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Creature Animations by Mod.


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#1 Arkenor

Arkenor
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Posted 03 December 2009 - 04:56 AM

Herein lies information regarding which animations are placed in which slot by each mod, and the creatures that use them, combined with the new animation codes used by IA.

Big Picture 179d Core Component

It should be noted that BP179d does, in addition to the following creatures, also copy over some animation-altered creatures from TDD and SoS. They're not easy to detect here, but will be easily found and listed when we go through their parent mods.

Included animations:

MZO3 IC_ZOMBIE2 : Dark Treant
MLIC IC_LICH : Drider Male
MUM2 IC_UMBERHULK : Drider Female
MTSN IC_SNOW_TROLL : Snow Troll
MOR5 IC_ORC_SHAMAN : Orc Shaman
MLIZ IC_LIZARDCASTER1 : Extra weapons for BG2's brown lizardman													  
MLI3 IC_LIZARDCASTER3 : Lizard King

Creatures that should work automatically

BPLIZKNG.CRE : IC_LIZARDCASTER3 Lizard King
BPLIZSHA.CRE : IC_LIZARDCASTER3 Lizard King
ICLIZ03.CRE  : IC_LIZARDCASTER3 Lizard King

BPLIZMAN.CRE : IC_LIZARDCASTER1
BPLIZGRD.CRE : IC_LIZARDCASTER1

Creatures using above animations that need patching:

BPDRIFM1.CRE IC_LICH : Drider Male : 0x5002 µAC
BPDRIF01.CRE IC_LICH : Drider Male : 0x5002 µAC
BPDRIF02.CRE IC_LICH : Drider Male : 0x5002 µAC

BPDRIC01.CRE : IC_UMBERHULK Drider Female : 0x5001 µAB 

BPTREELD.CRE : IC_ZOMBIE2 : Dark Treant : 0x523d µAA
BPTREBOS.CRE : IC_ZOMBIE2 : Dark Treant : 0x523d µAA
BPTREANT.CRE : IC_ZOMBIE2 : Dark Treant : 0x523d µAA
BPTRESU.CRE  : IC_ZOMBIE2 : Dark Treant : 0x523d µAA

Bone Hill

Added Animations:
Additional weapons for Brown Lizardman: MLIZ : IC_LIZARDCASTER1
Lizard King: MLI3 : IC_LIZARDCASTER3

Both of these appear on the already ported list so should not require any patching.

Creatures using above animations. They should all work automatically.:

BHLIZGRD.CRE : IC_LIZARDCASTER1
BHLIZKNG.CRE  : IC_LIZARDCASTER3
BHLIZSHA.CRE : IC_LIZARDCASTER1


Check the Bodies

Included animations:

MGH2 IC_GHOUL		   Barbarian 1
MGH3 IC_GHAST			Barbarian 2
MGHO IC_GHOST		  Ghost
MGO3 IC_GOBLINELITE_AXE Bugbear
MHIS IC_HISTACHII	   Drider Male
MMY2 IC_MYCONID2	Bugbear Captain
MTIC IC_ICE_TROLL	 Half-Dragon Red  (Red Harpy)
MWIG IC_WIGHT		  Drider Female
MZO2 IC_ZOMBIE		Half-Dragon Black (Black Harpy)
MZO3 IC_ZOMBIE2	  Dark Treant


Creatures that should work automatically:

CBMALR6B.CRE IC_GHOST Ghost
CBSELIMS.CRE IC_GHOST Ghost


Creatures using above animations that need patching:

CBBGBERA.CRE IC_GOBLINELITE_AXE Bugbear  :  0x500e µAO 
CBBGBER1.CRE IC_GOBLINELITE_AXE Bugbear  :  0x500e µAO 
CBBGBERB.CRE IC_GOBLINELITE_AXE Bugbear  :  0x500e µAO 
CBBGBERC.CRE IC_GOBLINELITE_AXE Bugbear  :  0x500e µAO 
CBBGBERD.CRE IC_GOBLINELITE_AXE Bugbear  :  0x500e µAO 

CBNRT001.CRE IC_GHOUL  Barbarian 1  0x5280 µCP
CBNRT002.CRE IC_GHOUL  Barbarian 1  0x5280 µCP
CBNRT003.CRE IC_GHOUL  Barbarian 1  0x5280 µCP
CBNRT020.CRE IC_GHOUL  Barbarian 1  0x5280 µCP


CBNRT004.CRE IC_GHAST Barbarian 2  0x5281 µCQ
CBNRT005.CRE IC_GHAST Barbarian 2  0x5281 µCQ
CBNRT010.CRE IC_GHAST Barbarian 2  0x5281 µCQ
CBNRT025.CRE IC_GHAST Barbarian 2  0x5281 µCQ

CBDRIMML.CRE	 IC_HISTACHII : Drider Male : 0x5002 µAC
CBDRIMSL.CRE	 IC_HISTACHII : Drider Male : 0x5002 µAC

