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#21 Gwendolyne

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Posted 01 March 2014 - 06:34 PM

Added :

 

 

APPEND ~animate.ids~ ~0x5296 JASTEY_WOLFHOUND~ UNLESS ~^0x5296~
APPEND ~anisnd.ids~ ~0x5296 µDL      CGAMEANIMATIONTYPE_JASTEY_WOLFHOUND~ UNLESS ~^0x5296~

 

 

A grey Wolfwound for the incoming Jastey's new NPC mod.

 

The bam files will be released with the mod.

 

I attach the animations list in a txt file.

 

Attached File  IA List.txt   26.82K   631 downloads


Edited by Gwendolyne, 01 March 2014 - 06:35 PM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#22 jastey

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Posted 01 March 2014 - 11:14 PM

Thank you so much for this! Also for making the BAMs with shadows!


Edited by jastey, 01 March 2014 - 11:27 PM.


#23 Gwendolyne

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Posted 30 October 2016 - 02:24 AM

Argh!!!

 

Since the site breakdown, a lot of posts have disappeared.

 

Here is the up to date listing (I was the last one who registered new animations).

Attached Files


Edited by Gwendolyne, 04 December 2016 - 03:19 PM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#24 Gwendolyne

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Posted 22 November 2016 - 10:38 PM

And another set of new animations:

 

        APPEND ~animate.ids~ ~0x1209 TARASQUE~ UNLESS ~^0x1209~
        APPEND ~anisnd.ids~ ~0x1209 XDR1     CGAMEANIMATIONTYPE_TARASQUE~ UNLESS ~^0x1209~
        APPEND ~animate.ids~ ~0x120A TARASQUE_BLUE~ UNLESS ~^0x120[Aa]~
        APPEND ~anisnd.ids~ ~0x120A XDR2     CGAMEANIMATIONTYPE_TARASQUE_BLUE~ UNLESS ~^0x120[Aa]~
        APPEND ~animate.ids~ ~0x120B TARASQUE_GREEN~ UNLESS ~^0x120[Bb]~
        APPEND ~anisnd.ids~ ~0x120B XDR3     CGAMEANIMATIONTYPE_TARASQUE_GREEN~ UNLESS ~^0x120[Bb]~
        APPEND ~animate.ids~ ~0x120C TARASQUE_PURPLE~ UNLESS ~^0x120[Cc]~
        APPEND ~anisnd.ids~ ~0x120C XDR4     CGAMEANIMATIONTYPE_TARASQUE_PURPLE~ UNLESS ~^0x120[Cc]~
        APPEND ~animate.ids~ ~0x120D TARASQUE_RED~ UNLESS ~^0x120[Dd]~
        APPEND ~anisnd.ids~ ~0x120D XDR5     CGAMEANIMATIONTYPE_TARASQUE_RED~ UNLESS ~^0x120[Dd]~

        APPEND ~animate.ids~ ~0x5FC4 GOLEM_AMBER~ UNLESS ~^0x5[Ff][Cc]4~
        APPEND ~anisnd.ids~ ~0x5FC4 ØCW      CGAMEANIMATIONTYPE_GOLEM_AMBER~ UNLESS ~^0x5[Ff][Cc]4~

        APPEND ~animate.ids~ ~0x5FC5 UNICORN_WHITE~ UNLESS ~^0x5[Ff][Cc]5[ %TAB%]+UNICORN_WHITE~
        APPEND ~anisnd.ids~ ~0x5FC5 ØCX      CGAMEANIMATIONTYPE_UNICORN_WHITE~ UNLESS ~^0x5[Ff][Cc]5~
        APPEND ~animate.ids~ ~0x5FC6 UNICORN_BLACK~ UNLESS ~^0x5[Ff][Cc]6[ %TAB%]+UNICORN_BLACK~
        APPEND ~anisnd.ids~ ~0x5FC6 ØCY      CGAMEANIMATIONTYPE_UNICORN_BLACK~ UNLESS ~^0x5[Ff][Cc]6~
        APPEND ~animate.ids~ ~0x5FC7 UNICORN_NIGHTMARE~ UNLESS ~^0x5[Ff][Cc]7[ %TAB%]+UNICORN_NIGHTMARE~
        APPEND ~anisnd.ids~ ~0x5FC7 ØCZ      CGAMEANIMATIONTYPE_UNICORN_NIGHTMARE~ UNLESS ~^0x5[Ff][Cc]7~
        APPEND ~animate.ids~ ~0x5FC8 HORSE_BLACK_AND_WHITE~ UNLESS ~^0x5[Ff][Cc]8[ %TAB%]+HORSE_BLACK_AND_WHITE~
        APPEND ~anisnd.ids~ ~0x5FC8 ØDA      CGAMEANIMATIONTYPE_HORSE_BLACK_AND_WHITE~ UNLESS ~^0x5[Ff][Cc]8~
        APPEND ~animate.ids~ ~0x5FC9 HORSE_BAIE~ UNLESS ~^0x5[Ff][Cc]9[ %TAB%]+HORSE_BAIE~
        APPEND ~anisnd.ids~ ~0x5FC9 ØDB      CGAMEANIMATIONTYPE_HORSE_BAIE~ UNLESS ~^0x5[Ff][Cc]9~
        APPEND ~animate.ids~ ~0x5FCA HORSE_CHESTNUT~ UNLESS ~^0x5[Ff][Cc][Aa][ %TAB%]+HORSE_CHESTNUT~
        APPEND ~anisnd.ids~ ~0x5FCA ØDC      CGAMEANIMATIONTYPE_HORSE_CHESTNUT~ UNLESS ~^0x5[Ff][Cc][Aa]~
        APPEND ~animate.ids~ ~0x5FCB HORSE_BLANKET_BAIE~ UNLESS ~^0x5[Ff][Cc][Bb][ %TAB%]+HORSE_BLANKET_BAIE~
        APPEND ~anisnd.ids~ ~0x5FCB ØDD      CGAMEANIMATIONTYPE_HORSE_BLANKET_BAIE~ UNLESS ~^0x5[Ff][Cc][Bb]~
        APPEND ~animate.ids~ ~0x5FCC HORSE_GRULLO~ UNLESS ~^0x5[Ff][Cc][Cc][ %TAB%]+HORSE_GRULLO~
        APPEND ~anisnd.ids~ ~0x5FCC ØDE      CGAMEANIMATIONTYPE_HORSE_GRULLO~ UNLESS ~^0x5[Ff][Cc][Cc]~
        APPEND ~animate.ids~ ~0x5FCD HORSE_BLUE_ROANNED~ UNLESS ~^0x5[Ff][Cc][Dd][ %TAB%]+HORSE_BLUE_ROANNED~
        APPEND ~anisnd.ids~ ~0x5FCD ØDF      CGAMEANIMATIONTYPE_HORSE_BLUE_ROANNED~ UNLESS ~^0x5[Ff][Cc][Dd]~
        APPEND ~animate.ids~ ~0x5FCE WAR_HORSE_BAIE~ UNLESS ~^0x5[Ff][Cc][Ee][ %TAB%]+WAR_HORSE_BAIE~
        APPEND ~anisnd.ids~ ~0x5FCE ØDG      CGAMEANIMATIONTYPE_WAR_HORSE_BAIE~ UNLESS ~^0x5[Ff][Cc][Ee]~
        APPEND ~animate.ids~ ~0x5FCF WAR_HORSE_BAIE_AND_WHITE~ UNLESS ~^0x5[Ff][Cc][Ff][ %TAB%]+WAR_HORSE_BAIE_AND_WHITE~
        APPEND ~anisnd.ids~ ~0x5FCF ØDH      CGAMEANIMATIONTYPE_WAR_HORSE_BAIE_AND_WHITE~ UNLESS ~^0x5[Ff][Cc][Ff]~
        APPEND ~animate.ids~ ~0x5FD0 WAR_HORSE_BLACK~ UNLESS ~^0x5[Ff][Dd]0[ %TAB%]+WAR_HORSE_BLACK~
        APPEND ~anisnd.ids~ ~0x5FD0 ØDI      CGAMEANIMATIONTYPE_WAR_HORSE_BLACK~ UNLESS ~^0x5[Ff][Dd]0~
        APPEND ~animate.ids~ ~0x5FD1 WAR_HORSE_GREY~ UNLESS ~^0x5[Ff][Dd]1[ %TAB%]+WAR_HORSE_GREY~
        APPEND ~anisnd.ids~ ~0x5FD1 ØDJ      CGAMEANIMATIONTYPE_WAR_HORSE_GREY~ UNLESS ~^0x5[Ff][Dd]1~

        APPEND ~animate.ids~ ~0x5B28 DESTRIER_BLACK_AND_WHITE~ UNLESS ~^0x5[Bb]28[ %TAB%]+DESTRIER_BLACK_AND_WHITE~
        APPEND ~anisnd.ids~ ~0x5B28 µBO      CGAMEANIMATIONTYPE_DESTRIER_BLACK_AND_WHITE~ UNLESS ~^0x5[Bb]28~

        APPEND ~animate.ids~ ~0x547D GUARD1_GLAIVE_D2~ UNLESS ~^0x547[Dd]~
        APPEND ~anisnd.ids~ ~0x547D £AD      CGAMEANIMATIONTYPE_GUARD1_GLAIVE_D2~ UNLESS ~^0x547[Dd]~
        APPEND ~animate.ids~ ~0x547E GUARD1_SPEAR_D2~ UNLESS ~^0x547[Ee]~
        APPEND ~anisnd.ids~ ~0x547E £AE      CGAMEANIMATIONTYPE_GUARD1_SPEAR_D2~ UNLESS ~^0x547[Ee]~
        APPEND ~animate.ids~ ~0x547F GUARD2_GLAIVE_D2~ UNLESS ~^0x547[Ff]~
        APPEND ~anisnd.ids~ ~0x547F £AF      CGAMEANIMATIONTYPE_GUARD2_GLAIVE_D2~ UNLESS ~^0x547[Ff]~
        APPEND ~animate.ids~ ~0x5480 GUARD2_SPEAR_D2~ UNLESS ~^0x5480~
        APPEND ~anisnd.ids~ ~0x5480 £AG      CGAMEANIMATIONTYPE_GUARD2_SPEAR_D2~ UNLESS ~^0x5480~

        APPEND ~animate.ids~ ~0xA101 SHARK_LEOPARD~ UNLESS ~^0x[Aa]101~
        APPEND ~anisnd.ids~ ~0xA101 ¥JW      CGAMEANIMATIONTYPE_SHARK_LEOPARD~ UNLESS ~^qq0x[Aa]101~

        APPEND ~animate.ids~ ~0x1004 SHARK_SANDBARD~ UNLESS ~^0x1004~
        APPEND ~anisnd.ids~ ~0x1004 ÆAD      CGAMEANIMATIONTYPE_SHARK_SANDBARD~ UNLESS ~^0x1004~

        APPEND ~animate.ids~ ~0x5297 HALFDRAGON_SILVER~ UNLESS ~^0x5297~
        APPEND ~anisnd.ids~ ~0x5297 µDM      CGAMEANIMATIONTYPE_HALFDRAGON_SILVER~ UNLESS ~^0x5297~

 

Special note for the Imp: for the enhanced versions, they are prefixed "GW" and no "Æ", "¥"... ;)


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#25 Gwendolyne

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Posted 01 December 2016 - 02:42 AM

Second set, tested both with vanilla and EE games :

 

 

 

