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#1 RYUchan

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Posted 24 June 2010 - 06:59 AM

Good time of the day!

When I installed BG last week I had different PST animations like zombies ans ghouls. That was very nice and gave the diversity for example for town NPCs. I reinstalled BWP today and a strange thing happend. Several tutors in the Candlekeep that were supposed to be in Green Robes changed there animation to dusties from PST. Well that's ok with me. But then I encountered Bandits they had thugs animations from PST and that really looks horrible, because PST animations don't change there appearance regadless of the weapon, so these Bandits were shooting arrows from their knives :angry:

Is there a way to change creature animations on the fly, or do I need to reinstall all BWP?

Also I read through BWP guide but I didn't find a component corresponded to these PST animations. I mean there are components for NWN, IWD and PST abishai but not for other PST animations. So if it's not possible to change them on the fly how it's possible to install only desired animations, which components in IA mod are responsible for it? Or should I simply remove unwanted animations from an installation folder?

Thanks in advance

RYUchan


EDIT: Just looked through infinityanimations.tp2 it seems like the component for these animations is 710 "25% of nonjoinables", though it is not mentioned in the guide. And does this mean that these animations are random? Because I didn't recall bandits having these anims in previous playthrough(Though I did add a NTotSC and removed some NPC mods, but I doubt it could ifluence animations). I wonder what will it be if I remove thug animations from infinityanimation\content folder

Edited by RYUchan, 24 June 2010 - 08:16 AM.


#2 Miloch

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Posted 24 June 2010 - 08:31 AM

PST animations don't change there appearance regadless of the weapon, so these Bandits were shooting arrows from their knives

Only bandits who have small swords or daggers equipped can get that animation. I guess I could change it to exclude ones who also have bows, or give them throwing daggers instead.

Is there a way to change creature animations on the fly, or do I need to reinstall all BWP?

You can change them with a saved game editor like Near Infinity, maybe ShadowKeeper. If you've already been to the area, you need to change the creatures in the areas embedded in your saved game.

Just looked through infinityanimations.tp2 it seems like the component for these animations is 710 "25% of nonjoinables"

It is a subcomponent of "More PS:T animations." You can uninstall it and used the Saved Game Fixer component, though you probably need to uninstall/reinstall Generalised Biffing (and maybe some other mods after IA) as well.

I wonder what will it be if I remove thug animations from infinityanimation\content folder

Nothing would happen if the mod is already installed. If you removed them then (re)installed the mod, either it would fail to install or your game would crash once it's installed (but not until you came across any creatures who're supposed to have the animation). I know it may look stupid, but is it really worth risking mucking up your game for this relatively minor thing (minor in that it doesn't seem to cause a crash or similar sort of issue)?

Surely, this should be in the Infinity Animations forum...

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#3 RYUchan

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Posted 24 June 2010 - 09:00 AM

Wow thanks for the detailed response. :)

Well if it's random and not supposed to be used for most of bandits I guess the whole reinstallation isn't worth the trouble. I'm not against all animations because they fit in for town people(for example) perfectly. But when the whole location is filled with thugs who are wielding knives but shooting arrows it's a bit frustrating, also you don't expect them to shoot so you loose a portion of an enemy understanding. Maybe there is a way not to install thugs animations.

Btw didn't know that animations are written into the savegame.

Sorry for the wrong section, just not familiar with this forumboard yet and "search" is not working for me always returning "less than 3 symbols" error.

#4 Jarno Mikkola

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Posted 24 June 2010 - 09:41 AM

Btw didn't know that animations are written into the savegame.

The creatures in the save are saved, not the animations... but as the creatures file contains the animation references, it's kept.

Sorry for the wrong section, just not familiar with this forumboard yet and "search" is not working for me always returning "less than 3 symbols" error.

That's answered in answer #14 in here...

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#5 RYUchan

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Posted 24 June 2010 - 10:34 AM

Thanks for the explanation.

Btw is there any method to install additional PST animations with more selectable approach? For example I want to install all PST animations except for dustmen male/female and thugs?

#6 Jarno Mikkola

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Posted 24 June 2010 - 10:52 AM

Btw is there any method to install additional PST animations with more selectable approach? For example I want to install all PST animations except for dustmen male/female and thugs?

