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IA bugs and fixes


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#41 dabus

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Posted 16 May 2010 - 03:22 AM

The files names and its size are updated every time the downloads proceeds or the links are tested.
This is done using the http- (in 3 different ways, so there are solutions to fall back to) or ftp-protocol.
Otherwise, people would be screwed if some author makes an updated until we notice that and update these informations.

This works if the file-information is directly accessible.
So putting your files on free filesharing servers (like rapidshare.com) would cause some troubles, because the file cannot be accessed directly. I created an exception at fastshare.org, which is indeed fast and I was able to make it work without the usual delay of X seconds. All other servers that are used (shs, gibberlings, ...) are ok. There is something fishy about chosenofmystra, but people still get their files.

So don't worry if you update something, it should not create any problem.
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#42 maximus2001

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Posted 27 May 2010 - 08:32 PM

Hi, I'm greatly enjoying this mod. Thanks everyone. Just wanted to mention the Dread warriors in CTB ("CBZombie02d" and "CBZombie2) look like verbeergs. Its been mentioned before but the Skin dancer quest in Trademeet also has a guy turn into a verbeerg instead of a skeleton.

I had a lot of fun with NearInfinity changing the dread warriors around to look more like undead. The bronze animated plate was pretty cool, heh heh. Not sure what it was supposed to be originally, maybe a barrow wight animation?

Also, I have the last version that came out in April. Since then you have added a lot of animations from Planescape Torment. Are these animations ok with dual wielding? (Like the tieflings ...)

#43 Miloch

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Posted 28 May 2010 - 06:26 AM

Hi, I'm greatly enjoying this mod. Thanks everyone. Just wanted to mention the Dread warriors in CTB ("CBZombie02d" and "CBZombie2) look like verbeergs. Its been mentioned before but the Skin dancer quest in Trademeet also has a guy turn into a verbeerg instead of a skeleton.

All that should've been fixed in the last release (v5). Check your WeiDU.log if you're not sure which version you've got.

I had a lot of fun with NearInfinity changing the dread warriors around to look more like undead. The bronze animated plate was pretty cool, heh heh. Not sure what it was supposed to be originally, maybe a barrow wight animation?

If it's the doom warriors from NEJ2 (doomwarr.cre etc.) then I think they were actually supposed to have that animation (aka "bronze sentry"). But it wouldn't surprise me if it didn't display correctly before - it was mapped to the fire_beetle slot, which could've been overwritten with some other animation by other megamods.

Also, I have the last version that came out in April. Since then you have added a lot of animations from Planescape Torment. Are these animations ok with dual wielding? (Like the tieflings ...)

I did not test that in detail but I think it would not affect them, since I don't think they have separate weapon overlays. Or separate armour overlays, so if you're thinking of using them for your characters, you should be aware of that.

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#44 maximus2001

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Posted 28 May 2010 - 11:23 AM

Do you mean that the animation will stay the same even if you change weapons or armor(The animation from the readme). Because they do look pretty cool.

I have the last version (April 2010).

The Dread warriors are from CTB, the "Close to Home" quest where you fight hordes of them at the Brimstone Bridge.

I changed it but the original slot said "unknown 21133" iirc.

#45 Miloch

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Posted 28 May 2010 - 12:32 PM

Do you mean that the animation will stay the same even if you change weapons or armor(The animation from the readme).

That is correct for the PS:T animations - they don't have weapon or armour overlays. The Moinesse animations use standard BG2 weapon overlays but lack proper armour overlays in a lot of cases. The BG1 animations have both, but don't cope well with dual wielding (because BG1 didn't have it).

I have the last version (April 2010).

Version numbers always help, because the "last version" (v4) is from February and the latest (v5) is from May. And this is definitely fixed in v5, as stated in the readme (Corrected skeleton warriors appearing as verbeegs glitch).

The Dread warriors are from CTB, the "Close to Home" quest where you fight hordes of them at the Brimstone Bridge.

Oh, I meant the animated plate creatures since you mentioned them. The skeleton/dread warriors appear as whatever you select for the "Skeleton Warrior" component (either skeletons, giant skeletons or barrow wights, the default being the latter).

I changed it but the original slot said "unknown 21133" iirc.

It should be 21134 (0x528e instead of 0x528d) for the barrow_wight slot (like I said, fixed in the latest version).

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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#46 maximus2001

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Posted 05 June 2010 - 10:33 AM

Hey Miloch. I do have v4, so this might be outdated but I found a couple more.

Neveziah (Edwin's nether scroll lich) looks like a yeti, then turns back into a lich.

One of the High mages from TDD quest in Calimport (DD9X00)looks like a IWD lich. Great animation but not sure if it was intended.