APPEND ~animate.ids~ ~0x1005 OVERSEER_WARRIOR1~ UNLESS ~^0x1005~
APPEND ~anisnd.ids~ ~0x1005 ÆAE      CGAMEANIMATIONTYPE_OVERSEER_WARRIOR1~ UNLESS ~^0x1005~
APPEND ~animate.ids~ ~0x1006 OVERSEER_WARRIOR2~ UNLESS ~^0x1006~
APPEND ~anisnd.ids~ ~0x1006 ÆAF      CGAMEANIMATIONTYPE_OVERSEER_WARRIOR2~ UNLESS ~^0x1006~
APPEND ~animate.ids~ ~0x1007 OVERSEER_WARRIOR3~ UNLESS ~^0x1007~
APPEND ~anisnd.ids~ ~0x1007 ÆAG      CGAMEANIMATIONTYPE_OVERSEER_WARRIOR3~ UNLESS ~^0x1007~
APPEND ~animate.ids~ ~0x1008 OVERSEER_CAPTAIN~ UNLESS ~^0x1008~
APPEND ~anisnd.ids~ ~0x1008 ÆAH      CGAMEANIMATIONTYPE_OVERSEER_CAPTAIN~ UNLESS ~^0x1008~
APPEND ~animate.ids~ ~0x1009 OVERSEER_NUDE~ UNLESS ~^0x1009~
APPEND ~anisnd.ids~ ~0x1009 ÆAI      CGAMEANIMATIONTYPE_OVERSEER_NUDE~ UNLESS ~^0x1009~


APPEND ~animate.ids~ ~0x1102 CATAPULT~ UNLESS ~^0x1102~
APPEND ~anisnd.ids~ ~0x1102 ÆJX      CGAMEANIMATIONTYPE_CATAPULT~ UNLESS ~^0x1102~


APPEND ~animate.ids~ ~0x1301 DRAGON_MECANIC~ UNLESS ~^0x1301~
APPEND ~anisnd.ids~ ~0x1301 ÞAA      CGAMEANIMATIONTYPE_DRAGON_MECANIC~ UNLESS ~^0x1301~


APPEND ~animate.ids~ ~0x5298 OCTOPUS_TENTACLE~ UNLESS ~^0x5298~
APPEND ~anisnd.ids~ ~0x5298 µDN      CGAMEANIMATIONTYPE_OCTOPUS_TENTACLE~ UNLESS ~^0x5298~
APPEND ~animate.ids~ ~0x505C OVERSEER_MAGE~ UNLESS ~^0x505[Cc]~
APPEND ~anisnd.ids~ ~0x505C µDO      CGAMEANIMATIONTYPE_OVERSEER_MAGE~ UNLESS ~^0x505[Cc]~
APPEND ~animate.ids~ ~0x505D FROZEN_HORROR~ UNLESS ~^0x505[Dd]~
APPEND ~anisnd.ids~ ~0x505D µDP      CGAMEANIMATIONTYPE_FROZEN_HORROR~ UNLESS ~^0x505[Dd]~
APPEND ~animate.ids~ ~0x505E TROLL_AVATAR_DARKNESS~ UNLESS ~^0x505[Ee]~
APPEND ~anisnd.ids~ ~0x505E µDQ      CGAMEANIMATIONTYPE_TROLL_AVATAR_DARKNESS~ UNLESS ~^0x505[Ee]~
APPEND ~animate.ids~ ~0x505F TROLL_AVATAR_BLUE~ UNLESS ~^0x505[Ff]~
APPEND ~anisnd.ids~ ~0x505F µDR      CGAMEANIMATIONTYPE_TROLL_AVATAR_BLUE~ UNLESS ~^0x505[Ff]~
APPEND ~animate.ids~ ~0x5060 TROLL_AVATAR_GREEN~ UNLESS ~^0x5060~
APPEND ~anisnd.ids~ ~0x5060 µDS      CGAMEANIMATIONTYPE_TROLL_AVATAR_GREEN~ UNLESS ~^0x5060~
APPEND ~animate.ids~ ~0x5061 TROLL_AVATAR_RED~ UNLESS ~^0x5061~
APPEND ~anisnd.ids~ ~0x5061 µDT      CGAMEANIMATIONTYPE_TROLL_AVATAR_RED~ UNLESS ~^0x5061~
APPEND ~animate.ids~ ~0x5062 COW_BLACK_AND_WHITE~ UNLESS ~^0x5062~
APPEND ~anisnd.ids~ ~0x5062 µDU      CGAMEANIMATIONTYPE_COW_BLACK_AND_WHITE~ UNLESS ~^0x5062~
APPEND ~animate.ids~ ~0x5063 COW_BROWN_AND_WHITE~ UNLESS ~^0x5063~
APPEND ~anisnd.ids~ ~0x5063 µDV      CGAMEANIMATIONTYPE_COW_BROWN_AND_WHITE~ UNLESS ~^0x5063~
APPEND ~animate.ids~ ~0x52A1 PIG~ UNLESS ~^0x52[Aa]1~
APPEND ~anisnd.ids~ ~0x52A1 µDW      CGAMEANIMATIONTYPE_PIG~ UNLESS ~^0x52[Aa]1~
APPEND ~animate.ids~ ~0x52A2 SHEEP~ UNLESS ~^0x52[Aa]2~
APPEND ~anisnd.ids~ ~0x52A2 µDX      CGAMEANIMATIONTYPE_SHEEP~ UNLESS ~^0x52[Aa]2~
APPEND ~animate.ids~ ~0x52A3 APE_BLACK~ UNLESS ~^0x52[Aa]3~
APPEND ~anisnd.ids~ ~0x52A3 µDY      CGAMEANIMATIONTYPE_APE_BLACK~ UNLESS ~^0x52[Aa]3~
APPEND ~animate.ids~ ~0x52A4 APE_BROWN~ UNLESS ~^0x52[Aa]4~
APPEND ~anisnd.ids~ ~0x52A4 µDZ      CGAMEANIMATIONTYPE_APE_BROWN~ UNLESS ~^0x52[Aa]4~


APPEND ~animate.ids~ ~0x5481 SNAKE_SEA~ UNLESS ~^0x5481~
APPEND ~anisnd.ids~ ~0x5481 £AH      CGAMEANIMATIONTYPE_SNAKE_SEA~ UNLESS ~^0x5481~
APPEND ~animate.ids~ ~0x5482 JELLYFISH_BLUE~ UNLESS ~^0x5482~
APPEND ~anisnd.ids~ ~0x5482 £AI      CGAMEANIMATIONTYPE_JELLYFISH_BLUE~ UNLESS ~^0x5482~
APPEND ~animate.ids~ ~0x5483 JELLYFISH_GREEN~ UNLESS ~^0x5483~
APPEND ~anisnd.ids~ ~0x5483 £AJ      CGAMEANIMATIONTYPE_JELLYFISH_GREEN~ UNLESS ~^0x5483~
APPEND ~animate.ids~ ~0x5484 JELLYFISH_PURPLE~ UNLESS ~^0x5484~
APPEND ~anisnd.ids~ ~0x5484 £AK      CGAMEANIMATIONTYPE_JELLYFISH_PURPLE~ UNLESS ~^0x5484~
APPEND ~animate.ids~ ~0x5485 JELLYFISH_YELLOW~ UNLESS ~^0x5485~
APPEND ~anisnd.ids~ ~0x5485 £AL      CGAMEANIMATIONTYPE_JELLYFISH_YELLOW~ UNLESS ~^0x5485~
APPEND ~animate.ids~ ~0x5486 JELLYFISH_BLUE_LARGE~ UNLESS ~^0x5486~
APPEND ~anisnd.ids~ ~0x5486 £AM      CGAMEANIMATIONTYPE_JELLYFISH_BLUE_LARGE~ UNLESS ~^0x5486~
APPEND ~animate.ids~ ~0x5487 JELLYFISH_GREEN_LARGE~ UNLESS ~^0x5487~
APPEND ~anisnd.ids~ ~0x5487 £AN      CGAMEANIMATIONTYPE_JELLYFISH_GREEN_LARGE~ UNLESS ~^0x5487~
APPEND ~animate.ids~ ~0x5488 JELLYFISH_PURPLE_LARGE~ UNLESS ~^0x5488~
APPEND ~anisnd.ids~ ~0x5488 £AO      CGAMEANIMATIONTYPE_JELLYFISH_PURPLE_LARGE~ UNLESS ~^0x5488~
APPEND ~animate.ids~ ~0x5489 JELLYFISH_YELLOW_LARGE~ UNLESS ~^0x5489~
APPEND ~anisnd.ids~ ~0x5489 £AP      CGAMEANIMATIONTYPE_JELLYFISH_YELLOW_LARGE~ UNLESS ~^0x5489~
APPEND ~animate.ids~ ~0x548A GUARD_ZEALOT_AXE~ UNLESS ~^0x548[Aa]~
APPEND ~anisnd.ids~ ~0x548A £AQ      CGAMEANIMATIONTYPE_GUARD_ZEALOT_AXE~ UNLESS ~^0x548[Aa]~
APPEND ~animate.ids~ ~0x548B GUARD_ZEALOT_VOULGE~ UNLESS ~^0x548[Bb]~
APPEND ~anisnd.ids~ ~0x548B £AR      CGAMEANIMATIONTYPE_GUARD_ZEALOT_VOULGE~ UNLESS ~^0x548[Bb]~
APPEND ~animate.ids~ ~0x548C GUARD_ZEALOT_POLEAXE~ UNLESS ~^0x548[Cc]~
APPEND ~anisnd.ids~ ~0x548C £AS      CGAMEANIMATIONTYPE_GUARD_ZEALOT_POLEAXE~ UNLESS ~^0x548[Cc]~
APPEND ~animate.ids~ ~0x548D GUARD_ZEALOT_SCYTHE~ UNLESS ~^0x548[Dd]~
APPEND ~anisnd.ids~ ~0x548D £AT      CGAMEANIMATIONTYPE_GUARD_ZEALOT_SCYTHE~ UNLESS ~^0x548[Dd]~
APPEND ~animate.ids~ ~0x548E CHICKEN_WHITE~ UNLESS ~^0x548[Ee]~
APPEND ~anisnd.ids~ ~0x548E £AU      CGAMEANIMATIONTYPE_CHICKEN_WHITE~ UNLESS ~^0x548[Ee]~
APPEND ~animate.ids~ ~0x548F CHICKEN_GREY~ UNLESS ~^0x548[Ff]~
APPEND ~anisnd.ids~ ~0x548F £AV      CGAMEANIMATIONTYPE_CHICKEN_GREY~ UNLESS ~^0x548[Ff]~
APPEND ~animate.ids~ ~0x5490 CHICKEN_BLACK~ UNLESS ~^0x5490~
APPEND ~anisnd.ids~ ~0x5490 £AW      CGAMEANIMATIONTYPE_CHICKEN_BLACK~ UNLESS ~^0x5490~
APPEND ~animate.ids~ ~0x5491 RAT_PST~ UNLESS ~^0x5491~
APPEND ~anisnd.ids~ ~0x5491 £AX      CGAMEANIMATIONTYPE_RAT_PST~ UNLESS ~^0x5491~


APPEND ~animate.ids~ ~0x5FD2 TROLL_DARKNESS~ UNLESS ~^0x5[Ff][Dd]2~
APPEND ~anisnd.ids~ ~0x5FD2 ØDK      CGAMEANIMATIONTYPE_TROLL_DARKNESS~ UNLESS ~^0x5[Ff][Dd]2~
APPEND ~animate.ids~ ~0x5FD3 TROLL_SMALL_DARKNESS~ UNLESS ~^0x5[Ff][Dd]3~
APPEND ~anisnd.ids~ ~0x5FD3 ØDL      CGAMEANIMATIONTYPE_TROLL_SMALL_DARKNESS~ UNLESS ~^0x5[Ff][Dd]3~


APPEND ~animate.ids~ ~0x557C THORNED_HULK1~ UNLESS ~^0x557[Cc]~
APPEND ~anisnd.ids~ ~0x557C £JY      CGAMEANIMATIONTYPE_THORNED_HULK1~ UNLESS ~^0x557[Cc]~
APPEND ~animate.ids~ ~0x557D THORNED_HULK2~ UNLESS ~^0x557[Dd]~
APPEND ~anisnd.ids~ ~0x557D £JZ      CGAMEANIMATIONTYPE_THORNED_HULK2~ UNLESS ~^0x557[Dd]~
APPEND ~animate.ids~ ~0x557E THORNED_HULK3~ UNLESS ~^0x557[Ee]~
APPEND ~anisnd.ids~ ~0x557E £KA      CGAMEANIMATIONTYPE_THORNED_HULK3~ UNLESS ~^0x557[Ee]~
APPEND ~animate.ids~ ~0x557F THORNED_HULK4~ UNLESS ~^0x557[Ff]~
APPEND ~anisnd.ids~ ~0x557F £KB      CGAMEANIMATIONTYPE_THORNED_HULK4~ UNLESS ~^0x557[Ff]~
APPEND ~animate.ids~ ~0x5580 THORNED_HULK5~ UNLESS ~^0x5580~
APPEND ~anisnd.ids~ ~0x5580 £KC      CGAMEANIMATIONTYPE_THORNED_HULK5~ UNLESS ~^0x5580~
APPEND ~animate.ids~ ~0x5581 SNOW_YETI~ UNLESS ~^0x5581~
APPEND ~anisnd.ids~ ~0x5581 £KD      CGAMEANIMATIONTYPE_SNOW_YETI~ UNLESS ~^0x5581~
APPEND ~animate.ids~ ~0x5582 REGURGITATOR~ UNLESS ~^0x5582~
APPEND ~anisnd.ids~ ~0x5582 £KE      CGAMEANIMATIONTYPE_REGURGITATOR~ UNLESS ~^0x5582~

Attached Files


Edited by Gwendolyne, 01 December 2016 - 02:45 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#26 Miloch

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Posted 04 December 2016 - 10:22 AM

Impressive. Any images of these?