CBBGBER.CRE  IC_MYCONID2	Bugbear Captain  : 0x500f µAP
CBBGBERW.CRE IC_MYCONID2  Bugbear Captain  : 0x500f µAP
CBBGBERX.CRE IC_MYCONID2   Bugbear Captain  : 0x500f µAP
CBBGBERY.CRE IC_MYCONID2   Bugbear Captain  : 0x500f µAP
CBBGBERZ.CRE IC_MYCONID2   Bugbear Captain  : 0x500f µAP

CBDRIFSL.CRE IC_WIGHT : Drider Female : 0x5001 µAB 
CBDRIFML.CRE IC_WIGHT : Drider Female : 0x5001 µAB 
CBDRIFAL.CRE IC_WIGHT : Drider Female : 0x5001 µAB 


CBHARPY2.CRE IC_ICE_TROLL Half-Dragon Red	0x5241 µAE
CBHARPYW.CRE IC_ICE_TROLL Half-Dragon Red   0x5241 µAE
CBHARPYX.CRE IC_ICE_TROLL Half-Dragon Red	0x5241 µAE
CBHARPYY.CRE IC_ICE_TROLL Half-Dragon Red	0x5241 µAE
CBHARPYZ.CRE IC_ICE_TROLL Half-Dragon Red	0x5241 µAE

CBHARPY1.CRE IC_ZOMBIE Half-Dragon Black  0x5240 µAD
CBHARPYA.CRE IC_ZOMBIE Half-Dragon Black  0x5240 µAD
CBHARPYB.CRE IC_ZOMBIE Half-Dragon Black  0x5240 µAD
CBHARPYC.CRE IC_ZOMBIE Half-Dragon Black  0x5240 µAD
CBHARPYD.CRE IC_ZOMBIE Half-Dragon Black  0x5240 µAD

CBTREANT.CRE IC_ZOMBIE2 Dark Treant : 0x523d µAA

Drizzt Saga

Added Animations:
Frost Giant: MNO2: IC_OROG2	(Sounds packaged)
Cyclops: MCYC: IC_CYCLOP	(Sounds packaged)
Harpy: MTIC: IC_ICE_TROLL	(Sounds packaged)
Belhifet: MUMB: IC_UMBERHULK	(Sounds packaged)
Marilith: MTAN: IC_MERILITH



Creature Files that should update automatically.

F_CYCLOP.CRE	Cyclops

Creature Files requiring patch:

F_BEL.CRE	   Belhifet:	 0x502f µBV
F_GIANTF.CRE	   Frost Giant:	 0x502b µBR
F_HARPY.CRE	   Harpy:		 0x5269 µBS
F_MARI.CRE	   Marilith:		 0x502a µBQ


Never Ending Journey 4.02 with 6.02 patch

Included animations:
MBBM IC_BEETLE_BLACK  Black Beetle
MBET IC_BEETLE_COPPER Copper Beetle
MBFI IC_BEETLE_FIRE   Animated Plate 1 (Sentry 2) 
MGHO IC_GHOST   Ghost
MHIS IC_HISTACHII  Animated Plate 3 (Sentry 1)
MLER IC_LICHBLACK  Yeti
MLI2 IC_LIZARDMAN2 Green Lizardman
MLI3 IC_LIZARDCASTER3 Lizard King
MLIZ IC_LIZARDCASTER1 Brown Lizardman with extra weapons
MOR3 IC_ORC_MELEE3  Verbeeg
MSH1 IC_SHADE IWD Shadow
MSH2 IC_SHADE2 IWD Shadow 2
MTSN IC_SNOW_TROLL Snow Troll
MWIG IC_WIGHT   Wight 1
MWI2 IC_WIGHT2  Wight 2
MWI3 IC_WIGHT3  Red Wight (Actually he's yellow, but wearing a red top) Is this the same as IWD Wight 3 in the docs?

The following creatures should work automatically:

BEETBOR.CRE IC_BEETLE_BLACK  Black Beetle
EHBEETLE.CRE IC_BEETLE_BLACK  Black Beetle

BEETBOMB.CRE  IC_BEETLE_COPPER Copper Beetle
DEANKHEG.CRE  IC_BEETLE_COPPER Copper Beetle  (Appears to be an ankheg. Odd. Maybe a baby?)

VAMPSOUL.CRE  IC_GHOST   Ghost
SHADFI01.CRE  IC_GHOST   Ghost

WRAITH01.CRE  IC_WIGHT   Wight 1

WIGHCOLD.CRE  IC_WIGHT2  Wight 2
ZOMBIE01.CRE  IC_WIGHT2  Wight 2

HISTACHI.CRE  IC_WIGHT3  Red Wight 
HISTACH1.CRE  IC_WIGHT3  Red Wight 
HISTACH2.CRE  IC_WIGHT3  Red Wight 
HISTACH3.CRE  IC_WIGHT3  Red Wight 
HISTACH4.CRE  IC_WIGHT3  Red Wight 
HISTACH5.CRE  IC_WIGHT3  Red Wight 
HISTACH6.CRE  IC_WIGHT3  Red Wight
HISTACH7.CRE  IC_WIGHT3  Red Wight 
HISTACH8.CRE  IC_WIGHT3  Red Wight  

