Looking for:
a small team of people with a personal interest in seeing this happen
· with a bit of time
· with a bit more of patience
· ideally with rudimentary coding skills
· even more ideally with rudimentary knowledge of BGII animations
(but not necessary)
input from other relevant mod(s)
· ideally approaching standardisation
Details:
About me:
Previous mod experience: currently prolific author of 1pp
Have been modding IE for about five years off and on (whoa)!
What's going on:
While editing certain aspects of my (above) mod I spent some time working with the internal structure of IE animation slots, and was delighted to find them relatively comfortable to work with. Of course, after having successfully implemented the changes that affect my mod, that knowledge was nagging at me - it opened up quite a few more possibilities.
To cut a long story short, I've been annoyed by the animation slot problem before and know I'm not the only one, so I looked into it.
It turns out if you know what you're doing adding extra animation slots seems to be a relatively simple and straightforward task. I thought about doing things on my own but ultimately came to the conclusion that I don't think this is
· inside the scope of my mod at all, which I'd like to continue investing my time into
· something that is personally worth it for me on a large scale
So I'm basically asking if there is (still) anyone interested who does find it worth their while and would be willing to collaborate with me.
I imagine this should be most interesting for mega modifications looking to add animations, but also projects like the IWD to BGII port, which could natively support the animations missing in BGII.
I know there is a few people about who previously worked with porting animations to BGII using various workarounds such as the weapon animation method, which were far from perfect.
If you fit any of the above, or are involved in a mod that might benefit from this, or simply would like to have more animation slots in BGII, this is your chance to get in on the act and help make it happen.
So where do things go from here?
If we can get a few people interested in working on this, the next step would be looking into hosting (either here or elsewhere, I'd be flexible for this) so we have a place to discuss/share. I'd be willing to handle some of the coordination, write up a detailed step-by-step process for things (and providing back-and-forth support where it falls short!), convert animations where necessary, intermittently contribute some content myself, and anything random that pops up.
While this is very open-ended in scope and possibility, I'd like to see this project stay focussed on what would feel like an addition to the game, and I'd also like for any additions to be generally on the same level of quality of the original games.
Ideally this could also be a chance to have an open conversation with various larger mods that currently add animations to try and approach a standardised implementation.
What needs to be done:
· Decide which animations to include
· Organise, rename and if necessary convert them
· Writing the patch for the executable (sounds much scarier than it is, I assure you!)
· Create an optional BGII/TuTu mod that makes use of them where applicable
· Implementing all of the above into an installer
· Provide documentation
I'm mainly looking for people who can contribute with #2, #3 and #4 of that list, so if you feel you'd like to help out with any of them that would be lovely!
I'd just like to mention again the actual editing is very straightforward, so please don't be intimidated. <3
Expected development time:
A few hours per animation at most, which can be spread out among people.
Possibly a bit more to familiarise yourself with the process at first.
****
Naturally, because
The installer is ToB only, which needs to be patched to v26498. It is also very stupid and will overwrite your animate.ids and anisnd.ids files for NI to be able to cope with the new animation, so be sure to back them up. After installing, simply set a character of yours (or anything else) to IC_YUANTI4 in NearInfinity and loooooook.
If there's anything that doesn't make sense in this post, feel free to ask and I'll update it accordingly!