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#27 Gwendolyne

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Posted 10 December 2016 - 11:39 AM

Unfortunately, not for now, but very soon. :)

 

The third set, product of the week:

 

APPEND ~animate.ids~ ~0x5492 MOSQUITO_GIANT~ UNLESS ~^0x5492~
APPEND ~anisnd.ids~ ~0x5492 £AY      CGAMEANIMATIONTYPE_MOSQUITO_GIANT~ UNLESS ~^0x5492~
APPEND ~animate.ids~ ~0x5493 VULTURE_DEMON~ UNLESS ~^0x5493~
APPEND ~anisnd.ids~ ~0x5493 £AZ      CGAMEANIMATIONTYPE_VULTURE_DEMON~ UNLESS ~^0x5493~
APPEND ~animate.ids~ ~0x5494 MINOTAUR_ARMOR_2_AXES~ UNLESS ~^0x5494~
APPEND ~anisnd.ids~ ~0x5494 £BA      CGAMEANIMATIONTYPE_MINOTAUR_ARMOR_2_AXES~ UNLESS ~^0x5494~
APPEND ~animate.ids~ ~0x5495 MINOTAUR_ARMOR_2_FLAILS~ UNLESS ~^0x5495~
APPEND ~anisnd.ids~ ~0x5495 £BB      CGAMEANIMATIONTYPE_MINOTAUR_ARMOR_2_FLAILS~ UNLESS ~^0x5495~
APPEND ~animate.ids~ ~0x5496 MINOTAUR_ARMOR_AXE_AND_FLAIL~ UNLESS ~^0x5496~
APPEND ~anisnd.ids~ ~0x5496 £BC      CGAMEANIMATIONTYPE_MINOTAUR_ARMOR_AXE_AND_FLAIL~ UNLESS ~^0x5496~
APPEND ~animate.ids~ ~0x5497 MINOTAUR_2_AXES~ UNLESS ~^0x5497~
APPEND ~anisnd.ids~ ~0x5497 £BD      CGAMEANIMATIONTYPE_MINOTAUR_2_AXES~ UNLESS ~^0x5497~
APPEND ~animate.ids~ ~0x5498 MINOTAUR_2_FLAILS~ UNLESS ~^0x5498~
APPEND ~anisnd.ids~ ~0x5498 £BE      CGAMEANIMATIONTYPE_MINOTAUR_2_FLAILS~ UNLESS ~^0x5498~
APPEND ~animate.ids~ ~0x5499 MINOTAUR_AXE_AND_FLAIL~ UNLESS ~^0x5499~
APPEND ~anisnd.ids~ ~0x5499 £BF      CGAMEANIMATIONTYPE_MINOTAUR_AXE_AND_FLAIL~ UNLESS ~^0x5499~
APPEND ~animate.ids~ ~0x549A AMAZON_SCIMITAR~ UNLESS ~^0x549[Aa]~
APPEND ~anisnd.ids~ ~0x549A £BG      CGAMEANIMATIONTYPE_AMAZON_SCIMITAR~ UNLESS ~^0x549[Aa]~
APPEND ~animate.ids~ ~0x549B AMAZON_FALCHION~ UNLESS ~^0x549[Bb]~
APPEND ~anisnd.ids~ ~0x549B £BH      CGAMEANIMATIONTYPE_AMAZON_FALCHION~ UNLESS ~^0x549[Bb]~
APPEND ~animate.ids~ ~0x549C AMAZON_SABER~ UNLESS ~^0x549[Cc]~
APPEND ~anisnd.ids~ ~0x549C £BI      CGAMEANIMATIONTYPE_AMAZON_SABER~ UNLESS ~^0x549[Cc]~
APPEND ~animate.ids~ ~0x549D AMAZON_AXE~ UNLESS ~^0x549[Dd]~
APPEND ~anisnd.ids~ ~0x549D £BJ      CGAMEANIMATIONTYPE_AMAZON_AXE~ UNLESS ~^0x549[Dd]~
APPEND ~animate.ids~ ~0x549E AMAZON_PIKE~ UNLESS ~^0x549[Ee]~
APPEND ~anisnd.ids~ ~0x549E £BK      CGAMEANIMATIONTYPE_AMAZON_PIKE~ UNLESS ~^0x549[Ee]~
APPEND ~animate.ids~ ~0x549F AMAZON_TRIDENT~ UNLESS ~^0x549[Ff]~
APPEND ~anisnd.ids~ ~0x549F £BL      CGAMEANIMATIONTYPE_AMAZON_TRIDENT~ UNLESS ~^0x549[Ff]~
APPEND ~animate.ids~ ~0x54A0 AMAZON_NOVICE~ UNLESS ~^0x54[Aa]0~
APPEND ~anisnd.ids~ ~0x54A0 £BM      CGAMEANIMATIONTYPE_AMAZON_NOVICE~ UNLESS ~^0x54[Aa]0~
APPEND ~animate.ids~ ~0x54A1 AMAZON_ARCHER~ UNLESS ~^0x54[Aa]1~
APPEND ~anisnd.ids~ ~0x54A1 £BN      CGAMEANIMATIONTYPE_AMAZON_ARCHER~ UNLESS ~^0x54[Aa]1~
APPEND ~animate.ids~ ~0x54A2 PYGMY~ UNLESS ~^0x54[Aa]2~
APPEND ~anisnd.ids~ ~0x54A2 £BO      CGAMEANIMATIONTYPE_PYGMY~ UNLESS ~^0x54[Aa]2~
APPEND ~animate.ids~ ~0x54A3 PYGMY_BLOWPIPE~ UNLESS ~^0x54[Aa]3~
APPEND ~anisnd.ids~ ~0x54A3 £BP      CGAMEANIMATIONTYPE_PYGMY_BLOWPIPE~ UNLESS ~^0x54[Aa]3~
APPEND ~animate.ids~ ~0x54A4 DOOM_KNIGHT~ UNLESS ~^0x54[Aa]4~
APPEND ~anisnd.ids~ ~0x54A4 £BQ      CGAMEANIMATIONTYPE_DOOM_KNIGHT~ UNLESS ~^0x54[Aa]4~
APPEND ~animate.ids~ ~0x54A5 DOOM_KNIGHT_ONE_ARMED~ UNLESS ~^0x54[Aa]5~
APPEND ~anisnd.ids~ ~0x54A5 £BR      CGAMEANIMATIONTYPE_DOOM_KNIGHT_ONE_ARMED~ UNLESS ~^0x54[Aa]5~
APPEND ~animate.ids~ ~0x54A6 DOOM_KNIGHT_BEHEADED~ UNLESS ~^0x54[Aa]6~
APPEND ~anisnd.ids~ ~0x54A6 £BS      CGAMEANIMATIONTYPE_DOOM_KNIGHT_BEHEADED~ UNLESS ~^0x54[Aa]6~
APPEND ~animate.ids~ ~0x54A7 DOOM_KNIGHT_RIPPED_OUT~ UNLESS ~^0x54[Aa]7~
APPEND ~anisnd.ids~ ~0x54A7 £BT      CGAMEANIMATIONTYPE_DOOM_KNIGHT_RIPPED_OUT~ UNLESS ~^0x54[Aa]7~
APPEND ~animate.ids~ ~0x54A8 REANIMATED_HORDE~ UNLESS ~^0x54[Aa]8~
APPEND ~anisnd.ids~ ~0x54A8 £BU      CGAMEANIMATIONTYPE_REANIMATED_HORDE~ UNLESS ~^0x54[Aa]8~
APPEND ~animate.ids~ ~0x54A9 REANIMATED_HORDE_BEHEADED~ UNLESS ~^0x54[Aa]9~
APPEND ~anisnd.ids~ ~0x54A9 £BV      CGAMEANIMATIONTYPE_REANIMATED_HORDE_BEHEADED~ UNLESS ~^0x54[Aa]9~

APPEND ~animate.ids~ ~0x5583 MOSQUITO_NEST~ UNLESS ~^0x5583~
APPEND ~anisnd.ids~ ~0x5583 £KF      CGAMEANIMATIONTYPE_MOSQUITO_NEST~ UNLESS ~^0x5583~

APPEND ~animate.ids~ ~0x52A5 GARGOYLE~ UNLESS ~^0x52[Aa]5~
APPEND ~anisnd.ids~ ~0x52A5 µEA      CGAMEANIMATIONTYPE_GARGOYLE~ UNLESS ~^0x52[Aa]5~
APPEND ~animate.ids~ ~0x52A6 VARGOILLE~ UNLESS ~^0x52[Aa]6~
APPEND ~anisnd.ids~ ~0x52A6 µEB      CGAMEANIMATIONTYPE_VARGOILLE~ UNLESS ~^0x52[Aa]6~
APPEND ~animate.ids~ ~0x52A7 AMAZON_PRIESTESS_FLAIL~ UNLESS ~^0x52[Aa]7~
APPEND ~anisnd.ids~ ~0x52A7 µEC      CGAMEANIMATIONTYPE_AMAZON_PRIESTESS_FLAIL~ UNLESS ~^0x52[Aa]7~
APPEND ~animate.ids~ ~0x52A8 AMAZON_PRIESTESS_HAMMER~ UNLESS ~^0x52[Aa]8~
APPEND ~anisnd.ids~ ~0x52A8 µED      CGAMEANIMATIONTYPE_AMAZON_PRIESTESS_HAMMER~ UNLESS ~^0x52[Aa]8~
APPEND ~animate.ids~ ~0x52A9 AMAZON_PRIESTESS_MACE~ UNLESS ~^0x52[Aa]9~
APPEND ~anisnd.ids~ ~0x52A9 µEE      CGAMEANIMATIONTYPE_AMAZON_PRIESTESS_MACE~ UNLESS ~^0x52[Aa]9~
APPEND ~animate.ids~ ~0x52AA PYGMY_SHAMAN~ UNLESS ~^0x52[Aa][Aa]~
APPEND ~anisnd.ids~ ~0x52AA µEF      CGAMEANIMATIONTYPE_PYGMY_SHAMAN~ UNLESS ~^0x52[Aa][Aa]~