ICLIZ02.CRE   IC_LIZARDMAN2 Green Lizardman
ICLIZ06.CRE   IC_LIZARDMAN2 Green Lizardman
ICLIZ07.CRE   IC_LIZARDMAN2 Green Lizardman

ICLIZ03.CRE   IC_LIZARDCASTER3 Lizard King
LIZKING.CRE   IC_LIZARDCASTER3 Lizard King

ICLIZ01.CRE   IC_LIZARDCASTER1 Brown Lizardman
ICLIZ04.CRE   IC_LIZARDCASTER1 Brown Lizardman
ICLIZ05.CRE   IC_LIZARDCASTER1 Brown Lizardman
LIZDEAD.CRE   IC_LIZARDCASTER1 Brown Lizardman

TROLSN01.CRE  IC_SNOW_TROLL Snow Troll
TROLSN02.CRE  IC_SNOW_TROLL Snow Troll



The following creatures may need to be patched:

Sentry 1
DOOMGUAR.CRE  IC_HISTACHII  Animated Plate 3  0x527b µCK 
RDUNDEAD.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK 
RDUNDEA2.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK 
RDUNDEA3.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK 
RDUNDEA4.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK 

DOOMWARR.CRE IC_BEETLE_FIRE   Animated Plate 1  0x5279 µCI 
DOOMLEUT.CRE   IC_BEETLE_FIRE   Animated Plate 1  0x5279 µCI 
LETHIAS.CRE	   IC_BEETLE_FIRE   Animated Plate 1  0x5279 µCI 

SHADOW01.CRE  IC_SHADE IWD Shadow   0x526a µBT 
SHADOWSU.CRE  IC_SHADE IWD Shadow   0x526a µBT 
SHADSOUL.CRE  IC_SHADE IWD Shadow   0x526a µBT 
SHATSOUL.CRE  IC_SHADE IWD Shadow   0x526a µBT 

SHADFI02.CRE  IC_SHADE2 IWD Shadow 2 0x526b µBU

VERBEEG.CRE	IC_ORC_MELEE3  Verbeeg  0x5050 µDC
VERBEEGD.CRE  IC_ORC_MELEE3  Verbeeg  0x5050 µDC
VERBDEAD.CRE  IC_ORC_MELEE3  Verbeeg  0x5050 µDC


YETICHEF.CRE  IC_LICHBLACK  Yeti  0x528b µDA
YETINEUT.CRE  IC_LICHBLACK  Yeti  0x528b µDA
YETITUND.CRE  IC_LICHBLACK  Yeti  0x528b µDA


Never Ending Journey 6.91

Included animations:
MBBM IC_BEETLE_BLACK  Black Beetle
MBET IC_BEETLE_COPPER Copper Beetle
MBFI IC_BEETLE_FIRE   Animated Plate 1 (Sentry 2)
MHIS IC_HISTACHII  Animated Plate 3 (Sentry 1)
MGHO IC_GHOST   Ghost
MLER IC_LICHBLACK  Yeti
MLI2 IC_LIZARDMAN2 Green Lizardman
MLI3 IC_LIZARDCASTER3 Lizard King
MLIZ IC_LIZARDCASTER1 Brown Lizardman with extra weapons
MOR3 IC_ORC_MELEE3  Verbeeg
MSH1 IC_SHADE IWD Shadow
MSH2 IC_SHADE2 IWD Shadow 2
MTSN IC_SNOW_TROLL Snow Troll
MWI2 IC_WIGHT2  Wight 2
MWIG IC_WIGHT   Wight 1
MWI2 IC_WIGHT2  Wight 2
MWI3 IC_WIGHT3  Red Wight


Additional Since 6.02
MGO3 IC_GOBLINELITE_AXE IWD Goblin Leader
MBRH IC_BEETLE_RHINOCEROUS  Frost Giant
MTIC IC_ICE_TROLL Neo Orog Elite
MGH2 IC_GHOUL   IWD Golem



The following creatures should work automatically:

BEETBOR.CRE IC_BEETLE_BLACK  Black Beetle
EHBEETLE.CRE IC_BEETLE_BLACK  Black Beetle

BEETBOMB.CRE  IC_BEETLE_COPPER Copper Beetle
DEANKHEG.CRE  IC_BEETLE_COPPER Copper Beetle (Appears to be an ankheg. Odd. Maybe a baby?)

