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Solved: How to Edit your Character Avatar Equipment Animation Slot

avatar Opcode 53 help

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#1 Reddbane

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Posted 29 October 2016 - 08:43 PM

I've been playing variations on Fighter-Mages for a while now in the BG games and I'm getting a little tired of watching my character walk around naked under his kilt and wearing a silly little half shirt with no sleeves.  I know I can change the characters avatar to be a wizard in EEkeeper, but I'm not a fan of the beard or the widows peak.  Is there a way using EEkeeper, using Opcodes, to make it so my character has the permanent appearance of wearing Leather, or Mail, or Plate Armor, no matter what armor he is or is not wearing?  If not is there a way to do it using nearinfinity?  Also would any of these solutions interfere with appearance changes that occur during normal play, such as polymorph, shapshifing, etc.?

 

So yesterday I posted this on the Gibberlings Modding Q&A and The Imp directed me here, because apparently 1PP contains an avatar morphing script that may do some of the things codding wise I want to do.  Specifically I want to apply a permanent code/effect(s) to my PC so he always looks like he is wearing chain mail armor in paperdoll and world sprite, no matter what or nothing he is wearing.  There was mention of Opcode 53 and near infinity, but I'm not sure how to do it myself.  If any one could lend me some help it would be greatly appreciated or at least single out the code or link to the script.  (I could not find it in the pinned download thread.  For all I know it's in there, but I'm lost.)

 

So this is my original post, but after some discussion I've abandoned the idea of changing my avatar appearance using a script or a dummy equipment item since that seems to be impossible or extremely difficult and unstable.  What I want to now do is make it so that when a Cleric or a Fighter sprite, when equipping a robe which uses the "Mage robe 1, 2, 3"/"2W, 3W, 4W" appearance script, rather than not changing at all, applies either the leather or chain mail world and paperdoll sprite.  I know Equipment scripts can apply different appearances based on the avatar, as leather armor looks different on Fighters than on Clerics, and I know you can edit the equipment appearance animation files since Sentrizeal did it in his Alternate Avatars Mod.  I just don't know how to do it yet.  Can anyone point me in the right direction tutorial wise or offer some advice?

 

Success!
 
Now I can finally play a Kensai or Fighter/Mage and not look like a naked goober!

 

d064fbbuwumy.png

 

And here is the inventory shot. Note I'm wearing no cloak, but still look cool. Also thanks to the advanced color choices in EEkeeper my character looks like he's wearing some nice threads, plus since I'm not using the chainmail code my character doesn't jingle as he walks.

sbkxloiz1tny.png

 

Strange these days we take for granted this level of customization in our games.


Edited by Reddbane, 05 November 2016 - 07:58 PM.


#2 Gwendolyne

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Posted 30 October 2016 - 02:06 AM

Add the following effect to your creature :

 

Opcode: Graphics: Animation Change [53]

Target: 1 Self

Timing: 1-Permanent

Parameter1 (Animation ID): 24832

Parameter2: 2   (Change animation - permanently)

Power: 9

 

All other values set to 0.


CARPE DIEM ....
 

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

#3 Reddbane

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Posted 30 October 2016 - 01:01 PM

Add the following effect to your creature :

 

Opcode: Graphics: Animation Change [53]

Target: 1 Self

Timing: 1-Permanent

Parameter1 (Animation ID): 24832

Parameter2: 2   (Change animation - permanently)

Power: 9

 

All other values set to 0.

 

By power do you mean the offset 0x010 entry?  Anyway I tried this and either nothing happens, and when I reload the save file in eekeeper the effect has disappeared from the effects tab, or if I change the effect to "instant, permanent" and "100% min 100% max probability" the effect stays on the character, but still nothing changes, in other words the character looks like it normally should if wearing no armor, leather armor, or plate armor, rather than remaining permanently looking as if he is wearing chain armor.

 

P.S.: I use code 24576 rather than 24832, because my character uses the "cleric male human" appearance set.



#4 The Imp

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Posted 30 October 2016 - 01:40 PM

USE THE 0x6200 MAGE_MALE_HUMAN
 
Aka 25088 because you want the avatar to be mage, not cleric that has no robe animation.
because my character uses the "cleric male human" appearance set.
Yeah, this is exactly what the opcode changes, so you want to be anything but the "cleric male human" ... to actually notice the difference.

Edited by The Imp, 30 October 2016 - 02:04 PM.

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.


#5 Reddbane

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Posted 30 October 2016 - 04:24 PM

USE THE 0x6200 MAGE_MALE_HUMAN
 
Aka 25088 because you want the avatar to be mage, not cleric that has no robe animation.

because my character uses the "cleric male human" appearance set.
Yeah, this is exactly what the opcode changes, so you want to be anything but the "cleric male human" ... to actually notice the difference.

 

All this does is make my character use the mage avatar, if I am coding it correctly, that is using Opcode 53, setting Animation ID as "25088" or "0x6200" and setting power (offset 0x010) to "9".  I am I doing something wrong?  To reiterate I want my character to permanently look as if he is a Cleric in chain armor, regardless of lack of armor or if using a robe, as I am playing a Fighter Mage and will be without armor for a long time.