APPEND ~animate.ids~ ~0x52C3 DOOM_KNIGHT_PRIEST~ UNLESS ~^0x52[Cc]3~
APPEND ~anisnd.ids~ ~0x52C3 µFE      CGAMEANIMATIONTYPE_DOOM_KNIGHT_PRIEST~ UNLESS ~^0x52[Cc]3~
APPEND ~animate.ids~ ~0x52C4 DOOM_KNIGHT_PRIEST_COLD~ UNLESS ~^0x52[Cc]4~
APPEND ~anisnd.ids~ ~0x52C4 µFF      CGAMEANIMATIONTYPE_DOOM_KNIGHT_PRIEST_COLD~ UNLESS ~^0x52[Cc]4~
APPEND ~animate.ids~ ~0x52C5 DOOM_KNIGHT_PRIEST_FIRE~ UNLESS ~^0x52[Cc]5~
APPEND ~anisnd.ids~ ~0x52C5 µFG      CGAMEANIMATIONTYPE_DOOM_KNIGHT_PRIEST_FIRE~ UNLESS ~^0x52[Cc]5~
APPEND ~animate.ids~ ~0x52C6 DOOM_KNIGHT_PRIEST_POISON~ UNLESS ~^0x52[Cc]6~
APPEND ~anisnd.ids~ ~0x52C6 µFH      CGAMEANIMATIONTYPE_DOOM_KNIGHT_PRIEST_POISON~ UNLESS ~^0x52[Cc]6~
APPEND ~animate.ids~ ~0x52C7 DOOM_KNIGHT_PRIEST_UNHOLY~ UNLESS ~^0x52[Cc]7~
APPEND ~anisnd.ids~ ~0x52C7 µFI      CGAMEANIMATIONTYPE_DOOM_KNIGHT_PRIEST_UNHOLY~ UNLESS ~^0x52[Cc]7~

APPEND ~animate.ids~ ~0x52CC PANTHER_WOMAN~ UNLESS ~^0x52[Cc][Cc]~
APPEND ~anisnd.ids~ ~0x52CC µFN      CGAMEANIMATIONTYPE_PANTHER_WOMAN~ UNLESS ~^0x52[Cc][Cc]~
APPEND ~animate.ids~ ~0x52CD PANTHER_WOMAN_ELITE1~ UNLESS ~^0x52[Cc][Dd]~
APPEND ~anisnd.ids~ ~0x52CD µFO      CGAMEANIMATIONTYPE_PANTHER_WOMAN_ELITE1~ UNLESS ~^0x52[Cc][Dd]~
APPEND ~animate.ids~ ~0x52CE PANTHER_WOMAN_ELITE2~ UNLESS ~^0x52[Cc][Ee]~
APPEND ~anisnd.ids~ ~0x52CE µFP      CGAMEANIMATIONTYPE_PANTHER_WOMAN_ELITE2~ UNLESS ~^0x52[Cc][Ee]~
APPEND ~animate.ids~ ~0x52CF PANTHER_WOMAN_WHIP~ UNLESS ~^0x52[Cc][Ff]~
APPEND ~anisnd.ids~ ~0x52CF µFQ      CGAMEANIMATIONTYPE_PANTHER_WOMAN_WHIP~ UNLESS ~^0x52[Cc][Ff]~
APPEND ~animate.ids~ ~0x52D0 PANTHER_WOMAN_WHIP_ELITE~ UNLESS ~^0x52[Dd]0~
APPEND ~anisnd.ids~ ~0x52D0 µFR      CGAMEANIMATIONTYPE_PANTHER_WOMAN_WHIP_ELITE~ UNLESS ~^0x52[Dd]0~
APPEND ~animate.ids~ ~0x52D1 PANTHER_WOMAN_CHIEF~ UNLESS ~^0x52[Dd]1~
APPEND ~anisnd.ids~ ~0x52D1 µFS      CGAMEANIMATIONTYPE_PANTHER_WOMAN_CHIEF~ UNLESS ~^0x52[Dd]1~
APPEND ~animate.ids~ ~0x52D2 PANTHER_WOMAN_RANGE~ UNLESS ~^0x52[Dd]2~
APPEND ~anisnd.ids~ ~0x52D2 µFT      CGAMEANIMATIONTYPE_PANTHER_WOMAN_RANGE~ UNLESS ~^0x52[Dd]2~
APPEND ~animate.ids~ ~0x52D3 PANTHER_WOMAN_RANGE_ELITE~ UNLESS ~^0x52[Dd]3~
APPEND ~anisnd.ids~ ~0x52D3 µFU      CGAMEANIMATIONTYPE_PANTHER_WOMAN_RANGE_ELITE~ UNLESS ~^0x52[Dd]3~

APPEND ~animate.ids~ ~0x5097 JACKAL_GUARDIAN~ UNLESS ~^0x5097~
APPEND ~anisnd.ids~ ~0x5097 µFV      CGAMEANIMATIONTYPE_JACKAL_GUARDIAN~ UNLESS ~^0x5097~
APPEND ~animate.ids~ ~0x5098 ZOMBIE_GUARDIAN~ UNLESS ~^0x5098~
APPEND ~anisnd.ids~ ~0x5098 µFW      CGAMEANIMATIONTYPE_ZOMBIE_GUARDIAN~ UNLESS ~^0x5098~
APPEND ~animate.ids~ ~0x52D6 MUMMY_PUTRID~ UNLESS ~^0x52[Dd]6~
APPEND ~anisnd.ids~ ~0x52D6 µFX      CGAMEANIMATIONTYPE_MUMMY_PUTRID~ UNLESS ~^0x52[Dd]6~
APPEND ~animate.ids~ ~0x52D7 LICH_FIRE~ UNLESS ~^0x52[Dd]7~
APPEND ~anisnd.ids~ ~0x52D7 µFY      CGAMEANIMATIONTYPE_LICH_FIRE~ UNLESS ~^0x52[Dd]7~

 


 

And my "Evil Dead" like army:

 

APPEND ~animate.ids~ ~0x52AB GW_SKELETON_ARMY1~ UNLESS ~^0x52[Aa][Bb]~
APPEND ~anisnd.ids~ ~0x52AB µEG      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY1~ UNLESS ~^0x52[Aa][Bb]~
APPEND ~animate.ids~ ~0x52AC GW_SKELETON_ARMY1_SCYTHE~ UNLESS ~^0x52[Aa][Cc]~
APPEND ~anisnd.ids~ ~0x52AC µEH      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY1_SCYTHE~ UNLESS ~^0x52[Aa][Cc]~
APPEND ~animate.ids~ ~0x52AD GW_SKELETON_ARMY1_ARCHER~ UNLESS ~^0x52[Aa][Dd]~
APPEND ~anisnd.ids~ ~0x52AD µEI      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY1_ARCHER~ UNLESS ~^0x52[Aa][Dd]~
APPEND ~animate.ids~ ~0x52AE GW_SKELETON_ARMY1_ONE_ARMED~ UNLESS ~^0x52[Aa][Ee]~
APPEND ~anisnd.ids~ ~0x52AE µEJ      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY1_ONE_ARMED~ UNLESS ~^0x52[Aa][Ee]~
APPEND ~animate.ids~ ~0x52AF GW_SKELETON_ARMY1_BEHEADED~ UNLESS ~^0x52[Aa][Ff]~
APPEND ~anisnd.ids~ ~0x52AF µEK      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY1_BEHEADED~ UNLESS ~^0x52[Aa][Ff]~
APPEND ~animate.ids~ ~0x52B0 GW_SKELETON_ARMY1_RIPPED_OUT~ UNLESS ~^0x52[Bb]0~
APPEND ~anisnd.ids~ ~0x52B0 µEL      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY1_RIPPED_OUT~ UNLESS ~^0x52[Bb]0~

APPEND ~animate.ids~ ~0x52B1 GW_SKELETON_ARMY2~ UNLESS ~^0x52[Bb]1~
APPEND ~anisnd.ids~ ~0x52B1 µEM      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY2~ UNLESS ~^0x52[Bb]1~
APPEND ~animate.ids~ ~0x52B2 GW_SKELETON_ARMY2_SCYTHE~ UNLESS ~^0x52[Bb]2~
APPEND ~anisnd.ids~ ~0x52B2 µEN      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY2_SCYTHE~ UNLESS ~^0x52[Bb]2~
APPEND ~animate.ids~ ~0x52B3 GW_SKELETON_ARMY2_ARCHER~ UNLESS ~^0x52[Bb]3~
APPEND ~anisnd.ids~ ~0x52B3 µEO      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY2_ARCHER~ UNLESS ~^0x52[Bb]3~
APPEND ~animate.ids~ ~0x52B4 GW_SKELETON_ARMY2_ONE_ARMED~ UNLESS ~^0x52[Bb]4~
APPEND ~anisnd.ids~ ~0x52B4 µEP      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY2_ONE_ARMED~ UNLESS ~^0x52[Bb]4~
APPEND ~animate.ids~ ~0x52B5 GW_SKELETON_ARMY2_BEHEADED~ UNLESS ~^0x52[Bb]5~
APPEND ~anisnd.ids~ ~0x52B5 µEQ      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY2_BEHEADED~ UNLESS ~^0x52[Bb]5~
APPEND ~animate.ids~ ~0x52B6 GW_SKELETON_ARMY2_RIPPED_OUT~ UNLESS ~^0x52[Bb]6~
APPEND ~anisnd.ids~ ~0x52B6 µER      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY2_RIPPED_OUT~ UNLESS ~^0x52[Bb]6~

APPEND ~animate.ids~ ~0x52B7 GW_SKELETON_ARMY3~ UNLESS ~^0x52[Bb]7~
APPEND ~anisnd.ids~ ~0x52B7 µES      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY3~ UNLESS ~^0x52[Bb]7~
APPEND ~animate.ids~ ~0x52B8 GW_SKELETON_ARMY3_SCYTHE~ UNLESS ~^0x52[Bb]8~
APPEND ~anisnd.ids~ ~0x52B8 µET      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY3_SCYTHE~ UNLESS ~^0x52[Bb]8~
APPEND ~animate.ids~ ~0x52B9 GW_SKELETON_ARMY3_ARCHER~ UNLESS ~^0x52[Bb]9~
APPEND ~anisnd.ids~ ~0x52B9 µEU      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY3_ARCHER~ UNLESS ~^0x52[Bb]9~
APPEND ~animate.ids~ ~0x52BA GW_SKELETON_ARMY3_ONE_ARMED~ UNLESS ~^0x52[Bb][Aa]~
APPEND ~anisnd.ids~ ~0x52BA µEV      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY3_ONE_ARMED~ UNLESS ~^0x52[Bb][Aa]~
APPEND ~animate.ids~ ~0x52BB GW_SKELETON_ARMY3_BEHEADED~ UNLESS ~^0x52[Bb][Bb]~
APPEND ~anisnd.ids~ ~0x52BB µEW      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY3_BEHEADED~ UNLESS ~^0x52[Bb][Bb]~
APPEND ~animate.ids~ ~0x52BC GW_SKELETON_ARMY3_RIPPED_OUT~ UNLESS ~^0x52[Bb][Cc]~
APPEND ~anisnd.ids~ ~0x52BC µEX      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY3_RIPPED_OUT~ UNLESS ~^0x52[Bb][Cc]~

APPEND ~animate.ids~ ~0x52BD GW_SKELETON_ARMY4~ UNLESS ~^0x52[Bb][Dd]~
APPEND ~anisnd.ids~ ~0x52BD µEY      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY4~ UNLESS ~^0x52[Bb][Dd]~
APPEND ~animate.ids~ ~0x52BE GW_SKELETON_ARMY4_SCYTHE~ UNLESS ~^0x52[Bb][Ee]~
APPEND ~anisnd.ids~ ~0x52BE µEZ      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY4_SCYTHE~ UNLESS ~^0x52[Bb][Ee]~
APPEND ~animate.ids~ ~0x52BF GW_SKELETON_ARMY4_ARCHER~ UNLESS ~^0x52[Bb][Ff]~
APPEND ~anisnd.ids~ ~0x52BF µFA      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY4_ARCHER~ UNLESS ~^0x52[Bb][Ff]~
APPEND ~animate.ids~ ~0x52C0 GW_SKELETON_ARMY4_ONE_ARMED~ UNLESS ~^0x52[Cc]0~
APPEND ~anisnd.ids~ ~0x52C0 µFB      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY4_ONE_ARMED~ UNLESS ~^0x52[Cc]0~
APPEND ~animate.ids~ ~0x52C1 GW_SKELETON_ARMY4_BEHEADED~ UNLESS ~^0x52[Cc]1~
APPEND ~anisnd.ids~ ~0x52C1 µFC      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY4_BEHEADED~ UNLESS ~^0x52[Cc]1~
APPEND ~animate.ids~ ~0x52C2 GW_SKELETON_ARMY4_RIPPED_OUT~ UNLESS ~^0x52[Cc]2~
APPEND ~anisnd.ids~ ~0x52C2 µFD      CGAMEANIMATIONTYPE_GW_SKELETON_ARMY4_RIPPED_OUT~ UNLESS ~^0x52[Cc]2~

Attached Files


Edited by Gwendolyne, 10 December 2016 - 11:39 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#28 Gwendolyne

Gwendolyne
  • Administrator
  • 1016 posts

Posted 19 April 2017 - 02:01 PM

Another set:

Demons:
APPEND ~animate.ids~ ~0x5584 SIEGE_BEAST~ UNLESS ~^0x5584~
APPEND ~anisnd.ids~ ~0x5584 £KG      CGAMEANIMATIONTYPE_SIEGE_BEAST~ UNLESS ~^0x5584~

APPEND ~animate.ids~ ~0x52D8 GOATMAN_TWO_HANDED_AXE~ UNLESS ~^0x52[Dd]8~
APPEND ~anisnd.ids~ ~0x52D8 µFZ      CGAMEANIMATIONTYPE_GOATMAN_TWO_HANDED_AXE~ UNLESS ~^0x52[Dd]8~
APPEND ~animate.ids~ ~0x52D9 GOATMAN_GREAT_MAUL~ UNLESS ~^0x52[Dd]9~
APPEND ~anisnd.ids~ ~0x52D9 µGA      CGAMEANIMATIONTYPE_GOATMAN_GREAT_MAUL~ UNLESS ~^0x52[Dd]9~
APPEND ~animate.ids~ ~0x52EB PUTRID_DEFILER~ UNLESS ~^0x52[Ee][Bb]~
APPEND ~anisnd.ids~ ~0x52EB µGS      CGAMEANIMATIONTYPE_PUTRID_DEFILER~ UNLESS ~^0x52[Ee][Bb]~

Maggots:
APPEND ~animate.ids~ ~0x52DA SAND_BEETLE~ UNLESS ~^0x52[Dd][Aa]~
APPEND ~anisnd.ids~ ~0x52DA µGB      CGAMEANIMATIONTYPE_BEETLE~ UNLESS ~^0x52[Dd][Aa]~
APPEND ~animate.ids~ ~0x52DB MAGGOT_BLUE~ UNLESS ~^0x52[Dd][Bb]~
APPEND ~anisnd.ids~ ~0x52DB µGC      CGAMEANIMATIONTYPE_MAGGOT_BLUE~ UNLESS ~^0x52[Dd][Bb]~
APPEND ~animate.ids~ ~0x52DC MAGGOT_BLACK~ UNLESS ~^0x52[Dd][Cc]~
APPEND ~anisnd.ids~ ~0x52DC µGD      CGAMEANIMATIONTYPE_MAGGOT_BLACK~ UNLESS ~^0x52[Dd][Cc]~
APPEND ~animate.ids~ ~0x52DD MAGGOT_RED~ UNLESS ~^0x52[Dd][Dd]~
APPEND ~anisnd.ids~ ~0x52DD µGE      CGAMEANIMATIONTYPE_MAGGOT_RED~ UNLESS ~^0x52[Dd][Dd]~
APPEND ~animate.ids~ ~0x52DE MAGGOT_GOLD~ UNLESS ~^0x52[Dd][Ee]~
APPEND ~anisnd.ids~ ~0x52DE µGF      CGAMEANIMATIONTYPE_MAGGOT_GOLD~ UNLESS ~^0x52[Dd][Ee]~
APPEND ~animate.ids~ ~0x52E7 MAGGOT_EGG~ UNLESS ~^0x52[Ee]7~
APPEND ~anisnd.ids~ ~0x52E7 µGO      CGAMEANIMATIONTYPE_MAGGOT_EGG~ UNLESS ~^0x52[Ee]7~

APPEND ~animate.ids~ ~0x50A2 SAND_BEETLE_GIANT~ UNLESS ~^0x50[Aa]2~
APPEND ~anisnd.ids~ ~0x50A2 µGG      CGAMEANIMATIONTYPE_SAND_BEETLE_GIANT~ UNLESS ~^0x50[Aa]2~
APPEND ~animate.ids~ ~0x50A3 MAGGOT_GIANT_BLUE~ UNLESS ~^0x50[Aa]3~
APPEND ~anisnd.ids~ ~0x50A3 µGH      CGAMEANIMATIONTYPE_MAGGOT_GIANT_BLUE~ UNLESS ~^0x50[Aa]3~
APPEND ~animate.ids~ ~0x50A4 MAGGOT_GIANT_GREEN~ UNLESS ~^0x50[Aa]4~
APPEND ~anisnd.ids~ ~0x50A4 µGI      CGAMEANIMATIONTYPE_MAGGOT_GIANT_GREEN~ UNLESS ~^0x50[Aa]4~
APPEND ~animate.ids~ ~0x50A5 MAGGOT_GIANT_RED~ UNLESS ~^0x50[Aa]5~
APPEND ~anisnd.ids~ ~0x50A5 µGJ      CGAMEANIMATIONTYPE_MAGGOT_GIANT_RED~ UNLESS ~^0x50[Aa]5~
APPEND ~animate.ids~ ~0x50A6 MAGGOT_GIANT_BLACK~ UNLESS ~^0x50[Aa]6~
APPEND ~anisnd.ids~ ~0x50A6 µGK      CGAMEANIMATIONTYPE_MAGGOT_GIANT_BLACK~ UNLESS ~^0x50[Aa]6~
APPEND ~animate.ids~ ~0x50A7 MAGGOT_GIANT_BLACK_BLUE~ UNLESS ~^0x50[Aa]7~
APPEND ~anisnd.ids~ ~0x50A7 µGL      CGAMEANIMATIONTYPE_MAGGOT_GIANT_BLACK_BLUE~ UNLESS ~^0x50[Aa]7~
APPEND ~animate.ids~ ~0x50A8 MAGGOT_GIANT_BLACK_RED~ UNLESS ~^0x50[Aa]8~
APPEND ~anisnd.ids~ ~0x50A8 µGM      CGAMEANIMATIONTYPE_MAGGOT_GIANT_BLACK_RED~ UNLESS ~^0x50[Aa]8~
APPEND ~animate.ids~ ~0x50A9 MAGGOT_GIANT_BLACK_GOLD~ UNLESS ~^0x50[Aa]9~
APPEND ~anisnd.ids~ ~0x50A9 µGN      CGAMEANIMATIONTYPE_MAGGOT_GIANT_BLACK_GOLD~ UNLESS ~^0x50[Aa]9~

Summon effets for spells:
APPEND ~animate.ids~ ~0x52E8 EVARD_TENTACLES~ UNLESS ~^0x52[Ee]8~
APPEND ~anisnd.ids~ ~0x52E8 µGP      CGAMEANIMATIONTYPE_EVARD_TENTACLES~ UNLESS ~^0x52[Ee]8~
APPEND ~animate.ids~ ~0x52E9 EVARD_FIRE_TENTACLES~ UNLESS ~^0x52[Ee]9~
APPEND ~anisnd.ids~ ~0x52E9 µGQ      CGAMEANIMATIONTYPE_EVARD_FIRE_TENTACLES~ UNLESS ~^0x52[Ee]9~
APPEND ~animate.ids~ ~0x52EA EVARD_BLACK_TENTACLES~ UNLESS ~^0x52[Ee][Aa]~
APPEND ~anisnd.ids~ ~0x52EA µGR      CGAMEANIMATIONTYPE_EVARD_BLACK_TENTACLES~ UNLESS ~^0x52[Ee][Aa]~

Mechanics:
APPEND ~animate.ids~ ~0x52EC GOLEM_MECHANIC_BLUE~ UNLESS ~^0x52[Ee][Cc]~
APPEND ~anisnd.ids~ ~0x52EC µGT      CGAMEANIMATIONTYPE_GOLEM_MECHANIC_BLUE~ UNLESS ~^0x52[Ee][Cc]~
APPEND ~animate.ids~ ~0x52ED GOLEM_MECHANIC_GREEN~ UNLESS ~^0x52[Ee][Dd]~
APPEND ~anisnd.ids~ ~0x52ED µGU      CGAMEANIMATIONTYPE_GOLEM_MECHANIC_GREEN~ UNLESS ~^0x52[Ee][Dd]~
APPEND ~animate.ids~ ~0x52EE GOLEM_MECHANIC_RED~ UNLESS ~^0x52[Ee][Ee]~
APPEND ~anisnd.ids~ ~0x52EE µGV      CGAMEANIMATIONTYPE_GOLEM_MECHANIC_RED~ UNLESS ~^0x52[Ee][Ee]~

APPEND ~animate.ids~ ~0x52EF SPIDER_MECHANIC~ UNLESS ~^0x52[Ee][Ff]~
APPEND ~anisnd.ids~ ~0x52EF µGW      CGAMEANIMATIONTYPE_SPIDER_MECHANIC~ UNLESS ~^0x52[Ee][Ff]~
APPEND ~animate.ids~ ~0x52F0 SPIDER_MECHANIC_GREEN~ UNLESS ~^0x52[Ff]0~
APPEND ~anisnd.ids~ ~0x52F0 µGX      CGAMEANIMATIONTYPE_SPIDER_MECHANIC_GREEN~ UNLESS ~^0x52[Ff]0~
APPEND ~animate.ids~ ~0x52F1 SPIDER_MECHANIC_RED~ UNLESS ~^0x52[Ff]1~
APPEND ~anisnd.ids~ ~0x52F1 µGY      CGAMEANIMATIONTYPE_SPIDER_MECHANIC_RED~ UNLESS ~^0x52[Ff]1~
APPEND ~animate.ids~ ~0x52F2 SPIDER_MECHANIC_YELLOW~ UNLESS ~^0x52[Ff]2~
APPEND ~anisnd.ids~ ~0x52F2 µGZ      CGAMEANIMATIONTYPE_SPIDER_MECHANIC_YELLOW~ UNLESS ~^0x52[Ff]2~

 

Attached Files


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#29 Gwendolyne

Gwendolyne
  • Administrator
  • 1016 posts

Posted 01 May 2017 - 01:48 PM

The first demons set :

 

APPEND ~animate.ids~ ~0x52F3 RAZOR_SPINE~ UNLESS ~^0x52[Ff]3~
APPEND ~anisnd.ids~ ~0x52F3 µHA      CGAMEANIMATIONTYPE_RAZOR_SPINE~ UNLESS ~^0x52[Ff]3~
APPEND ~animate.ids~ ~0x50B7 RAZOR_SPINE_GIANT~ UNLESS ~^0x50[Bb]7~
APPEND ~anisnd.ids~ ~0x50B7 µHB      CGAMEANIMATIONTYPE_RAZOR_SPINE_GIANT~ UNLESS ~^0x50[Bb]7~

