Two slots with the prefix MLIC exist in Baldur's Gate II (IWD+BGII style). They coexist. Same situation with IA actually.
But I don't get it. Which does the engine use, then, when you assign it to a creature? If the slots are "stacked" it depends on the weapon but these aren't stacked in the traditional sense, I don't think.
***The only real difference between these AFAICT is one is reddish, the other greenish. I'm not sure if they're even the right animation names, but though at different addresses, they seem to map to the same slot in BG2?
0x1100 MTAN CGAMEANIMATIONTYPE_TANARRI
0xE090 MTAN CGAMEANIMATIONTYPE_MERILITH
Two different animation slots, once again. One is the 4-part BGI demon animation, the other the green Merilith.
Likewise MMIN is the prefix for both Minotaur and Mindflayer, etc. etc. It's briefly explained in the readme (I think).
The readme only mentions that
IWD and
BG2 slots can coexist, as you've said, but doesn't give more details that I can see. In the case of MTAN, there *are* separate animations there - apparently one for the snakewoman/marilith type of tanar'ri and the other for the balrog/balor type. But 0x1100 is used for both, and I think likewise 0xe090 is too. Maybe it depends on the gender of the CRE in this case? It would make sense, since one is only a female demon and the other male, but I don't know if the engine makes that distinction when choosing the animation to display, but it seems possible.
Regarding the different (
ToB/
IWD) animations, I think we should restore the
ToB animation to the 0x1100 slot (it's the
IWD one in megamods, as noted) and patch all CREs assigned to 0xe090 to the new
IWD address, assuming they both accomodate the male and female animations.
I think we can add the cow? I don't know. Can't download the files at BWL as a non-member anyhow.
I really don't see why not - it's from Seifer here who offered it to "anyone" (I doubt it was BWL-specific - Seifer was an admin here as well). As for being in Diablo, it's not like you're converting the whole game or even any substantial part of it, as if even that would matter much for something noncommercial. It is the exact same one in the RPG Kitpack, I'm sure, or if you can't get it there, someone should attach it here.
MLIC driders* lich BP/RoT/SOS
No it is yeti for RoT and SoS (abominable snowman). BP used to... still does...copies MLIC bams over for its introduction of driders that are not used (the readme even says they are not used) and thus overwriting.
Yeah, I know about most of the conflicts (I did do
this after all). I didn't report them all, just the "last standing" one on
BWP, because only one animation can exist per slot, or two in this case, in some manner I don't quite understand yet. It doesn't really matter though, since this will restore all creatures it finds to the animation they should have, and then restore the known slots to what they should be as well, thus resolving any conflicts.
If there are any other non-standalone mods not listed at the top of this thread that add animations, please let me know, I'll take a look at them and update whatever documents need updating.
Well, I guess you might want to take a look at the latest versions of
NEJ and TS, if you fancy downloading over half a gig
. There are some creatures on Hoppy's results we haven't accounted for, some giants using beetle slots it looks like, but other than that, nothing really that unusual (myconids using myconid slots is not an issue, for example).