No, but one could request such a thing... it's a bit of coding, but it can be done quite easily, I think. After all the component number goes up to 9000 ;) ...without there being that many creatures to update.

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#7 RYUchan

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Posted 24 June 2010 - 11:01 AM

@Jarno Mikkola

Well I'm now looking through .tpa files in "infinityanimations" install folder. I wonder what does this string means?

APPEND ~animate.ids~ ~0x5D4F DUSTMAN_MALE_PST~ UNLESS ~^0x5[Dd]4[Ff]~

It looks like some kind of condition where BG decides will this animation be used(I guess). I think I need a little explanation and I'll can figure out how to install animations to my taste =) If this is not an stupid method I think it's possible to reduce this condition to zero to avoid replacing creatures and their references to animations. Hope I'm don't sound too stupid because I don't quite know what I'm doing (and I slept only 2 hours) :lol:

#8 Jarno Mikkola

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Posted 24 June 2010 - 11:07 AM

@Jarno Mikkola
Well I'm now looking through .tpa files in "infinityanimations" install folder. I wonder what does this string means?

Well, you can do a lot of customization that way yes... but I'll let this to be Miloch's shoulders as he did the coding and should know how to do everything without braking your head to the monitor when I fail... for why did you ever listen to me. :)

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#9 RYUchan

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Posted 24 June 2010 - 11:43 AM

Well, you can do a lot of customization that way yes... but I'll let this to be Miloch's shoulders as he did the coding and should know how to do everything without braking your head to the monitor when I fail... for why did you ever listen to me. :)


Oh... :blink: Ok I'll wait for Milochs explanation.

#10 Miloch

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Posted 24 June 2010 - 04:21 PM

I wonder what does this string means?

APPEND ~animate.ids~ ~0x5D4F DUSTMAN_MALE_PST~ UNLESS ~^0x5[Dd]4[Ff]~

It looks like some kind of condition where BG decides will this animation be used(I guess).

No, it just makes the animation available to the animation identifiers table (.ids file). But in the case of IA, not having it there could cause a crash. Another reason why it's probably not a good idea to go hacking around with mod files unless you really know what you're doing (sometimes not even then :o).

Why don't you just explain to the modder in a little more detail what you don't like? This is a brand-new component (PS:T animations) so I haven't had any feedback on it yet, and I'm always willing to change things. I want to avoid the "splitter" syndrome by making an "infinite" number of components and sub-choices (such as one for every animation) but if there's one that people have differing opinions on, I'm willing to do that too (as I did for skeleton warriors).

I've already noted the bandit-thugs "throwing" arrows should be fixed - not a big deal to do, as I described (assuming that works for everyone who cares). If you think the small thug animation isn't appropriate *anywhere* then describe what's wrong with it. I didn't really look at all these animations in detail except to CLUA them all in, walk around a bit, hit a few things and make sure none of them crashed or looked otherwise glitchy. Like I said, I use it on thugs (and bandits being fairly synonymous with "thugs") who have small swords, but I can certainly tweak it.

If you don't think the dustman animation should be used for Candlekeep tutors, then say so. Personally, I don't think *all* the tutors should look the same and neither does the official reference, Volo's Guide to the Sword Coast. But if we're going to be "official" then the green-robed pseudo-monk is wrong, as Candlekeep Acolytes should be robed in black, the next rank (Seekers) wear mauve robes and the higher ranks (Scribes, Chanters and Readers) who apparently wear brown. Above them are the Avowed who wear various colours bearing "adornments of gold thread and stripes of white." I suspect the "tutors" are not all of one rank (they'd have to be Seekers at least, if they're giving you advice) but anyhow there is no "green" rank. The dustman I think is paletteable meaning they can take different colours but I didn't mess around with that too much. And if you don't like the dustman being used *anywhere* then tell me what's wrong with that too (but note there are some "actual" Dustmen in some mod or other - maybe CtB).