The were-rats in Calimport actually look like were-rats. Whoo! :cheers:

Edited by maximus2001, 05 June 2010 - 10:33 AM.


#47 Miloch

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Posted 05 June 2010 - 01:43 PM

Neveziah (Edwin's nether scroll lich) looks like a yeti, then turns back into a lich.

The problem had to do with RoT and SOS writing the yeti animation to the lich slot in a non-standard fashion (as you can see from this table). This should be fixed in the latest release (v5), assuming the new DISABLE_FROM_KEY WeiDU command works as intended (not sure if I actually got around to testing it though... :ph34r:).

One of the High mages from TDD quest in Calimport (DD9X00)looks like a IWD lich. Great animation but not sure if it was intended.

The Calimport Archmage (travmage.cre) is coded with a general attribute of "undead" and a race of "lich" and even has lich items. But maybe it's not supposed to be a lich, and someone just cloned it from a lich and forgot to change some stuff. I guess I can remove it from being patched as a lich unless Hoppy or someone can confirm it's actually supposed to be one.

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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#48 horred the plague

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Posted 05 June 2010 - 07:36 PM

I just looked on the table, and saw the BP MLIZ listed as both a weapon and incompatible with the brown lizardman sequences. Originally these worked as additional weapons "for" the brown lizardman, because the other mods were lacking them. It's also possible their export was overlooked when we originally split up BP, and I made the first crude weidu versions of all the mods.

If they aren't doing their intended job, or are no longer needed, let me know and I can remove them.

#49 Miloch

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Posted 05 June 2010 - 08:39 PM

I just looked on the table, and saw the BP MLIZ listed as both a weapon and incompatible with the brown lizardman sequences. Originally these worked as additional weapons "for" the brown lizardman, because the other mods were lacking them. It's also possible their export was overlooked when we originally split up BP, and I made the first crude weidu versions of all the mods.

If they aren't doing their intended job, or are no longer needed, let me know and I can remove them.

I think what BP does is ok, because it copies missing weapon animations to the MLIZ slot in the H series (halberd I think, offhand). But it does only that weapon series from what I can tell, whereas IA also copies the C (club?) and Q (quarterstaff) weapon series to the same slot. But anyhow, there's no real conflict there.

It's slightly more problematic BP writing the drider animation to the lich (MLIC) slot, and RoT and SOS then overwriting that with a yeti animation, when it should all be lich animations anyway, but hopefully with the DISABLE_FROM_KEY command and subsequent .cre patching, IA fixes all that :ph34r:. The alternative is to convert BP to the whole IA scheme, but I think that's not the best option at this point, because then BP would have to keep current with all the IA patches (and then deal with patching the .exe and a load of other stuff, which it doesn't really need to do if IA comes along afterwards and does it).

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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#50 Hoppy

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Posted 06 June 2010 - 01:22 AM

It's slightly more problematic BP writing the drider animation to the lich (MLIC) slot, and RoT and SOS then overwriting that with a yeti animation,


That is what I was trying to tell you what was going on with BP overwriting driders when you were generating the tables for IA. BP adds drider creatures but they are not used in the mod and therefore could be used by another mod since the creatures have scripts and items but they overrode the RoT and SoS yeti animations. Forums are filled with this and I mentioned this in the BP workroom but it was probably just overlooked.

Edited by Hoppy, 06 June 2010 - 01:23 AM.

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#51 horred the plague

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Posted 06 June 2010 - 07:29 AM

Driders are gone, call off the panic train. :P All you've done is decrease my package size. My halberds are in the proper slot, AFAIK. Are you saying you put clubs and quarterstaffs in the "h" slot as well? I'm confused, sorry. They'll stay for this version.

Just to note, BP was the very first mod to have those driders in it. Early attempts were made to keep all these in sync, by yours truly. As far back as 2003 I think. C Bisson consulted with me about animations, before making CtB. King Diamond made a nice chart, based on his and my findings, then forgot to use it in a couple places. I tried to consult with Vlad as well, when he was making NeJ, but he's just a lone wolf modder at heart. And that's fine, not everybody shares the same opinions on mod compatability and combinations.

The driders were used at one point in BP, and I had plans to make an underdark expansion with them. Then came the weidu-ization, the resultant questions and cries for compatability with 748+ other mods (just when I thought I was in the clear too), and I ran for the hills in boots of blinding speed. :D

#52 Miloch

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Posted 06 June 2010 - 08:39 AM

That is what I was trying to tell you what was going on with BP overwriting driders when you were generating the tables for IA. BP adds drider creatures but they are not used in the mod and therefore could be used by another mod since the creatures have scripts and items but they overrode the RoT and SoS yeti animations. Forums are filled with this and I mentioned this in the BP workroom but it was probably just overlooked.

