Erephine, on Dec 8 2009, 07:33 PM, said:
Creature Animations by Mod.
#101
Posted 08 December 2009 - 12:22 PM
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#102
Posted 08 December 2009 - 08:09 PM
It just isn't as easy as 'apply this ratio to PST animation and it will fit BGII'. Only character animations are generally consistent, monsters tend to be all over the place when it comes to PST/BG size differences. The abishai definitely isn't either of the ratios you mentioned.
The lights in the sky
are waving goodbye
·
#103
Posted 04 February 2010 - 11:02 AM
I will include Mwrag, mweb, mgfos, mcrds from IWD2 and beetle, ants, all insect i can find and all living death i can find from NWN for upcoming update. Do you think i will have conflict with over modules if i use infinity animation ?
#104
Posted 04 February 2010 - 01:03 PM
Deratiseur, on 04 February 2010 - 11:02 AM, said:
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#105
Posted 08 February 2010 - 10:59 AM
At it's most optimistic end-stage, this mod has the potential to make all those mods work together and improve even the basic games themselves (played with no other mods at all) by improving the individuality of creatures which have previously used the same (or a similar/recolored version of..) the same model.
Be under no illusions; this is a lot of work for the people (in this forum, and modifying their own mods) working to make this a possibility, but there is the goal of a point where the hard work is done, new mods are using a slightly modified base-line when using abnormal creatures, and all the hard work is behind people
Proviso: I am not involved in the wonderful work Erephine's done (again) or the work to make this, and everything that's gone before, realise their full potential. I've not deliberately typed falsehoods but I could be mistaken.
*cough* and, erm... as a bit of a postscript; if there's anything I've typed that is misleading, unnecessary or just, plain over-enthusiastic, I would appreciate hearing about it. Anything I've typed there that may do more harm than good, I will remove in a heartbeat.
Edited by Drizzle, 08 February 2010 - 11:08 AM.
#106
Posted 08 February 2010 - 11:44 AM
Drizzle, on 08 February 2010 - 10:59 AM, said:
Quote
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#107
Posted 08 February 2010 - 12:33 PM
I'm told that most of what I considered to be a reasonably arcane, and distant goal is, in fact, implemented already!? o.o
I'm baffled and immensely impressed. I'm sure those pieces of work were not easy, yet they were completed within, say... 3 weeks of my taking a hiatus?!
I'm amazed at what you've all achieved ^^
#109
Posted 12 February 2010 - 12:37 PM
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#112
Posted 15 February 2010 - 11:05 PM
ScuD, on 13 February 2010 - 07:43 AM, said:
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#113
Posted 31 March 2010 - 06:48 PM
ScuD, on 13 February 2010 - 07:43 AM, said:
ScuD, on 13 February 2010 - 07:43 AM, said:
"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
"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
#114
Posted 31 March 2010 - 10:23 PM
Hoppy, on 31 March 2010 - 06:48 PM, said:
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#115
Posted 01 April 2010 - 09:52 AM
Miloch, on 31 March 2010 - 10:23 PM, said:
Hoppy, on 31 March 2010 - 06:48 PM, said:
Ahh OK, this makes sense. There may be an additional change by BP for TDD's creatures for weapons and stuff because I think they get poison arrows too (undroppable). I can implement some changes in TDD in a release in a couple months (waiting for Italian translation) and see how things go from there.
Do the bigger bugbears have a thrown weapon animation or are they pretty static?
If you can give the code that would be cool and we can give the TDD creatures a mace and some thrown axes. Also if you want to include in IA and I'll make sure when I do it in TDD it won't interfere.
I was going to try and implement some of the animation changes for TDD 1.13 but I couldn't wrap my mind around it fast enough. I will play around with some things in my test install and get an idea of changes I can make without having conflicts.
"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
"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
#116
Posted 03 April 2010 - 10:36 PM
Hoppy, on 01 April 2010 - 09:52 AM, said:
Quote
COPY ~TDD/CRE/BUGARCH.cre~ ~TDD-CRE~
~TDD/CRE/BUGBEAR.cre~ ~TDD-CRE~
SAY NAME1 @20198
SAY NAME2 @20198The first one for the archer:COPY ~TDD/CRE/BUGARCH.cre~ ~TDD-CRE~ SAY NAME1 @20198 SAY NAME2 @20198 REMOVE_CRE_ITEM ~helm01~ ~helmnoan~ ~bow03~ ~sw1h01~ ~arow01~ ~shld03~ ~ax1h04~ ~blun04~ //Animation consistency REPLACE_CRE_ITEM ~helmnoan~ #0 #0 #0 ~NONE~ ~HELMET~ //Helmet (No Animation) REPLACE_CRE_ITEM ~ax1h04~ #10 #0 #0 ~NONE~ ~WEAPON1~ EQUIP //Throwing Axe REPLACE_CRE_ITEM ~ax1h04~ #10 #0 #0 ~NONE~ ~WEAPON2~ //Throwing Axe REPLACE_CRE_ITEM ~blun04~ #0 #0 #0 ~NONE~ ~WEAPON3~ //Mace WRITE_BYTE 0x6e 0 //Large swords (was 3) WRITE_BYTE 0x70 0 //Bows (was 1) WRITE_BYTE 0x72 1 //Blunt weapons WRITE_BYTE 0x74 3 //AxesREPLACE_CRE_ITEM and the fact we're also first removing the stuff we're adding makes sure this would be compatible with redundancy (using the code in more than one mod).
For the normal bugbears, might as well fix them up with morning stars - more realistic to get blunt damage from them.
COPY ~TDD/CRE/BUGBEAR.cre~ ~TDD-CRE~ SAY NAME1 @20198 SAY NAME2 @20198 REMOVE_CRE_ITEM ~helm01~ ~helmnoan~ ~sw1hbug~ ~shld03~ ~blun06~ //Animation consistency REPLACE_CRE_ITEM ~helmnoan~ #0 #0 #0 ~NONE~ ~HELMET~ //Helmet (No Animation) REPLACE_CRE_ITEM ~blun06~ #0 #0 #0 ~NONE~ ~WEAPON1~ EQUIP //Morning Star WRITE_BYTE 0x6e 1 //Large swords (was 3) WRITE_BYTE 0x70 0 //Bows (was 1) WRITE_BYTE 0x73 3 //Spiked weapons
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
Reply to this topic