If you absolutely can't wait for the next release and can't live with the existing animations for now, then the place to change it in is lib/t-pstanims.tpa, but I'm a bit leery about giving exact details because like I said, you could really screw something up if you don't know what you're doing. In a nutshell though, you'd need to comment out the relevant code blocks by putting a /* before the block and a */ after it. So before the ACTION_FOR_EACH in the "Male Monks" block if you don't want any of them to get the dustman animation, and after the last END before the next ACTION_FOR_EACH block. But in any case, after you did that, you would need to reinstall the mod and any other mods after it, and then possibly fix your existing saved games if you still want to use them, so honestly I don't think it's worth the trouble if nothing's crashing. But by all means, feel free to voice your opinions on changes for the next release.

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#11 RYUchan

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Posted 24 June 2010 - 11:55 PM

@Miloch

Well firstly I didn't know you are the modder of IA when you said about a possibity to change them. :)
Secondly I don't like to bother people with making something and always trying to do as much as I can on my own.

But I see your point.

I don't think the Dustmen animation doesn't fit Candlekeep. Maybe partialy your are right and it's strange for me to see Dustmen in BG because they are Dustmen, but mainly I don't think their mentoring oldman voice fit them. It's not disturbing at all but if I could customize something like thugs why can't I customize something else that's what I thought. And I don't think such thing as my imo about this worth changing the whole component.

As for the feedback well, generaly I think PST animations fit everywhere nicely with humanoids who are not using weapons(for obvious reason). As for the thugs, I think daggers and throwing daggers whould fit in very good, but short swords look different in BG so I don't think PST animations match this weapon.

Oh and of course I understand about reinstalling. I don't have a problem at all to reinstall the whole BWP because yeah it takes ~10hrs but it's automatic and you don't have to do anything. Also I'm in a Crossroads south of "Friendly Arm Inn" so I'll just start from the very beginning to avoid patching saves.

About waiting for the next release well it depends on when the release is going to be. I would like to start a new game and don't reinstall anything after that. So if it's as easy as commentout one block and won't give me a CTD I'll see no harm in it.

Thanks for the answers.

RYUchan

P.S
I have little question if you don't mind.

what will happen if I put
"rmq = RANDOM(1 6)" instead of "rmq = RANDOM(1 <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />" 
Will it cause a CTD or it just will be a zero chance of having this animation for selected creatures in this block?
OUTER_SET rmq = 7 //100% chance
  ACTION_IF rmp = 1 BEGIN
    OUTER_SET rmq = RANDOM(1 <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> //25% chance

Edited by RYUchan, 25 June 2010 - 12:06 AM.


#12 Miloch

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Posted 25 June 2010 - 12:24 AM

Well firstly I didn't know you are the modder of IA when you said about a possibity to change them.

Well I wrote the code - Erephine ported the animations. As it says in the *DO NOT READ* readme *DON'T CLICK ON THAT LINK* 'cause it contains naked pix (:lol: - Chev's idea... well sort of true if you scroll down to the Animations).

Secondly I don't like to bother people with making something and always trying to do as much as I can on my own.

Well like I said, it's a new component so I've no doubt it could be tweaked a bit. Also if you start tweaking mods, not only do you end up with an unsupported version, but you might find yourself modding, and that's a nasty, ugly road to start down, so my advice is DON'T DO IT if you value your sanity! Anyway, if you do want to start modding (and tweaking existing mods is in fact a good way to start) then Infinity Animations is definitely not that mod to start with :crying:.

I don't think the Dustmen animation doesn't fit Candlekeep. Maybe partialy your are right and it's strange for me to see Dustmen in BG because they are Dustmen, but mainly I don't think their mentoring oldman voice fit them.

Perhaps so. I could mess with recolours of the green monk or maybe palette the dustman differently to get grey hair etc. Yeah it's a minor detail, but despite its size, this mod is chock full of minor details. Also, you can delete specific creatures from the routine if you know what they are (mainly the *monktu* cres in this case) but I would rather change the code or make the components more flexible so folks don't have to do this sort of thing.

As for the thugs, I think daggers and throwing daggers whould fit in very good, but short swords look different in BG so I don't think PST animations match this weapon.

Their weapon looked to me more like a kukri or possibly a scimitar, since it's a bit curved, but of course daggers can be curved too, so I guess I can restrict it to those who only have daggers.

