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Hello! (-And a probably annoying question or two)


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#1 Grey_Wolf

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Posted 24 June 2013 - 03:27 AM

Hi guys, first of all, I'd like to say it's a wonderful feeling to finally be a small, insignificant part of such a wondrous modding community for one of my all time favorite, and unfortunately neglected, games, namely, Baldur's Gate 2. I'd also like to thank You personally, Erephine, for all the blood, sweat, tears and personal time You've poured into Your amazing 1PP Mod for all of us to use. That also applies to anyone who's helped out with either direct modding, or some encouragement.

 

Anyway, I'm blathering, trying to disguise my hidden shame. I haven't played more than about, twelve hours all up of BG2, though I did practically grow up as a young boy watching my Brother play it, waiting for my turn, which never came, as I was told to "read the book" before playing. Those memories are hazy now, and I've finally, after all these years, returned to play and enjoy the master piece that is BG2.

 

-Still blathering, i'll be getting onto my main point. I'm totally lost when it comes to modding. I want to get a slightly personalized first playthrough under my belt. I own BG2: Complete Edition from GoG, which comes with ToB, and I'm also considering buying number one for the Trilogy/combined mod, and of course, I'm going to be installing 1PP when I wrap my head around the car crash that just happened out side right now........

 

Anyway. The flaming first mercenaries from the first game, it just came to my attention that some of their...models or animation slots actually have full faced, medieval style sugarloaf/pot helms. I was just wondering if it was even possible, and I'm totally prepared to do it myself, with perhaps the barest of guides or tools, to replace the normal playerchar fighter animations/model with those of the FF mercs?

 

/Edit: Okay, So I've done a little research and come to a few conclusions. The NPC's I mentioned above don't actually have unique models or animation slots, they're simply both wearing two of the coolest helmets in the game. Seeing as how I can eventually acquire these helmets in BG1 and wear them, that's sorted, however, i'm still looking to possibly mod the helmets into BG2. Would this require me to completely replace the BG2 male fighter animslots with the BG1 animslots? Or can I simply port over the Helmets? Cheers guys.

 

 

Moving on, thanks so much for taking the time to read this guys and or gals, and I look forward to conversing with you all in the future. Cheers and have a good one,

Grey Wolf.

 

Tldr: Wondering if it was possible to make charname in BG1 and/or 2 look like flaming fist mercenaries with full helmets, or even watchers. ((Starting candlekeep guards.))


Edited by Grey_Wolf, 25 June 2013 - 02:46 AM.


#2 Grey_Wolf

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Posted 27 June 2013 - 03:50 AM

((Apologies for the double post))

 

I've done a little bit of research, and shortly realized I've made a mistake. The NPC's in BG1 aren't like in 2, they actually wear equippable armour, and don't have unique animations, so I've kind of made a giant fool out of myself, XD. So anyway, is it possible to port over (from Bg1 to 2) both the "Ingame" animation slots and paperdoll images of the flaming first mercenary helmet? http://baldursgate.w..._(flaming_fist)

 

I also might be up for editing the actual paperdolls of the human male fighter, and the ^ helmet above too. Cheers once again guys,

 

Grey Wolf.



#3 The Imp

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Posted 27 June 2013 - 03:59 AM

Actually if you wish to do this to a specific NPC(party member), you should be able to just do it via a savegame editor, like say the Shadowkeeper, by switching the used animation figure of the character. This won't probably work with the Animation switcher... or you actually have to make the char immune to the effect.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#4 Grey_Wolf

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Posted 19 July 2013 - 12:56 AM

Ah, that was quite a useful tool You led me to Imp, thank You very much. It was pretty interesting playing around as NPC's as such, though unfortunately i still haven't actually got the desired result yet. So there's no known way to convert the human male fighter animations from BG1 to Shadows Of Amn? I really liked the helmet design in the first game, can't stand all the open faced helms in 2.



#5 The Imp

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Posted 19 July 2013 - 01:51 AM

Erhm I might have been a little loof on the response on the above... so I made a point on making this one even worse. :devil: :twisted:

 

What you need is the Infinity Animation mod, and the part 1 extracted correctly and installed, then you also need to be sure that the game doesn't have the:

1ppv4: Smart Avatar & Armour Switching - component installed or any other avatar/animation swithching script mods(or Item Revision). Or there's the immunity option. :ph34r:

And you then need to edit the savegame, and if my memory is correct use the "short" animation slots instead of the normal to get the Infinity Animations BG1 animations as those should replace the "short" animations. The Infinity Animations should of course refresh the animation names list, so is should be notizable in Shadowkeeper as well.

 

And if the game crashes when you load a savegame if you have items on the character, say dual weilding swords, that's normal as there's no animation for that in the BG1 animations...


Edited by The Imp, 19 July 2013 - 01:56 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 Grey_Wolf

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Posted 20 July 2013 - 01:40 AM

Ah! This is perfect! It's exactly what I wanted. Thank You so very much man, I owe you about 20 internets. I've been fiddling around with trying to install Part 1 and I can't quite get it to work. Oh well, I'll have another try tommorow. Anyway, thanks sooo much mate!

 

/Edit: Hmmm. I finally think I've installed it correctly, however, when I set my PC's anim slot/appearance to L Fighter Human Male the game crashed to desktop, xD.

 

/Doubleedit: I've finally done it! Huzzah! All thanks to You Imp. Words really can't express just how grateful I am for the help. Now I'm going to uninstall BG2 and start again with a fresh copy, try and get it to work with Tutu.


Edited by Grey_Wolf, 20 July 2013 - 02:36 AM.


#7 Grey_Wolf

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Posted 26 July 2013 - 02:45 AM

Double Post Alert:

 

So it doesn't work with *Baldur's Gate Trilogy. That doesn't really bother me anyway, it's nice enough having the original animations in a vanilla copy of 2. I'm currently on a bit of a tweaking spree actually, I've got a custom portrait, and I'm going to see if I can add a new sound-set from the enhanced edition to both games. I'm also considering having a crack at trying to directly edit the helmet animation slot, see if I can recolor the browny gold looking visor to opaque black, much like Erephine did for Her simply amazing 1PP Mod, specifically the edited helmets, although I've got no idea on how to start, xD.

 

Anyway, I'll return once I either succeed or fail horribly, with my results. Happy Adventuring Everyone!



#8 Nicotine Caffeine

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Posted 24 October 2013 - 04:51 PM

Look, if u really NEED the animation of "human cleric with platemail armor" and u're playing with a game where the animations SUCKs as bgII or IWDII, u can also simply export the animation that u want from bgI (with near infinity of course) and then import them on the other game (by dropping them on the override foolder) and changing their name in "MDGU1...ecc" since the "Doom Guard" has no animation, but has the same slots of the normal characters of the original games. And when u will equip your beloved helms, u will see the original ones, and not the shitty ones from bgII engine. After that, if u want to be the only one with that animation, u have simply find the monsters with that animation (they're really few) and then u change their animation with... i don't know, maybe the animated plate (that u can import as well from icewind dale). I'm telling u that if, like me, to u too the mod that switches all the char animations doesn't work..


Edited by Nicotine Caffeine, 25 October 2013 - 04:20 PM.