SHADFI01.CRE  IC_GHOST   Ghost

WRAITH01.CRE  IC_WIGHT   Wight 1

WIGHCOLD.CRE  IC_WIGHT2  Wight 2
ZOMBIE01.CRE  IC_WIGHT2  Wight 2

HISTACHI.CRE  IC_WIGHT3  Red Wight
HISTACH1.CRE  IC_WIGHT3  Red Wight
HISTACH2.CRE  IC_WIGHT3  Red Wight
HISTACH3.CRE  IC_WIGHT3  Red Wight
HISTACH4.CRE  IC_WIGHT3  Red Wight
HISTACH5.CRE  IC_WIGHT3  Red Wight
HISTACH6.CRE  IC_WIGHT3  Red Wight
HISTACH7.CRE  IC_WIGHT3  Red Wight
HISTACH8.CRE  IC_WIGHT3  Red Wight

ICLIZ02.CRE   IC_LIZARDMAN2 Green Lizardman
ICLIZ06.CRE   IC_LIZARDMAN2 Green Lizardman
ICLIZ07.CRE   IC_LIZARDMAN2 Green Lizardman

ICLIZ03.CRE   IC_LIZARDCASTER3 Lizard King
LIZKING.CRE   IC_LIZARDCASTER3 Lizard King

ICLIZ01.CRE   IC_LIZARDCASTER1 Brown Lizardman
ICLIZ04.CRE   IC_LIZARDCASTER1 Brown Lizardman
ICLIZ05.CRE   IC_LIZARDCASTER1 Brown Lizardman
LIZDEAD.CRE   IC_LIZARDCASTER1 Brown Lizardman

TROLSN01.CRE  IC_SNOW_TROLL Snow Troll
TROLSN02.CRE  IC_SNOW_TROLL Snow Troll



The following creatures may need to be patched:

Sentry 1
DOOMGUAR.CRE  IC_HISTACHII  Animated Plate 3  0x527b µCK
RDUNDEAD.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK
RDUNDEA2.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK
RDUNDEA3.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK
RDUNDEA4.CRE   IC_HISTACHII  Animated Plate 3  0x527b µCK

DOOMWARR.CRE IC_BEETLE_FIRE   Animated Plate 1  0x5279 µCI
DOOMLEUT.CRE   IC_BEETLE_FIRE   Animated Plate 1  0x5279 µCI
LETHIAS.CRE	   IC_BEETLE_FIRE   Animated Plate 1  0x5279 µCI

SHADOW01.CRE  IC_SHADE IWD Shadow   0x526a µBT
SHADOWSU.CRE  IC_SHADE IWD Shadow   0x526a µBT
SHADSOUL.CRE  IC_SHADE IWD Shadow   0x526a µBT
SHATSOUL.CRE  IC_SHADE IWD Shadow   0x526a µBT

SHADFI02.CRE  IC_SHADE2 IWD Shadow 2 0x526b µBU

VERBEEG.CRE	IC_ORC_MELEE3  Verbeeg  0x5050 µDC
VERBEEGD.CRE  IC_ORC_MELEE3  Verbeeg  0x5050 µDC
VERBDEAD.CRE  IC_ORC_MELEE3  Verbeeg  0x5050 µDC


YETICHEF.CRE  IC_LICHBLACK  Yeti  0x528b µDA
YETINEUT.CRE  IC_LICHBLACK  Yeti  0x528b µDA
YETITUND.CRE  IC_LICHBLACK  Yeti  0x528b µDA


Changed Animations:
This will still work automatically.
VAMPSOUL.CRE IC_SHADE IWD Shadow

New Creatures since 6.02 needing patching:

YETICHE2.CRE  IC_LICHBLACK  Yeti  0x528b µDA

GOBLINSP.CRE IC_GOBLINELITE_AXE IWD Goblin Leader  0x5252 µAV 
ICGOB04.CRE  IC_GOBLINELITE_AXE IWD Goblin Leader  0x5252 µAV 
TUPUNGCS.CRE IC_GOBLINELITE_AXE IWD Goblin Leader  0x5252 µAV 

GORG.CRE	IC_BEETLE_RHINOCEROUS  Frost Giant  0x502b µBR
JORIL.CRE   IC_BEETLE_RHINOCEROUS  Frost Giant  0x502b µBR
GIANTFS.CRE IC_BEETLE_RHINOCEROUS  Frost Giant  0x502b µBR
GIANTFN.CRE IC_BEETLE_RHINOCEROUS  Frost Giant  0x502b µBR
GIANTFG.CRE IC_BEETLE_RHINOCEROUS  Frost Giant  0x502b µBR

GIAEARTH.CRE IC_GHOUL   IWD Golem   0x504b µCX

Region of Terror 2.1


Belhifet					: MUMB: IC_UMBERHULK
Cyclops					: MCYC: IC_CYCLOP
Frost Giant					: MNO2: IC_OROG2
Marilith					: MTAN: IC_MERILITH
Isair  (Samurai)			: MZO2: IC_ZOMBIE
Half-Dragon Red (Virgin)		: MTIC: IC_ICE_TROLL 
White Abaishai				: MGO4: IC_GOBLINELITE_BOW
Yeti						: MLIC: IC_LICH

Creatures that should work automatically:

CYCLOP.CRE : IC_CYCLOP : Cyclops
CYCLOP2.CRE : IC_CYCLOP: Cyclops
CYCLOP3.CRE : IC_CYCLOP: Cyclops
CYCLOP4.CRE : IC_CYCLOP: Cyclops
CYCLEAD.CRE : IC_CYCLOP: Cyclops



Creatures using above animations that need patching:


There's something weird going on with some of these. For instance the FROSTGI CRE are definitely frost giants, but the CRE files in the installer are definitely set up to use IC_GOBLINELITE_BOW which are, in this mod, Abishai. Nevertheless they end up using IC_OROG2 in my main install, so something somewhere must be fixing them. So the first 8 of these should actually be IC_OROG2, and I'll apply the Frost Giant code accordingly. I hope that doesn't end up breaking something.

