Hi, Sergio.
Thanks for trying my mod.
WRT to 1), Im afraid those glitches are caused by some kind of engine bug. I cant think of anything the mod does that could cause that behaviorall I do is assign the BG1 sprites to slots and give them to CRE files. I even renamed the sprite files so that they wouldnt have the same name as BG2 sprites to avoid conflicts. FWIW the only glitch I have personally experienced in my playthroughs (I always use BG1 sprites) is the character lying on the ground one, and it happened pretty rarely.
As for 2, I have never used Lavas icons but I would expect things to come down to which component is installed first. If you install mine first, icons will subsequently be overwritten with Lavas when you install that component (but you would still get colors from my mod, as I dont think that component of Tweaks Anthology actually touches item coloring). If you install my component last, Lavas icons will be overwritten with mine.
Andrea C.
Member Since 17 Jul 2007Offline Last Active Mar 06 2026 10:05 AM
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In Topic: Nostalgia Pack
31 January 2026 - 11:55 AM
In Topic: Current Status of Infinity Animations
22 January 2026 - 03:13 AM
Siege of Dragonspear adds hamatula devils. It would be nice if IA had the option to give them the NWN animation.
Forgot to mention: Siege of Dragonspear also adds displacer beasts, which could also be given the NWN animation.
In Topic: Current Status of Infinity Animations
21 January 2026 - 12:15 AM
That is very interesting and insightful, thank you.
Im glad to hear those dapper NWN animations may indeed get IS-ified once IA 6 is released. Now Im even more excited to see how things develop
Im glad to hear those dapper NWN animations may indeed get IS-ified once IA 6 is released. Now Im even more excited to see how things develop
In Topic: Current Status of Infinity Animations
20 January 2026 - 10:31 AM
@Graion Dilach
That was insightful
My source wasnt really a source as much as an uneducated assumption on my part. I figured NWNs sound sets would have a different structure from the Infinity Engines, and that therefore mapping them 1:1 would be impossible. I also assumed that all NWN animations had been ported without their accompanying sounds (my assumption was, in this case, highly uneducated and based solely on the fact that IA is not an audio mod and that most people dont seem to care about audio anyway.)
I would like nothing more than to have been wrong. NWN animations are pretty spiffy and Id love to use them to give my game a more varied appearancebut I would only do that if their attack sounds matched their respective animations frame by frame (IS spoiled me and I cant play any other way now.)
The inconsistent porting is something I was unaware of, but heres to hoping IA v6 will take care of it.
That was insightful
My source wasnt really a source as much as an uneducated assumption on my part. I figured NWNs sound sets would have a different structure from the Infinity Engines, and that therefore mapping them 1:1 would be impossible. I also assumed that all NWN animations had been ported without their accompanying sounds (my assumption was, in this case, highly uneducated and based solely on the fact that IA is not an audio mod and that most people dont seem to care about audio anyway.)
I would like nothing more than to have been wrong. NWN animations are pretty spiffy and Id love to use them to give my game a more varied appearancebut I would only do that if their attack sounds matched their respective animations frame by frame (IS spoiled me and I cant play any other way now.)
The inconsistent porting is something I was unaware of, but heres to hoping IA v6 will take care of it.
In Topic: Current Status of Infinity Animations
15 December 2025 - 09:06 AM
This thread is becoming my monologue LOL
Siege of Dragonspear adds hamatula devils. It would be nice if IA had the option to give them the NWN animation.
Siege of Dragonspear adds hamatula devils. It would be nice if IA had the option to give them the NWN animation.
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