APPEND ~animate.ids~ ~0x52F5 FROG_DEMON~ UNLESS ~^0x52[Ff]5~
APPEND ~anisnd.ids~ ~0x52F5 µHC      CGAMEANIMATIONTYPE_FROG_DEMON~ UNLESS ~^0x52[Ff]5~
APPEND ~animate.ids~ ~0x52F6 FROG_DEMON_BLUE~ UNLESS ~^0x52[Ff]6~
APPEND ~anisnd.ids~ ~0x52F6 µHD      CGAMEANIMATIONTYPE_FROG_DEMON_BLUE~ UNLESS ~^0x52[Ff]6~
APPEND ~animate.ids~ ~0x52F7 FROG_DEMON_GREEN~ UNLESS ~^0x52[Ff]7~
APPEND ~anisnd.ids~ ~0x52F7 µHE      CGAMEANIMATIONTYPE_FROG_DEMON_GREEN~ UNLESS ~^0x52[Ff]7~
APPEND ~animate.ids~ ~0x52F8 FROG_DEMON_PURPLE~ UNLESS ~^0x52[Ff]8~
APPEND ~anisnd.ids~ ~0x52F8 µHF      CGAMEANIMATIONTYPE_FROG_DEMON_PURPLE~ UNLESS ~^0x52[Ff]8~
APPEND ~animate.ids~ ~0x52F9 FROG_DEMON_RED~ UNLESS ~^0x52[Ff]9~
APPEND ~anisnd.ids~ ~0x52F9 µHG      CGAMEANIMATIONTYPE_FROG_DEMON_RED~ UNLESS ~^0x52[Ff]9~
APPEND ~animate.ids~ ~0x52FA FROG_DEMON_YELLOW~ UNLESS ~^0x52[Ff][Aa]~
APPEND ~anisnd.ids~ ~0x52FA µHH      CGAMEANIMATIONTYPE_FROG_DEMON_YELLOW~ UNLESS ~^0x52[Ff][Aa]~

APPEND ~animate.ids~ ~0x50BE FROG_DEMON_GIANT~ UNLESS ~^0x50[Bb][Ee]~
APPEND ~anisnd.ids~ ~0x50BE µHI      CGAMEANIMATIONTYPE_FROG_DEMON_GIANT~ UNLESS ~^0x50[Bb][Ee]~
APPEND ~animate.ids~ ~0x50BF FROG_DEMON_GIANT_BLUE~ UNLESS ~^0x50[Bb][Ff]~
APPEND ~anisnd.ids~ ~0x50BF µHJ      CGAMEANIMATIONTYPE_FROG_DEMON_GIANT_BLUE~ UNLESS ~^0x50[Bb][Ff]~
APPEND ~animate.ids~ ~0x50C0 FROG_DEMON_GIANT_GREEN~ UNLESS ~^0x50[Cc]0~
APPEND ~anisnd.ids~ ~0x50C0 µHK      CGAMEANIMATIONTYPE_FROG_DEMON_GIANT_GREEN~ UNLESS ~^0x50[Cc]0~
APPEND ~animate.ids~ ~0x50C1 FROG_DEMON_GIANT_PURPLE~ UNLESS ~^0x50[Cc]1~
APPEND ~anisnd.ids~ ~0x50C1 µHL      CGAMEANIMATIONTYPE_FROG_DEMON_GIANT_PURPLE~ UNLESS ~^0x50[Cc]1~
APPEND ~animate.ids~ ~0x50C2 FROG_DEMON_GIANT_RED~ UNLESS ~^0x50[Cc]2~
APPEND ~anisnd.ids~ ~0x50C2 µHM      CGAMEANIMATIONTYPE_FROG_DEMON_GIANT_RED~ UNLESS ~^0x50[Cc]2~
APPEND ~animate.ids~ ~0x50C3 FROG_DEMON_GIANT_YELLOW~ UNLESS ~^0x50[Cc]3~
APPEND ~anisnd.ids~ ~0x50C3 µHN      CGAMEANIMATIONTYPE_FROG_DEMON_GIANT_YELLOW~ UNLESS ~^0x50[Cc]3~

APPEND ~animate.ids~ ~0x5301 BAT_DEMON~ UNLESS ~^0x5301~
APPEND ~anisnd.ids~ ~0x5301 µHO      CGAMEANIMATIONTYPE_BAT_DEMON~ UNLESS ~^0x5301~
APPEND ~animate.ids~ ~0x5302 BAT_DEMON_BLACK~ UNLESS ~^0x5302~
APPEND ~anisnd.ids~ ~0x5302 µHP      CGAMEANIMATIONTYPE_BAT_DEMON_BLACK~ UNLESS ~^0x5302~
APPEND ~animate.ids~ ~0x5303 BAT_DEMON_BLUE~ UNLESS ~^0x5303~
APPEND ~anisnd.ids~ ~0x5303 µHQ      CGAMEANIMATIONTYPE_BAT_DEMON_BLUE~ UNLESS ~^0x5303~
APPEND ~animate.ids~ ~0x5304 BAT_DEMON_FIRE~ UNLESS ~^0x5304~
APPEND ~anisnd.ids~ ~0x5304 µHR      CGAMEANIMATIONTYPE_BAT_DEMON_FIRE~ UNLESS ~^0x5304~
APPEND ~animate.ids~ ~0x5305 BAT_DEMON_SMALL~ UNLESS ~^0x5305~
APPEND ~anisnd.ids~ ~0x5305 µHS      CGAMEANIMATIONTYPE_BAT_DEMON_SMALL~ UNLESS ~^0x5305~

APPEND ~animate.ids~ ~0x5306 IMP_GREMLIN~ UNLESS ~^0x5306~
APPEND ~anisnd.ids~ ~0x5306 µHT      CGAMEANIMATIONTYPE_IMP_GREMLIN~ UNLESS ~^0x5306~
APPEND ~animate.ids~ ~0x5307 IMP_GREMLIN_BLUE~ UNLESS ~^0x5307~
APPEND ~anisnd.ids~ ~0x5307 µHU      CGAMEANIMATIONTYPE_IMP_GREMLIN_BLUE~ UNLESS ~^0x5307~
APPEND ~animate.ids~ ~0x5308 IMP_GREMLIN_GREEN~ UNLESS ~^0x5308~
APPEND ~anisnd.ids~ ~0x5308 µHV      CGAMEANIMATIONTYPE_IMP_GREMLIN_GREEN~ UNLESS ~^0x5308~
APPEND ~animate.ids~ ~0x5309 IMP_GREMLIN_RED~ UNLESS ~^0x5309~
APPEND ~anisnd.ids~ ~0x5309 µHW      CGAMEANIMATIONTYPE_IMP_GREMLIN_RED~ UNLESS ~^0x5309~

APPEND ~animate.ids~ ~0x530A SUCCUBUS~ UNLESS ~^0x530[Aa]~
APPEND ~anisnd.ids~ ~0x530A µHX      CGAMEANIMATIONTYPE_SUCCUBUS~ UNLESS ~^0x530[Aa]~
APPEND ~animate.ids~ ~0x530B SUCCUBUS_WITCH~ UNLESS ~^0x530[Bb]~
APPEND ~anisnd.ids~ ~0x530B µHY      CGAMEANIMATIONTYPE_SUCCUBUS_WITCH~ UNLESS ~^0x530[Bb]~
APPEND ~animate.ids~ ~0x530C SUCCUBUS_SEXY~ UNLESS ~^0x530[Cc]~
APPEND ~anisnd.ids~ ~0x530C µHZ      CGAMEANIMATIONTYPE_SUCCUBUS_SEXY~ UNLESS ~^0x530[Cc]~

 

Edit: they (and also all those posted above) are fully EE compatible.

Attached Files


Edited by Gwendolyne, 01 May 2017 - 01:52 PM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#30 Andrea C.

Andrea C.
  • Modder
  • 458 posts

Posted 02 May 2017 - 12:38 PM

@Gwendolyine - I claimed a bunch of slots for the Enhanced Editions in the 0x56XX range; I'll let you have a list so we don't overlap :)



#31 Gwendolyne

Gwendolyne
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  • 1016 posts

Posted 02 May 2017 - 06:51 PM

Don't worry: those ones are only "classical" BG2-ToB (or BGT) + IA content and won't create any conflict with EE installs.

 

In my EE games, I use a WeiDU process that looks for available slots in their respective scopes (IWD, BG1, BG2, animals, dragon formats...) before installing them: if yours (or animations from other mods)  are already installed, my mod will skip their slots and find the next available ones. ;)

 

I checked this process with Argent77's Golem Construction mod and there is no conflict with his golem animations. There might be conflict only if people install mods that require "pre-defined" slots after mine. But It will be noticed in the readme file. And who knows, maybe those modders will copy my install process to avoid compatibility problems? :lol2:


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#32 Gwendolyne

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  • 1016 posts

Posted 06 May 2017 - 07:39 PM

and the  last but one set :

APPEND ~animate.ids~ ~0x54AA DEMON_BABOON~ UNLESS ~^0x54[Aa][Aa]~
APPEND ~anisnd.ids~ ~0x54AA £BW      CGAMEANIMATIONTYPE_DEMON_BABOON~ UNLESS ~^0x54[Aa][Aa]~
APPEND ~animate.ids~ ~0x5585 DEMON_DURIEL~ UNLESS ~^0x5585~
APPEND ~anisnd.ids~ ~0x5585 £KH      CGAMEANIMATIONTYPE_DEMON_DURIEL~ UNLESS ~^0x5585~

APPEND ~animate.ids~ ~0x50D0 LOLTH_AVATAR~ UNLESS ~^0x50[Dd]0~
APPEND ~anisnd.ids~ ~0x50D0 µIA      CGAMEANIMATIONTYPE_LOLTH_AVATAR~ UNLESS ~^0x50[Dd]0~
APPEND ~animate.ids~ ~0x50D1 DEMON_ANDARIEL~ UNLESS ~^0x50[Dd]1~
APPEND ~anisnd.ids~ ~0x50D1 µIB      CGAMEANIMATIONTYPE_DEMON_ANDARIEL~ UNLESS ~^0x50[Dd]1~
APPEND ~animate.ids~ ~0x50D2 DEMON_DIABLO~ UNLESS ~^0x50[Dd]2~
APPEND ~anisnd.ids~ ~0x50D2 µIC      CGAMEANIMATIONTYPE_DEMON_DIABLO~ UNLESS ~^0x50[Dd]2~

APPEND ~animate.ids~ ~0x5310 DEMON_IZUAL~ UNLESS ~^0x5310~
APPEND ~anisnd.ids~ ~0x5310 µID      CGAMEANIMATIONTYPE_DEMON_IZUAL~ UNLESS ~^0x5310~
APPEND ~animate.ids~ ~0x5311 DEMON_MEPHISTO~ UNLESS ~^0x5311~
APPEND ~anisnd.ids~ ~0x5311 µIE      CGAMEANIMATIONTYPE_DEMON_MEPHISTO~ UNLESS ~^0x5311~
APPEND ~animate.ids~ ~0x5312 MEGADEMON~ UNLESS ~^0x5312~
APPEND ~anisnd.ids~ ~0x5312 µIF      CGAMEANIMATIONTYPE_MEGADEMON~ UNLESS ~^0x5312~
APPEND ~animate.ids~ ~0x5313 MEGADEMON_FLAMBERGE~ UNLESS ~^0x5313~
APPEND ~anisnd.ids~ ~0x5313 µIG      CGAMEANIMATIONTYPE_MEGADEMON_FLAMBERGE~ UNLESS ~^0x5313~
APPEND ~animate.ids~ ~0x5314 MEGADEMON_SCYTHE~ UNLESS ~^0x5314~
APPEND ~anisnd.ids~ ~0x5314 µIH      CGAMEANIMATIONTYPE_MEGADEMON_SCYTHE~ UNLESS ~^0x5314~
APPEND ~animate.ids~ ~0x5315 MEGADEMON_SWORD~ UNLESS ~^0x5315~
APPEND ~anisnd.ids~ ~0x5315 µII      CGAMEANIMATIONTYPE_MEGADEMON_SWORD~ UNLESS ~^0x5315~
APPEND ~animate.ids~ ~0x5316 MEGADEMON_WAR_AXE~ UNLESS ~^0x5316~
APPEND ~anisnd.ids~ ~0x5316 µIJ      CGAMEANIMATIONTYPE_MEGADEMON_WAR_AXE~ UNLESS ~^0x5316~