BREFR1.CRE   : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR
BREFR2.CRE   : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR
FROSTGG.CRE  : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR
FROSTGI.CRE  : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR
FROSTGI2.CRE : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR
FROSTGI3.CRE : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR
FROSTGI4.CRE : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR
FROSTHAM.CRE : IC_GOBLINELITE_BOW : Frost Giant : 0x502b µBR

ABISHAI1.CRE: IC_GOBLINELITE_BOW : Abishai : 0x5249 µAM
REMORHAZ.CRE: IC_GOBLINELITE_BOW : Abishai : 0x5249 µAM


ICEBEARD.CRE : IC_OROG2 : Frost Giant: 0x502b µBR
ZACARE2.CRE  : IC_OROG2 : Frost Giant : 0x502b µBR

CADDEM6.CRE  :  IC_MERILITH : Marilith : 0x502a µBQ 
CADDEM14.CRE :  IC_MERILITH : Marilith : 0x502a µBQ 
HELDEM1.CRE  :  IC_MERILITH : Marilith : 0x502a µBQ 
HELDEM2.CRE  :  IC_MERILITH : Marilith : 0x502a µBQ 
MARIL.CRE	:  IC_MERILITH  :Marilith : 0x502a µBQ 


MALAR1.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR3.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR4.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR5.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR6.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR7.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR8.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR9.CRE  : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR10.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR11.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR12.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR15.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR16.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR17.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR18.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE
MALAR19.CRE : IC_ICE_TROLL : Half-Dragon Red	 0x5241 µAE

SHDWSAM1.CRE : IC_ZOMBIE : Isair   0x5242 µAF
SHDWSAM2.CRE : IC_ZOMBIE : Isair   0x5242 µAF
SHDWSAM3.CRE : IC_ZOMBIE : Isair   0x5242 µAF
SHDWSAM4.CRE : IC_ZOMBIE : Isair   0x5242 µAF
SHDWSAM5.CRE : IC_ZOMBIE : Isair   0x5242 µAF
SHDWSAM6.CRE : IC_ZOMBIE : Isair   0x5242 µAF
SHDWSAM7.CRE : IC_ZOMBIE : Isair   0x5242 µAF
SUMSAMUR.CRE : IC_ZOMBIE  : Isair   0x5242 µAF
CHXZAR.CRE   : IC_ZOMBIE	 : Isair   0x5242 µAF
ZACARE1.CRE  : IC_ZOMBIE	: Isair   0x5242 µAF
SHDWSAM8.CRE : IC_ZOMBIE : Isair   0x5242 µAF

There is a similar thing going on with these yeti as with the earlier frost giants.
YETI1.CRE : IC_HISTACHII : Yeti  0x528b µDA
YETI2.CRE : IC_HISTACHII : Yeti  0x528b µDA
YETI3.CRE : IC_HISTACHII : Yeti  0x528b µDA


GREAN.CRE: IC_UMBERHULK : Belhifet : 0x502f µBV


Shadows Over Soubar 1.13

Included animations:

MLIC IC_LICH			   : Yeti	 (Sounds Packaged)
MBRH IC_BEETLE_RHINOCEROUS : Remorhaz (Sounds Packaged)


Creatures using above animations that need patching:

CBSSYETI.CRE	 IC_LICH				: Yeti   0x528b µDA


CBTWRMGR.CRE  IC_BEETLE_RHINOCEROUS  : Remorhaz  0x504c µCY
CBTWRMLS.CRE  IC_BEETLE_RHINOCEROUS  : Remorhaz  0x504c µCY


The Darkest Day 1.12

Added Animations:
MCYC	IC_CYCLOP	Cyclops
MNO2	IC_OROG2	 Frost Giant
MTAN	IC_MERLITH   Marilith


Creatures that should work automatically:

CYCO1.CRE		IC_CYCLOP	Cyclops
CYCCALI1.CRE			IC_CYCLOP	Cyclops
CYCCALI2.CRE			IC_CYCLOP	Cyclops
CYCCALI3.CRE			IC_CYCLOP	Cyclops

Creatures using above animations that need patching:

DDFROST1.CRE			IC_OROG2	Frost Giant	  0x502b µBR
FROST01.CRE			IC_OROG2	Frost Giant	  0x502b µBR
HILLFRO1.CRE			IC_OROG2	Frost Giant	  0x502b µBR
HILLFRO2.CRE			IC_OROG2	Frost Giant	  0x502b µBR
HILLFRO3.CRE			IC_OROG2	Frost Giant	  0x502b µBR
KNORD.CRE				IC_OROG2	Frost Giant	  0x502b µBR