Note that this might happen with other animations too, include ones from IWD etc. We had a similar problem with "bugbear archers" since the IWD bugbear has a hardcoded morningstar or mace, but it was easy enough to fix. Same goes for other IWD animations with hardcoded weapons, like cambions/"Isairs" who have double scimitars, alu-fiends/"Madaes" who have a mace and shield, etc.

Will it cause a CTD or it just will be a zero chance of having this animation for selected creature in this block?

Zero chance, because it checks for rmq > 6. Equivalent roughly to commenting out the block, except the runtime will probably be longer because it has to cycle through all the potential CREs, only to find it doesn't do anything with them (though we're probably talking about fractions of seconds here).

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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#13 RYUchan

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Posted 25 June 2010 - 12:58 AM

Well I wrote the code - Erephine ported the animations. As it says in the *DO NOT READ* readme *DON'T CLICK ON THAT LINK* 'cause it contains naked pix (:lol: - Chev's idea... well sort of true if you scroll down to the Animations).


Well you know there are over 50 mods in BG I couldn't possibly read all the readmes and remember all modders names :whistling: Of course you have "Infinity Animations" in your sig but yesterday I was too sleepy to noticed it :rolleyes:

Well like I said, it's a new component so I've no doubt it could be tweaked a bit. Also if you start tweaking mods, not only do you end up with an unsupported version, but you might find yourself modding, and that's a nasty, ugly road to start down, so my advice is DON'T DO IT if you value your sanity! Anyway, if you do want to start modding (and tweaking existing mods is in fact a good way to start) then Infinity Animations is definitely not that mod to start with :crying:.


You see I'm not a modder or a scripter I'm a digger and I absolutely love cutomization, the more the better :lol: I dig into a code and try to figure out what is what. I don't have a knowlidge to understand everything but I've never done something that caused a mass glitch(well except for couple of times but I've undone the effect eventually :)) because I'm trying to be as cautious as possible(it worked for RO and WoW emulators sourcecode editing though I don't have a C++ knowlidge :rolleyes:).


Perhaps so. I could mess with recolours of the green monk or maybe palette the dustman differently to get grey hair etc. Yeah it's a minor detail, but despite its size, this mod is chock full of minor details. Also, you can delete specific creatures from the routine if you know what they are (mainly the *monktu* cres in this case) but I would rather change the code or make the components more flexible so folks don't have to do this sort of thing.


That's funny because grey hair was the first thing that came to my mind when I heard their "Hello, child" :D

Their weapon looked to me more like a kukri or possibly a scimitar, since it's a bit curved, but of course daggers can be curved too, so I guess I can restrict it to those who only have daggers.

Note that this might happen with other animations too, include ones from IWD etc. We had a similar problem with "bugbear archers" since the IWD bugbear has a hardcoded morningstar or mace, but it was easy enough to fix. Same goes for other IWD animations with hardcoded weapons, like cambions/"Isairs" who have double scimitars, alu-fiends/"Madaes" who have a mace and shield, etc.


I think it's just my PST fan issue that digs in. Because I remember that it is a dagger in PST as an item. Though if you look at concept yep it somewhat looks like kukri.

I won't care much about IWD animaions unless creatures will start using arrow shooting from meele weapons skill.

Zero chance, because it checks for rmq > 6. Equivalent roughly to commenting out the block, except the runtime will probably be longer because it has to cycle through all the potential CREs, only to find it doesn't do anything with them (though we're probably talking about fractions of seconds here).


Pretty much thought so, just wanted to confirm. I understand about performance it's just a habbit of making as less changes as I can, plus a bit of a curiosity. Also I thought that changing it only for thugs(I'll give Dustmen another chance to be visit BG :P ) won't hurt the overall runtime.



After looking through your sig again I must admit you did very good mods. Most of them are my favourites. For instance "Aurora's Shoes and Boots" for its overall flexible customization and as I mentioned above I like customization a lot :)


EDIT: after looking through the whole topic again I've noticed this quote of yours

Also, you can delete specific creatures from the routine if you know what they are (mainly the *monktu* cres in this case) but I would rather change the code or make the components more flexible so folks don't have to do this sort of thing.