APPEND ~animate.ids~ ~0x54AB BAURIER_BROWN_PST~ UNLESS ~^0x54[Aa][Bb]~
APPEND ~anisnd.ids~ ~0x54AB £BX      CGAMEANIMATIONTYPE_BAURIER_BROWN_PST~ UNLESS ~^0x54[Aa][Bb]~
APPEND ~animate.ids~ ~0x54AC BAURIER_CHESTNUT_PST~ UNLESS ~^0x54[Aa][Cc]~
APPEND ~anisnd.ids~ ~0x54AC £BY      CGAMEANIMATIONTYPE_BAURIER_CHESTNUT_PST~ UNLESS ~^0x54[Aa][Cc]~
APPEND ~animate.ids~ ~0x54AD BAURIER_WHITE_PST~ UNLESS ~^0x54[Aa][Dd]~
APPEND ~anisnd.ids~ ~0x54AD £BZ      CGAMEANIMATIONTYPE_BAURIER_WHITE_PST~ UNLESS ~^0x54[Aa][Dd]~

APPEND ~animate.ids~ ~0x5317 WERERAT_MANTUOCK_PST~ UNLESS ~^0x5317~
APPEND ~anisnd.ids~ ~0x5317 µIK      CGAMEANIMATIONTYPE_WERERAT_MANTUOCK_PST~ UNLESS ~^0x5317~
APPEND ~animate.ids~ ~0x5318 WERERAT_BLUE_PST~ UNLESS ~^0x5318~
APPEND ~anisnd.ids~ ~0x5318 µIL      CGAMEANIMATIONTYPE_WERERAT_BLUE_PST~ UNLESS ~^0x5318~
APPEND ~animate.ids~ ~0x5319 WERERAT_GREEN_PST~ UNLESS ~^0x5319~
APPEND ~anisnd.ids~ ~0x5319 µIM      CGAMEANIMATIONTYPE_WERERAT_GREEN_PST~ UNLESS ~^0x5319~
APPEND ~animate.ids~ ~0x531A WERERAT_OCHRE_PST~ UNLESS ~^0x531[Aa]~
APPEND ~anisnd.ids~ ~0x531A µIN      CGAMEANIMATIONTYPE_WERERAT_OCHRE_PST~ UNLESS ~^0x531[Aa]~
APPEND ~animate.ids~ ~0x531B WERERAT_DARK_OCHRE_PST~ UNLESS ~^0x531[Bb]~
APPEND ~anisnd.ids~ ~0x531B µIO      CGAMEANIMATIONTYPE_WERERAT_DARK_OCHRE_PST~ UNLESS ~^0x531[Bb]~
APPEND ~animate.ids~ ~0x531C WERERAT_YELLOW_PST~ UNLESS ~^0x531[Cc]~
APPEND ~anisnd.ids~ ~0x531C µIP      CGAMEANIMATIONTYPE_WERERAT_YELLOW_PST~ UNLESS ~^0x531[Cc]~
APPEND ~animate.ids~ ~0x531D WERERAT_GIANT_BLUE_PST~ UNLESS ~^0x531[Dd]~
APPEND ~anisnd.ids~ ~0x531D µIQ      CGAMEANIMATIONTYPE_WERERAT_GIANT_BLUE_PST~ UNLESS ~^0x531[Dd]~
APPEND ~animate.ids~ ~0x531E WERERAT_GIANT_GREEN_PST~ UNLESS ~^0x531[Ee]~
APPEND ~anisnd.ids~ ~0x531E µIR      CGAMEANIMATIONTYPE_WERERAT_GIANT_GREEN_PST~ UNLESS ~^0x531[Ee]~
APPEND ~animate.ids~ ~0x531F WERERAT_GIANT_OCHRE_PST~ UNLESS ~^0x531[Ff]~
APPEND ~anisnd.ids~ ~0x531F µIS      CGAMEANIMATIONTYPE_WERERAT_GIANT_OCHRE_PST~ UNLESS ~^0x531[Ff]~
APPEND ~animate.ids~ ~0x5320 WERERAT_GIANT_DARK_OCHRE_PST~ UNLESS ~^0x5320~
APPEND ~anisnd.ids~ ~0x5320 µIT      CGAMEANIMATIONTYPE_WERERAT_GIANT_DARK_OCHRE_PST~ UNLESS ~^0x5320~
APPEND ~animate.ids~ ~0x5321 WERERAT_GIANT_YELLOW_PST~ UNLESS ~^0x5321~
APPEND ~anisnd.ids~ ~0x5321 µIU      CGAMEANIMATIONTYPE_WERERAT_GIANT_YELLOW_PST~ UNLESS ~^0x5321~

APPEND ~animate.ids~ ~0x1302 GW_DRAGON_BLACK_JUVENILE~ UNLESS ~^0x1302~
APPEND ~anisnd.ids~ ~0x1302 ÞAB      CGAMEANIMATIONTYPE_GW_DRAGON_BLACK_JUVENILE~ UNLESS ~^0x1302~
APPEND ~animate.ids~ ~0x1303 GW_DRAGON_SILVER_JUVENILE~ UNLESS ~^0x1303~
APPEND ~anisnd.ids~ ~0x1303 ÞAC      CGAMEANIMATIONTYPE_GW_DRAGON_SILVER_JUVENILE~ UNLESS ~^0x1303~

 

Attached Files


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#33 Andrea C.

Andrea C.
  • Modder
  • 458 posts

Posted 07 May 2017 - 12:13 AM

I checked this process with Argent77's Golem Construction mod and there is no conflict with his golem animations. There might be conflict only if people install mods that require "pre-defined" slots after mine. But It will be noticed in the readme file. And who knows, maybe those modders will copy my install process to avoid compatibility problems? :lol2:

 

I'm using predefined slots for my mod because the sprites I'm enabling will only work within very specific ranges, so I had to claim slots in one of those ranges and make sure it would work. I'll note the slots in the readme when I get to writing it; I would be interested in your install process but with the requirements I face, I'm not sure how applicable that would be?



#34 Gwendolyne

Gwendolyne
  • Administrator
  • 1016 posts

Posted 11 May 2017 - 02:12 PM

And the last set - let's cross fingers... -:

APPEND ~animate.ids~ ~0x5586 GW_INSECTS_SWARM~ UNLESS ~^0x5586~
APPEND ~anisnd.ids~ ~0x5586 £KI      CGAMEANIMATIONTYPE_GW_INSECTS_SWARM~ UNLESS ~^0x5586~

APPEND ~animate.ids~ ~0x5322 GW_BLADE_CREEPER~ UNLESS ~^0x5322~
APPEND ~anisnd.ids~ ~0x5322 µIV      CGAMEANIMATIONTYPE_GW_BLADE_CREEPER~ UNLESS ~^0x5322~
APPEND ~animate.ids~ ~0x5323 GW_FLYING_SCIMITAR~ UNLESS ~^0x5323~
APPEND ~anisnd.ids~ ~0x5323 µIW      CGAMEANIMATIONTYPE_GW_FLYING_SCIMITAR~ UNLESS ~^0x5323~
APPEND ~animate.ids~ ~0x5324 GW_FLYING_SCIMITAR_CYAN~ UNLESS ~^0x5324~
APPEND ~anisnd.ids~ ~0x5324 µIX      CGAMEANIMATIONTYPE_GW_FLYING_SCIMITAR_CYAN~ UNLESS ~^0x5324~
APPEND ~animate.ids~ ~0x5325 GW_FLYING_SCIMITAR_FIRE~ UNLESS ~^0x5325~
APPEND ~anisnd.ids~ ~0x5325 µIY      CGAMEANIMATIONTYPE_GW_FLYING_SCIMITAR_FIRE~ UNLESS ~^0x5325~
APPEND ~animate.ids~ ~0x5326 GW_FLYING_SCIMITAR_GREEN~ UNLESS ~^0x5326~
APPEND ~anisnd.ids~ ~0x5326 µIZ      CGAMEANIMATIONTYPE_GW_FLYING_SCIMITAR_GREEN~ UNLESS ~^0x5326~
APPEND ~animate.ids~ ~0x5327 GW_FLYING_SCIMITAR_HOLY~ UNLESS ~^0x5327~
APPEND ~anisnd.ids~ ~0x5327 µJA      CGAMEANIMATIONTYPE_GW_FLYING_SCIMITAR_HOLY~ UNLESS ~^0x5327~

APPEND ~animate.ids~ ~0x5B29 GW_MODRON_PST~ UNLESS ~^0x5[Bb]29~
APPEND ~anisnd.ids~ ~0x5B29 µBP      CGAMEANIMATIONTYPE_GW_MODRON_PST~ UNLESS ~^0x5[Bb]29~
APPEND ~animate.ids~ ~0x5B2A GW_NORDOM_PST~ UNLESS ~^0x5[Bb]2[Aa]~
APPEND ~anisnd.ids~ ~0x5B2A µBQ      CGAMEANIMATIONTYPE_GW_NORDOM_PST~ UNLESS ~^0x5[Bb]2[Aa]~
APPEND ~animate.ids~ ~0x5B2B GW_DRONE_LIGHT_PST~ UNLESS ~^0x5[Bb]2[Bb]~
APPEND ~anisnd.ids~ ~0x5B2B µBR      CGAMEANIMATIONTYPE_GW_DRONE_LIGHT_PST~ UNLESS ~^0x5[Bb]2[Bb]~
APPEND ~animate.ids~ ~0x5B2C GW_DRONE_HEAVY_PST~ UNLESS ~^0x5[Bb]2[Cc]~
APPEND ~anisnd.ids~ ~0x5B2C µBS      CGAMEANIMATIONTYPE_GW_DRONE_HEAVY_PST~ UNLESS ~^0x5[Bb]2[Cc]~
APPEND ~animate.ids~ ~0x5B2D GW_DRONE_HEAVY_GOLD_PST~ UNLESS ~^0x5[Bb]2[Dd]~
APPEND ~anisnd.ids~ ~0x5B2D µBT      CGAMEANIMATIONTYPE_GW_DRONE_HEAVY_GOLD_PST~ UNLESS ~^0x5[Bb]2[Dd]~
APPEND ~animate.ids~ ~0x5B2E GW_DRONE_HEAVY_GREEN_PST~ UNLESS ~^0x5[Bb]2[Ee]~
APPEND ~anisnd.ids~ ~0x5B2E µBU      CGAMEANIMATIONTYPE_GW_DRONE_HEAVY_GREEN_PST~ UNLESS ~^0x5[Bb]2[Ee]~
APPEND ~animate.ids~ ~0x5B2F GW_DRONE_HEAVY_MAGENTA_PST~ UNLESS ~^0x5[Bb]2[Ff]~
APPEND ~anisnd.ids~ ~0x5B2F µBV      CGAMEANIMATIONTYPE_GW_DRONE_HEAVY_MAGENTA_PST~ UNLESS ~^0x5[Bb]2[Ff]~
APPEND ~animate.ids~ ~0x5B30 GW_DRONE_HEAVY_PURPLE_PST~ UNLESS ~^0x5[Bb]30~
APPEND ~anisnd.ids~ ~0x5B30 µBW      CGAMEANIMATIONTYPE_GW_DRONE_HEAVY_PURPLE_PST~ UNLESS ~^0x5[Bb]30~
APPEND ~animate.ids~ ~0x5B31 GW_DRONE_HEAVY_RED_PST~ UNLESS ~^0x5[Bb]31~
APPEND ~anisnd.ids~ ~0x5B31 µBX      CGAMEANIMATIONTYPE_GW_DRONE_HEAVY_RED_PST~ UNLESS ~^0x5[Bb]31~
APPEND ~animate.ids~ ~0x5B32 GW_DRONE_HEAVY_YELLOW_PST~ UNLESS ~^0x5[Bb]32~
APPEND ~anisnd.ids~ ~0x5B32 µBY      CGAMEANIMATIONTYPE_GW_DRONE_HEAVY_YELLOW_PST~ UNLESS ~^0x5[Bb]32~

APPEND ~animate.ids~ ~0x5328 ANIMATED_PLATE_BRONZE_LARGE~ UNLESS ~^0x5328~
APPEND ~anisnd.ids~ ~0x5328 µJB      CGAMEANIMATIONTYPE_ANIMATED_PLATE_BRONZE_LARGE~ UNLESS ~^0x5328~
APPEND ~animate.ids~ ~0x5329 ANIMATED_PLATE_DARK_LARGE~ UNLESS ~^0x5329~
APPEND ~anisnd.ids~ ~0x5329 µJC      CGAMEANIMATIONTYPE_ANIMATED_PLATE_DARK_LARGE~ UNLESS ~^0x5329~
APPEND ~animate.ids~ ~0x532A ANIMATED_PLATE_GREEN_LARGE~ UNLESS ~^0x532[Aa]~
APPEND ~anisnd.ids~ ~0x532A µJD      CGAMEANIMATIONTYPE_ANIMATED_PLATE_GREEN_LARGE~ UNLESS ~^0x532[Aa]~

APPEND ~animate.ids~ ~0x532B GW_TRAPPED_SOUL1~ UNLESS ~^0x532[Bb]~
APPEND ~anisnd.ids~ ~0x532B µJE      CGAMEANIMATIONTYPE_GW_TRAPPED_SOUL1~ UNLESS ~^0x532[Bb]~
APPEND ~animate.ids~ ~0x532C GW_TRAPPED_SOUL2~ UNLESS ~^0x532[Cc]~
APPEND ~anisnd.ids~ ~0x532C µJF      CGAMEANIMATIONTYPE_GW_TRAPPED_SOUL2~ UNLESS ~^0x532[Cc]~
APPEND ~animate.ids~ ~0x532D GW_TRAPPED_SOUL3~ UNLESS ~^0x532[Dd]~
APPEND ~anisnd.ids~ ~0x532D µJG      CGAMEANIMATIONTYPE_GW_TRAPPED_SOUL3~ UNLESS ~^0x532[Dd]~

APPEND ~animate.ids~ ~0x50F1 GW_EVIL_HUT~ UNLESS ~^0x50[Ff]1~
APPEND ~anisnd.ids~ ~0x50F1 µJH      CGAMEANIMATIONTYPE_GW_EVIL_HUT~ UNLESS ~^0x50[Ff]1~
APPEND ~animate.ids~ ~0x50F2 GW_VOLCANO_CRATER~ UNLESS ~^0x50[Ff]2~
APPEND ~anisnd.ids~ ~0x50F2 µJI      CGAMEANIMATIONTYPE_GW_VOLCANO_CRATER~ UNLESS ~^0x50[Ff]2~

APPEND ~animate.ids~ ~0x5330 GW_MUTATED_RAT~ UNLESS ~^0x5330~
APPEND ~anisnd.ids~ ~0x5330 µJJ      CGAMEANIMATIONTYPE_GW_MUTATED_RAT~ UNLESS ~^0x5330~
APPEND ~animate.ids~ ~0x5331 GW_MUTATED_RAT_BLACK~ UNLESS ~^0x5331~
APPEND ~anisnd.ids~ ~0x5331 µJK      CGAMEANIMATIONTYPE_GW_MUTATED_RAT_BLACK~ UNLESS ~^0x5331~
APPEND ~animate.ids~ ~0x5332 GW_MUTATED_RAT_BROWN~ UNLESS ~^0x5332~
APPEND ~anisnd.ids~ ~0x5332 µJL      CGAMEANIMATIONTYPE_GW_MUTATED_RAT_BROWN~ UNLESS ~^0x5332~
APPEND ~animate.ids~ ~0x5333 GW_MUTATED_RAT_GREEN~ UNLESS ~^0x5333~
APPEND ~anisnd.ids~ ~0x5333 µJM      CGAMEANIMATIONTYPE_GW_MUTATED_RAT_GREEN~ UNLESS ~^0x5333~

APPEND ~animate.ids~ ~0x5334 GW_CLAW_VIPER~ UNLESS ~^0x5334~
APPEND ~anisnd.ids~ ~0x5334 µJN      CGAMEANIMATIONTYPE_GW_CLAW_VIPER~ UNLESS ~^0x5334~
APPEND ~animate.ids~ ~0x5335 GW_NAJA_SNAKE~ UNLESS ~^0x5335~
APPEND ~anisnd.ids~ ~0x5335 µJO      CGAMEANIMATIONTYPE_GW_NAJA_SNAKE~ UNLESS ~^0x5335~
APPEND ~animate.ids~ ~0x5336 GW_NAJA_SNAKE_RED~ UNLESS ~^0x5336~
APPEND ~anisnd.ids~ ~0x5336 µJP      CGAMEANIMATIONTYPE_GW_NAJA_SNAKE_RED~ UNLESS ~^0x5336~
APPEND ~animate.ids~ ~0x5337 GW_NAJA_SNAKE_YELLOW~ UNLESS ~^0x5337~
APPEND ~anisnd.ids~ ~0x5337 µJQ      CGAMEANIMATIONTYPE_GW_NAJA_SNAKE_YELLOW~ UNLESS ~^0x5337~
APPEND ~animate.ids~ ~0x5338 GW_HYDRA_FIRE~ UNLESS ~^0x5338~
APPEND ~anisnd.ids~ ~0x5338 µJR      CGAMEANIMATIONTYPE_GW_HYDRA_FIRE~ UNLESS ~^0x5338~

APPEND ~animate.ids~ ~0x5B33 GW_LARVAL_WORM_SMALL_PST~ UNLESS ~^0x5[Bb]33~
APPEND ~anisnd.ids~ ~0x5B33 µBZ      CGAMEANIMATIONTYPE_GW_LARVAL_WORM_SMALL_PST~ UNLESS ~^0x5[Bb]33~
APPEND ~animate.ids~ ~0x5B34 GW_LARVAL_WORM_PST~ UNLESS ~^0x5[Bb]34~
APPEND ~anisnd.ids~ ~0x5B34 µCA      CGAMEANIMATIONTYPE_GW_LARVAL_WORM_PST~ UNLESS ~^0x5[Bb]34~

 

 

I'm using predefined slots for my mod because the sprites I'm enabling will only work within very specific ranges, so I had to claim slots in one of those ranges and make sure it would work. I'll note the slots in the readme when I get to writing it; I would be interested in your install process but with the requirements I face, I'm not sure how applicable that would be?

 

If you send me your tp2, I could try to include your slots with mine and check if my process works fine or if I need to adjust it before sharing it with you. As they are IWD slots, it might not be very difficult.

Attached Files


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#35 Miloch

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Posted 12 May 2017 - 06:13 AM

In my EE games, I use a WeiDU process that looks for available slots in their respective scopes (IWD, BG1, BG2, animals, dragon formats...) before installing them: if yours (or animations from other mods)  are already installed, my mod will skip their slots and find the next available ones.

Do you have this code somewhere? Maybe someone could use it to make IA compatible with EE (probably not me unless someone crowdfunds me, but maybe someone is up to the task).


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#36 Sam.

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Posted 12 May 2017 - 08:11 AM

In my EE games, I use a WeiDU process that looks for available slots in their respective scopes (IWD, BG1, BG2, animals, dragon formats...) before installing them: if yours (or animations from other mods)  are already installed, my mod will skip their slots and find the next available ones.

Do you have this code somewhere? Maybe someone could use it to make IA compatible with EE (probably not me unless someone crowdfunds me, but maybe someone is up to the task).

I bet it's this by argent77 (or a derivative work).


"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

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#37 Argent77

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Posted 12 May 2017 - 08:28 AM

A slightly improved version can be found in my Golem Construction mod.



#38 Gwendolyne

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Posted 12 May 2017 - 10:15 AM

Yes, Argent77's function is faster than the one I wrote. So I included it into my process and use it with arrays corresponding to the animation formats. But I need to check every range of index and every step.

 

ACTION_DEFINE_ASSOCIATIVE_ARRAY GW_slots_BG2EE BEGIN
//  FORMAT     SLOT_MIN    MAX    => SERIE
// ------------------------------------------------------------------------
    BG1ML4,    0x1100,    0xff    => ML41       // BG1 MONSTER LONG 4 PARTS
    BG2SP4,    0x1300,    0xff    => SP41       // BG2 SPLIT 4 PARTS
    DRAGON,    0x1210,    8       => DGN1       // DRAGONS (9 PARTS)
    BG1SML,    0x7110,    2       => 1SML7110   // BG1 MONSTER LONG (LARGE)
    BG1SML,    0x7120,    2       => 1SML7120
    BG1SML,    0x7130,    2       => 1SML7130
    BG1SM,     0x7210,    4       => 1SM7210    // BG1 SIMPLE MONSTER
    BG1SM,     0x7220,    4       => 1SM7220
    ...
    BG1SM,     0x7610,    6       => 1SM7610
    BG1SM,     0x7410,    3       => 1SM7410
    BG1SMA,    0x7d10,    8       => 1SMA       // BG1 SIMPLE MONSTER (ANIMALS)
    BG2SP,     0x7300,    0xff    => 2SP1       // BG2 SPLIT
    BG2SP,     0x7f00,    0xff    => 2SP2
    BG2UN,     0x73f0,    0xff    => 2UNSP      // BG2 UNSPLIT
    BG1ML,     0xa200,    0xff    => 1ML        // BG1 MONSTER LONG
    SPEC,      0xd000,    0xfff   => SPE        // BG1 SIMPLE MONSTER (RANDOMLY FLYING CREATURES)
    ...
END

 

As you can see, I can add the new slots 0x7111 and 0x7112, but need to jump to 0x7121 for the next one because 0x7113 to 0x7120 don't work.

Moreover, the dragon format seems to be buggy (confirmed by Avenger) and needs to be fixed before I can add new dragons animation slot . It is a shame I can "play" with my tarasques in BG2+IA and not with EE.

I am still checking all the available slots.

 

Speaking about porting IA to EE, it is not very difficult. I already ported about 50s of them through my mod. It just needs a workaround so that WeiDU can handle special characters (Ø, Þ, µ...) and change them before copying them into EE override folder (i.e. µBO becomes IABO if it is an IA animation file or GWBO if it belongs to my mod) and writing it into the animation ini file.

 

When my checking will be over, I could have a look to the IA tp2 file and try to make it compatible with EE. ;)

 


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#39 The Imp

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Posted 12 May 2017 - 10:51 AM

It just needs a workaround so that WeiDU can handle special characters (Ø, Þ, µ...) and change them before copying them into EE override folder
Could you do use all a solid and just remove the special characters from the whole table and re-release the IA files without them, so that the foreigners could use them too, and EE. As they don't work in any other language than English/American_English today, in the non-EE games either. Why ? you ask... cause they don't get copied correctly when using winrar etc, cause they are Windows Codex language specified files ... and there's a huge flop in this in Infinity Animations mod, unfortunately.
 
Miloch was supposed to do this ... ages ago, but my bet it that it's not very easy nor very fast to do, as you have to replace the whole IA library of files, which is a huge task, as they are packages about 1.5Gb's ... and if you need more than the two prefixes, you have the liberty of using my IJ/ij-prefix at any .bam etc. files(.bmp .ini, .wav, .2da ??? ) you need.
 
I'll say that this doesn't actually effect me... as I have and English Windows Codex, so I don't experience this personally, but there's plenty of people that do in BWS, if it still had the option to install the IA in German etc which it doesn't as far as I know(as I don't use it)... too much, but the potential is there to make this whole mod a lot more solid. Ouh, and the IA could perhaps actually come also in the same animation placements et all as the EE game... so that the EE game would just need the second and so forth placement, while the non-EE would have one or several animation packages for the EE included animations, so the whole thing would be simplier...

... this is a big undertaking and it's why Miloch never got around doing it ... so I am just hoping that anyone that can, could do this.

Edited by The Imp, 18 May 2017 - 11:28 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#40 Creepin

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Posted 12 May 2017 - 01:03 PM

Could you do use all a solid and just remove the special characters from the whole table and re-release the IA files without them, so that the foreigners could use them too

So much this! :rolleyes:


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