YUXBOSSA.CRE	 IC_MERILITH	Marilith	0x502a µBQ

Tortured Souls 6.10a

Added Animations:
Basilisk		: MBAS : BASILISK
Ghost		   : MGHO : IC_GHOST
Green Lizardman : MLI2 : IC_LIZARDMAN2
Verbeerg		: MOR3 : IC_ORC_MELEE3
IWD Shadow	  : MSH1 : IC_SHADE
IWD Shadow 2	: MSH2 : IC_SHADE2
Belhifet		: MUMB : IC_UMBERHULK  (Sounds Packaged) This anim set is in a folder called "Compat" seperate to the others.

Most of the above appear to be unused in the mod itself.

Creature Files using the above animations that  should automatically use new animations.

ICLIZ02.CRE : Green Lizardman
ICLIZ07.CRE : Green Lizardman
BASILL.CRE  : Basilisk

Creature files needing patch:

PURANG.CRE  : Verbeerg  0x5050 µDC

Tortured Souls 7.04

Added Animations:
Ghost		   : MGHO : IC_GHOST
Green Lizardman : MLI2 : IC_LIZARDMAN2
IWD Shadow	  : MSH1 : IC_SHADE
IWD Shadow 2	: MSH2 : IC_SHADE2
Basilisk		: MBAS : BASILISK
Belhifet		: MCYC : IC_CYCLOP

Animations that were packaged with 6.02 that are not packaged in 7.04
Verbeeg		: MOR3 : IC_ORC_MELEE3
Belhifet	   : MUMB : IC_UMBERHULK

Most of the above appear to be unused in the mod itself.

Creature Files using the above animations that  should automatically use new animations.

ICLIZ02.CRE : Green Lizardman
ICLIZ07.CRE : Green Lizardman
BASILL.CRE  : Basilisk

Creature files needing patch:

KIOTSI.CRE  IC_CYCLOP  Belhifet   0x502f µBV

A few smaller mods which may cause issues:

Sheena

Added Animations:

MN01 IC_OROG1 Half Dragon Red

This is used for polymorphing via the spell K#POLYS.SPL

Planar Sphere

MSPL STATIC_SPIDER_WOMAN  Lady of Pain

Creatures needing patching:

PSLADY.CRE STATIC_SPIDER_WOMAN  Lady of Pain

RPG Kitpack

Animations Added:

MBFI   IC_BEETLE_FIRE  NWN Scarecrow
MBET  IC_BEETLE_COPPER  An Axewielding Cow from Diabo 2

Creatures needing patching:

S#CROW.CRE  IC_BEETLE_FIRE  NWN Scarecrow   0x5273 µCC
S#BOV.CRE IC_BEETLE_COPPER   Cow with axe.

Edited by Arkenor, 05 December 2009 - 06:40 PM.

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#2 Erephine

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Posted 03 December 2009 - 05:10 AM

You need to note down the number ID (0x...) for them.

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#3 Arkenor

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Posted 03 December 2009 - 05:22 AM

You need to note down the number ID (0x...) for them.


Done.
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#4 Arkenor

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Posted 03 December 2009 - 07:38 AM

Updated with Region of Terror, though there was a few odd things going on with the files, as noted.
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#5 Miloch

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Posted 03 December 2009 - 09:27 AM

Updated with Region of Terror, though there was a few odd things going on with the files, as noted.

This is probably the case for many of those mods, as noted on the conflict list here. The "goblin elite" slot you indicate in RoT is actually supposed to be a "white abishai" I believe. It's probably best if you use DLTCEP and browse to the CRE files in the original mod folder rather than the ones in your game, as the latter may have had their animations overwritten by another mod. Or, if you really want to be thorough, install each mod one by one on a clean install, check the CREs it changed, uninstall it, proceed to the next mod, et cetera. There may be some mods that patch existing CREs via .tp2 code too, which could be trickier to find. You can also use the Creature Lister in my signature to output a list of them (now that I think about it, I probably could change it to automate this whole analysis and patching, but you seem to have made fair progress manually).

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#6 Arkenor

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Posted 03 December 2009 - 09:35 AM

Updated with Region of Terror, though there was a few odd things going on with the files, as noted.

This is probably the case for many of those mods, as noted on the conflict list here. The "goblin elite" slot you indicate in RoT is actually supposed to be a "white abishai" I believe. It's probably best if you use DLTCEP and browse to the CRE files in the original mod folder rather than the ones in your game, as the latter may have had their animations overwritten by another mod. Or, if you really want to be thorough, install each mod one by one on a clean install, check the CREs it changed, uninstall it, proceed to the next mod, et cetera. There may be some mods that patch existing CREs via .tp2 code too, which could be trickier to find. You can also use the Creature Lister in my signature to output a list of them (now that I think about it, I probably could change it to automate this whole analysis and patching, but you seem to have made fair progress manually).


