Ok... well I've reversed this stuff, or will be recoding it to use actual slotted animations at any rate (see those here). Those effect opcodes (whether on worn items or CREs) are rubbishy for several reasons.Miloch, the list looks fine, but remove components like these:
Effect/item recolours aren't really part of this mod.- Darkens the tanar'ri (balor) animation of nabassu as per PnP
- Assigns yochlols a darkened otyugh animation (except those in drow form)
- Makes the chromatic demon somewhat chromatic
- Fade-demon (if present) gets a greyish marilith animation
Distinctive Genies (recolours efreet and dao... you're welcome, Arkenor )
Correctly Coloured Abishai (recoloured white abishai currently - will be updated with red/green abishai when available)
-edit: Just thinking about it; you could move those to a separate installer maybe?
1) They make the CREs almost entirely monochromatic (e.g. all red, no orange or yellow).
2) The "very bright" opcode (#52) makes creatures "glow in the dark" (as aVENGER mentioned here).
3) The "strong/dark" opcode (#51) has the opposite effect - if a creature steps into even soft shadows, it goes almost entirely black.
So I think we really do put recolours like these in their own slots. For the nabassu, I was going for something like this. I didn't want to make it too dark, as it's quite dark already (and will be more so unless you run into it in broad daylight). For the yochlol I went for something like this, only more violet- than red-tinged, as it's connected with drow (and can shapeshift into one). I just winged it for the genies, since there's no consistent images or descriptions of them (other than their connection to each element). There should be some physical variation (efreet are stronger and stockier for example) as well as female genies (maybe something in PS:T close to those, I dunno) but these should suffice for now. And Arkenor, I hope you see this as a modding opportunity rather than an attempt to stomp in on your potential mod . At least now, you don't have to mess with those annoying opcodes which rarely work exactly how you want.
If anyone thinks I got the colours off or anything, I can repalette them fairly easily. I modified BAM Batcher to modify the palettes of large quantities of BAMs from a single bitmap, though that bitmap's palette must be in the same order as the original BAMs. If someone would find this useful, I can update it, otherwise it's not a priority (the code seems to work, but I'd have to update the documentation and other tedious stuff). I hope I got the slots right at any rate, though some were rather odd (BG1 4-part slots for example).