#6 Reddbane

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Posted 30 October 2016 - 08:22 PM

@The Imp

@Gwendolyne

To clear some things up, what I want to do is somehow apply the "Equipped appearance: 3A - Chainmail" to my character without an item, and make sure that it overrides any appearance that would be applied but putting on a robe.  I know theoretically I could do this by creating a dummy item in near-infinity, but I don't want any of my character's equipment, ammo, or item slots to be taken up by a useless item.  Is there some way to do this?



#7 The Imp

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Posted 31 October 2016 - 04:33 AM

Ahh, so you want that way... well then I am not sure that can be done... one way you can try is to not use the opcode 53, but the opcode 135 ...

Opcode: Polymorph into Specific [135]
Target: 1 Self
Timing: 1-Permanent
Parameter1:  0
Parameter2: 1
Resource: x
Power: 9

x being a creature that has the armor appearance you want to have ...
Of course you might not be able to see your weapons... but that's such a minor thing.. which is why I am not sure this can actually be done.

Edited by The Imp, 31 October 2016 - 07:51 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.


#8 Reddbane

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Posted 31 October 2016 - 07:16 AM

Ahh, so you want that way... well then I am not sure that can be done... one way you can try is to not use the opcode 53, but the opcode 135 ...

 

Isn't there some way to "trick" the game engine into thinking something's equipped, or at least making it play the equipped animation using a spell or effect?  It's seems so bizarre that you can use an spell/effect to do so many things to your appearance, but you apparently cannot affect this one aspect.  Could something be done using a dummy quick item or ammo set, or just an bauble the remains in your inventory? 



#9 Fiann of the Silver Hand

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Posted 31 October 2016 - 01:18 PM

Also consider this:

 

https://gibberlings3...ation_order.htm



#10 Reddbane

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Posted 31 October 2016 - 07:03 PM

Also consider this:

 

https://gibberlings3...ation_order.htm

 

This is so aggravating. Even if I set a custom ring or bracer or helmet's custom equipped appearance to "3A - Chainmail" it does not apply that appearance to the sprite when equipped to their slot.  Apparently certain sprite changes are somehow stuck to a certain slot, though I'm confused then why you can choose them for any item.  Is this all hard coded? Is there any way to get around this? Is there anyone who can explain how the engine decides when and when not to change equipment appearance?

 

A slightly different question: currently if your character has a thief or cleric or fighter sprite, and you equip a robe there is no change to your appearance other than color, even though either "Mage robe 1, 2, 3"/"2W, 3W, 4W" is applied. As far as I know these codes only change the Mage Sprite appearance.  Is there some edit I can make to that these animation scripts also when applied to a cleric/fighter they make him apply the chain mail or leather armor script.  I know equipment animation sets can apply different appearances based on the sprite they apply to, as a thief and a cleric and a fighter all look different when wearing the same leather armor.  Is that choice connected to the individual Sprite scripts or the item appearance script?  Can someone here with more experience with infinity's animation modding offer so advice? I know Sentrizeal was able to mod the appearance of the elf fighter sprite leather armor sprite; is this in anyway similar?

 

I could make a custom robe that applies the chain mail appearance to my character, but once I pick up a real in game robe I don't want my character to be suddenly be running around in his skivvies, and I don't want to edit all in game robes to the default chain mail appearance, as it will rob regular mage sprites of their fancy robe sprites.



#11 Fiann of the Silver Hand

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Posted 31 October 2016 - 08:01 PM

You'd have to keep re-applying the change at the places where it checks, I guess:  loading a save, entering a new area (which is going interior/exterior, and not just big world map changes).

 

If you want this only for Charname, you could make/edit his custom script to check for appearance, and change it if needed.  It's still going to be imperfect, though, with split-second gaps of "inappropriate" appearance.

 

(you could actually write separate blocks to be inserted into party scripts, named after what you wanted the appearance to be.  A bit of duplication work, but possibly the only close solution)


Edited by Fiann of the Silver Hand, 31 October 2016 - 08:03 PM.


#12 Reddbane

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Posted 01 November 2016 - 09:35 AM

You'd have to keep re-applying the change at the places where it checks, I guess:  loading a save, entering a new area (which is going interior/exterior, and not just big world map changes).

 

If you want this only for Charname, you could make/edit his custom script to check for appearance, and change it if needed.  It's still going to be imperfect, though, with split-second gaps of "inappropriate" appearance.

 

(you could actually write separate blocks to be inserted into party scripts, named after what you wanted the appearance to be.  A bit of duplication work, but possibly the only close solution)

 

Unfortunately the change doesn't apply even after loading a save or entering a new area if equiped in any other slot other than armor.  Now, though, I think I going to avoid custom script and effects and go right to altering the cleric and/or fighter sprite to use the chain sprite or leather sprite when "Mage robe 1, 2, 3"/"2W, 3W, 4W" script is applied, since currently nothing happens when they equip Robes. Now I just have to figure out how to do that. Could anyone point me the direction where the helpful info/people might be?



#13 -BGfan86-

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Posted 13 March 2017 - 07:16 AM

This can easily be done by using the "visleather / visplate" etc armors in EEkeeper. These are undroppable and have no stats, they are allso colorless meaning they dont have set colors for leather and metal slots. If you want stats to these items just use nearinfinity, seatch up the item code for the item you want the stats of (for example plat01 for basic plate), copy the effects and paste them into your visplate. You dont even need to restart the game to do it.







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