Browsing them from within an unzipped copy of the mods installation pack is exactly what I have been doing. I only mentioned my installed game because I wanted to check what those frost giants were ending up as. I know that the goblin elite slot was supposed to be White Abishai. As described above in the report for RoT, that is why I found it strange.

The conflict list you mentioned has been handy to me in what I've been doing, but doesn't explain why cre in the install files have animations set that are contradictory to their own animation files. Maybe RoT is just bugged and some other mod is fixing it later, but I get concerned that there's something I'm not seeing.

Edited by Arkenor, 03 December 2009 - 09:45 AM.

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#7 Miloch

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Posted 03 December 2009 - 09:48 AM

The conflict list you mentioned has been handy to me in what I've been doing, but doesn't explain why cre in the install files have animations set that are contradictory to their own animation files. Maybe those mods were just bugged and some other mod is fixing them later, but I get concerned that there's just not something I'm seeing.

Yeah... it's probably buggered quite a bit because there were several different versions of the big mods floating around at one point, then mods like BP introduced "compatibility patches" that take into account some animation juggling. But you should be able to get enough other clues by looking at the CRE files (things like race, class, etc.) even if they have wrong animations... something like "frostgi.cre" is probably supposed to be a frost giant...

Ultimately, the patch will just need a list of "creature files by animation slot" rather than by mod. It won't matter whether the mod is installed or not - it will patch each CRE if found and skip it if not. Same goes for any vanilla game creatures that should be changed.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
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#8 Arkenor

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Posted 03 December 2009 - 10:10 AM

But you should be able to get enough other clues by looking at the CRE files (things like race, class, etc.) even if they have wrong animations... something like "frostgi.cre" is probably supposed to be a frost giant...


As I described in the RoT report, Frost Giant is what I set them as. I'm not having a problem fixing the mismatches. I'm just puzzled that the mismatches exist, in case they mean that there's something going on that I don't understand. It seems weird that RoT would have had wrongly set animations for all these years. I'd have thought someone would have noticed and fixed it within the mod.

As you said though, it doesn't really matter. The final IA patch will set them right whatever animation they're set to when it reached it.

Edited by Arkenor, 03 December 2009 - 10:14 AM.

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#9 Arkenor

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Posted 04 December 2009 - 01:56 AM

Updated with Big Picture and The Darkest Day.
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#10 Arkenor

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Posted 04 December 2009 - 04:22 AM

Updated with Shadows over Soubar, and Check the Bodies.

Apparently the 6.9.4 version of Never Ending Journey is standalone-only these days, so (as soon as it finishes downloading) I'll go with Never Ending Journey 4.2b which is the one that BW uses. Even that is probably going to keep me busy for a few hours.

Edited by Arkenor, 04 December 2009 - 04:27 AM.

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#11 Chevalier

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Posted 04 December 2009 - 04:37 AM

Updated with Shadows over Soubar, and Check the Bodies.

Apparently the 6.9.4 version of Never Ending Journey is standalone-only these days, so (as soon as it finishes downloading) I'll go with Never Ending Journey 4.2b which is the one that BW uses. Even that is probably going to keep me busy for a few hours.

Check out NeJ2v42b with the NeJ2v602 patch, that is really the last Mega Mod version. Anyone checked with Yovaneth to see if Fishing For Trouble adds any creatures.

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#12 Arkenor

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Posted 04 December 2009 - 05:42 AM

Updated with Shadows over Soubar, and Check the Bodies.

Apparently the 6.9.4 version of Never Ending Journey is standalone-only these days, so (as soon as it finishes downloading) I'll go with Never Ending Journey 4.2b which is the one that BW uses. Even that is probably going to keep me busy for a few hours.

Check out NeJ2v42b with the NeJ2v602 patch, that is really the last Mega Mod version. Anyone checked with Yovaneth to see if Fishing For Trouble adds any creatures.


Good idea. T'is all done now.

I *think* that's really all the mods we need to worry about just now. Can worry about the stand-alone ones when we've gotten this working. Hopefully Yovaneth will jump into this, and make his mod compatible.

Somebody with better eyes (ie: not half-colourblind and squinty and limited artistic sensibilities) than me is going to need to go through the animation files of all those mods and see which animations correspond with what, and which are special recolour jobs, as I've just been going by the mods internal labelling schemes. I just checked them to make sure they looked like what they were claiming to be. The various coloured harpies, and RoT's virgins all look rather similar to me, for instance, and I don't know which of them is the original the others were made from.

I'll try to keep the above reports updated as codes become available for more animations. Erephine is more than welcome to edit away too.

Edited by Arkenor, 04 December 2009 - 06:22 AM.

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#13 Chevalier

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Posted 04 December 2009 - 06:02 AM

Nevermind.


I see that you use the other name for it.

Edited by Chevalier, 04 December 2009 - 06:05 AM.