Well, I wasn't ignoring you :P. I'd already known about it - I must've since I built that linked chart, which was in turn built off King Diamond's old chart, so he must've known about it too, as horred says. But anyhow, IA should fix all that - mod-added driders should have the drider animation, mod-added yeti should have the yeti animation and liches should have the lich animation (without weird glitches of appearing for a few sequences like yeti or driders, as of v5 anyway).

Driders are gone, call off the panic train. :P All you've done is decrease my package size. My halberds are in the proper slot, AFAIK. Are you saying you put clubs and quarterstaffs in the "h" slot as well? I'm confused, sorry. They'll stay for this version.

No, IA copies the lizardman clubs to the MLIZC "subslot" and quarterstaves to the MLIZQ subslot, as well as halberds to MLIZH, which appear to be identical to BP's.

Just to note, BP was the very first mod to have those driders in it. Early attempts were made to keep all these in sync, by yours truly. As far back as 2003 I think. C Bisson consulted with me about animations, before making CtB. King Diamond made a nice chart, based on his and my findings, then forgot to use it in a couple places. I tried to consult with Vlad as well, when he was making NeJ, but he's just a lone wolf modder at heart. And that's fine, not everybody shares the same opinions on mod compatability and combinations.

The driders were used at one point in BP, and I had plans to make an underdark expansion with them. Then came the weidu-ization, the resultant questions and cries for compatability with 748+ other mods (just when I thought I was in the clear too), and I ran for the hills in boots of blinding speed. :D

Well, there are still apparently BP driders that IA patches (bpdrif01, bpdrif02, bpdrifm1.cre for the males, bpdric01.cre what gets a female drider animation) and some from either CtB or SOS from the prefix, since it's "cb". But the BP driders could well be unused, as you say. I think you should make that UD expansion, it sounds cool :).

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#53 Hoppy

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Posted 06 June 2010 - 12:20 PM

But the BP driders could well be unused, as you say. I think you should make that UD expansion, it sounds cool :).



Amen that would be super cool.
?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

#54 goshko

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Posted 07 June 2010 - 02:30 PM

I'm using BGTutu, when i install the BG1 Animations, the whole games starts to be really choppy when the PC is in sight. Any ideas what might be causing this?

#55 goshko

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Posted 07 June 2010 - 02:32 PM

double post, sorry

Edited by goshko, 07 June 2010 - 02:33 PM.


#56 Turambar

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Posted 08 June 2010 - 09:36 AM

I'm using BGTutu, when i install the BG1 Animations, the whole games starts to be really choppy when the PC is in sight. Any ideas what might be causing this?


I had similar problems when I installed IA on BGT. Look at the size of your override folder: if it's BIG (>1 GB), or if your computer is not so new, you might need biffing

Edited by Turambar, 08 June 2010 - 09:45 AM.

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#57 Miloch

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Posted 08 June 2010 - 09:43 AM

I'm using BGTutu, when i install the BG1 Animations, the whole games starts to be really choppy when the PC is in sight. Any ideas what might be causing this?

"When the PC is in sight"? Isn't that pretty much all the time? Yes, you probably need to biff your game. IA copies an awful lot of data to the override, whether it be for BGT, BG2 or Tutu.

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#58 goshko

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Posted 09 June 2010 - 01:46 AM

thanks, will give it a go ;)

#59 goshko

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Posted 09 June 2010 - 05:15 AM

another problem: i install IA (as the last mod), Restore BG1 Animations, with Most Creatures option and everything install correctly with no errors, start a new a game, equip a katana and it shows up on my avatar as a katana (not only in the inventory but in game as well), so that means IA is not installed right? i also biffed my game as you guys suggested. what could be the problem?

#60 Miloch

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Posted 09 June 2010 - 10:46 AM

another problem: i install IA (as the last mod), Restore BG1 Animations, with Most Creatures option and everything install correctly with no errors, start a new a game, equip a katana and it shows up on my avatar as a katana (not only in the inventory but in game as well), so that means IA is not installed right? i also biffed my game as you guys suggested. what could be the problem?

That component does not affect PCs or joinable NPCs. You need to install the BG1 Exported Character or BG1 Saved Game modding component, whichever you want to do. And you need to override characters with the katana proficiency or who wield a katana (prompt for each or prompt for problematic) rather than skip them, or they won't get the animation. Do *not* try to dual wield with the BG1 animations, or it'll crash your game.

Unlike other components, these can and should be installed after biffing, as they do not affect your override folder (only the character and/or save folders).

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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle