work. Other times, you may need to use DLTCEP to decompress the BIF. To do this, go to Extraction > Uncompress BIF. The decompressed BIF should end up in your main \data folder. Relaunch the game and see if this resolves the issue.
Other issues
If you have more than one large mod installed, please refer to the Megamod FAQ for more troubleshooting tips. If none of this resolves your issue, or you have mod-specific issues, please report the problem in the mod's forum. Include the contents of your WeiDU.log file in the post, or attach it if it's large.
Version History
WeiDU Beta 2: 23rd Jan 2010
- Added installer support for non-ANSI system locales
WeiDU Beta 1: 11th Jan 2010
- First WeiDU release
- All affected mod and vanilla creatures patched
- Optional components added
(r.10010043)
- Fixed a bug with Icewind Dale animation slots in Baldur's Gate II
(r.09102252 update)
- Updated documentation and Reference Picker
- Added alternate stylesheet

(r.09102252)
- Initial release
Edited by Erephine, 22 January 2010 - 05:27 PM.
