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#14 Erephine

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Posted 04 December 2009 - 07:01 AM

Somebody with better eyes (ie: not half-colourblind and squinty and limited artistic sensibilities) than me is going to need to go through the animation files of all those mods and see which animations correspond with what, and which are special recolour jobs, as I've just been going by the mods internal labelling schemes. I just checked them to make sure they looked like what they were claiming to be. The various coloured harpies, and RoT's virgins all look rather similar to me, for instance, and I don't know which of them is the original the others were made from.

I'll try to keep the above reports updated as codes become available for more animations. Erephine is more than welcome to edit away too.


Could you attach the animations in question here?

I can give them a look, but I'd like to avoid having to download the entire mods just for this. :) The bugbears (if they're the IWDII ones) should already be in IA.

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#15 Arkenor

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Posted 04 December 2009 - 07:11 AM

Could you attach the animations in question here?

I can give them a look, but I'd like to avoid having to download the entire mods just for this. :) The bugbears (if they're the IWDII ones) should already be in IA.


Honestly, in most cases the animations are the majority of the download size. I'll sort some out though. Your connection might be even lousier than mine, and maybe some of these are worth adding to the collection.

With the Bugbears, because the mod labelled them differently, I don't know which one corresponds to the ones you've added. There's a few cases like that.

Here are the two in RoT that I was unsure about. The Virgin harpy variant, and the even more mysterious Samurai.

Edit: File removed to save bandwidth now it's in Erephine's hands.

Edited by Arkenor, 04 December 2009 - 11:13 AM.

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#16 Arkenor

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Posted 04 December 2009 - 07:24 AM

And here's the mystery ones from Check the Bodies.

Black Harpy
Red Harpy
Bugbear 1
Bugbear 2
Barbarian 1
Barbarian 2

If you can let me know if any of them correspond to anything already coded, I'll update the reports.

Edit: File removed to save bandwidth now it's in Erephine's hands.

Edited by Arkenor, 04 December 2009 - 11:13 AM.

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#17 Erephine

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Posted 04 December 2009 - 09:27 AM

mystery name == IA Name

RoT:

Samurai == Isair
Virgin == Half-Dragon Red

CtB:

Barbarian 1 = Barbarian Warrior 1 (from IWD MBA1*), not yet ported.
Barbarian 2 = Barbarian Warrior 2 (from IWD MBA2*), not yet ported.
Black Harpy == Half-Dragon Black
Bugbear 1 == Bugbear
Bugbear 2 == Bugbear Captain
Red Harpy == Half-Dragon Red

Edited by Erephine, 04 December 2009 - 09:41 AM.

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#18 Arkenor

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Posted 04 December 2009 - 09:33 AM

mystery name == IA Name

RoT:

Samurai == Isair
Virgin == Half-Dragon Red

CtB:

Barbarian 1 = Barbarian Warrior 1 (from IWD MBA1*), not yet ported.
Barbarian 2 = Barbarian Warrior 2 (from IWD MBA2*), not yet ported.
Black Harpy == Half-Dragon Black
Bugbear 1 == Bugbear
Bugbear 2 == Bugbear Captain
Red Harpy == Half-Dragon Red


Awesome, thankyou. I'll get stuff updated.
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#19 Erephine

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Posted 04 December 2009 - 09:41 AM

Oh, and I'm not sure whether you'd want to patch these:

Marilith : MTAN: IC_MERILITH

CADDEM6.CRE : IC_MERILITH : Marilith : 0x502a µBQ
CADDEM14.CRE : IC_MERILITH : Marilith : 0x502a µBQ
HELDEM1.CRE : IC_MERILITH : Marilith : 0x502a µBQ
HELDEM2.CRE : IC_MERILITH : Marilith : 0x502a µBQ
MARIL.CRE : IC_MERILITH :Marilith : 0x502a µBQ


That's a valid BGII animation already (MTAN), the IWD one we added just is differently coloured. Does the mod contain the IWD MTAN files?

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#20 Arkenor

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Posted 04 December 2009 - 09:46 AM

Oh, and I'm not sure whether you'd want to patch these:

Marilith : MTAN: IC_MERILITH

CADDEM6.CRE : IC_MERILITH : Marilith : 0x502a µBQ
CADDEM14.CRE : IC_MERILITH : Marilith : 0x502a µBQ
HELDEM1.CRE : IC_MERILITH : Marilith : 0x502a µBQ
HELDEM2.CRE : IC_MERILITH : Marilith : 0x502a µBQ
MARIL.CRE : IC_MERILITH :Marilith : 0x502a µBQ


That's a valid BGII animation already (MTAN), the IWD one we added just is differently coloured. Does the mod contain the IWD MTAN files?


It contains a set of Marilith animations, assigned to MTAN, and points those critters at it, so I figured those would be the IWD ones. Is the BG2 Marilith in core SoA, or does it require ToB? If it was ToB, I suppose someone might have included it in a mod so SoA-only players could use it.

I'm worrying now. The Marilith animations I uploaded were borrowed from Drizzt Saga. They are the IWD version I hope.

Edited by Arkenor, 04 December 2009 - 10:11 AM.

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