Does it mean I can simply delete cres with thug anim (who have bows in their inventory) without consequences from lib files and their animations will be default? Or does it require editing more files?

EDIT2: Just out of curiousity looked through CREs in NearInfinity and such creatures as, for example, amsmug02(light crossbow) or ambmaevr(composite long bow) have ranged weapons in their weapon slot. This cretures use Curst Town Citizen male anims which doesn't have ranged weapon animation too(a bit of a pity because this anims suit thieves and smuglers perfectly). It's not a complain just thought it could help if you consider to change this in your next release :)

Edited by RYUchan, 25 June 2010 - 05:38 AM.


#14 RYUchan

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Posted 25 June 2010 - 06:30 AM

Well I didn't make much of a feedback so I think I'll add something more this time. Here is the list of several CRE who wield weapons not appropriate to their animation. I didn't point out who is wielding Long/short sword even if the animation is a dagger because it's kind of too picky I think. Also there are only PST animations because I know only them.

This is not complite list of course because I don't have several Creatures such as d0alas25 or hessa for instance also I don't know how different mods treat different NPCs so the items could be different. I have Tactics option installation and most of the big mods excluding most of additional BG2 stores and items.

-Curst Town Females

Concept

cultt4 - Long bow

jalant - Excellent flair, Warhammer

krysti - Sling

silke - Quaterstaff, Excellent quaterstaff

telka - Long bow

bmthief - Excellent long bow

bpthief3 - Short bow

bw05ffan - Excellent short bow

castre6 - Heavy crossbow

crothf02 - Light crossbow

elka9 - Tuigan bow +1

gbene01e - Short bow

hlketta - "she has a flame sword but if she use it the animation will still be like dagger"

jl#rupr4 - Light crossbow

ntbalen - Long bow

rngwlf01 - skull???

thief3 - Short bow

ts5thf1 - Short bow

ts5thf3 - Short bow

ts5thf5 - Short bow



-Curst Town Males

amsmug02 - light crossbow

ambmaevr - composite long bow

Didn't finish there are a lot of them and I have no time today.

-Huge thugs (they suppose to wield Two-handed axes ideally, maybe it could be something like two handed hammer but definitely not sword like weapons.)
Concept

arnfgt04 - Short sword

arnwar02 - Short sword

rethug01 - Bastard sword

-Thug

Concept

Well this was the first ones I was telling about. :)

Tiefling female

In PST almost all combat animations of townies and other creatures are with knives and daggers and Tieflings are not an exception. However this feedback is not quite accurate because I can't remember BG's tieflings(maybe there are non), in this case of course PST tieflings are the only option.

e3savany - Staff of fire +2

gorcamb2 - Cleric's staff +2

gorcamb3 - Skullcrasher +3, Sling +1

nstief01 - Skullcrasher +3, Sling +1

teltief03 - Cleric's staff +2

For Tieflings Male I think it would be pretty much the same

I'm just deciding which creatures to exclude maybe this would help you in your release.

Edited by RYUchan, 25 June 2010 - 06:49 AM.


#15 Miloch

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Posted 25 June 2010 - 01:59 PM

Thanks, this is helpful. Though I think I can automate a lot of this sort of listing through the Creature Lister (link in my signature, or see here for an output from Lollorian's BWP install) since it lists all CREs and their weapons. Basically what I used to generate the patches in the first place, though I may not have looked at secondary missile weapons too closely to begin with. If you want, you can go over it too to see if we missed any. Some mods give different CREs different weapons, but that shouldn't be too much of an issue, and the patching code can account for it anyhow.

For large thugs, I allowed any thugs or bandits that were wielding battle axes or possibly hammers. Though I realise they're supposed to be double-bladed axes and a war hammer is really a different weapon entirely (a polearm). But even allowing all that, there were only a small handful of relevant creatures. It would be nice to give them double-bladed axes but I didn't really want to resort to using modded weapons, since there's nothing like that in the vanilla game. Aurora gives svirfneblin proper pick-axes like the IWD animations have, but it might be a bit far afield for IA to start making custom weapons. Still, if it suits the animation, maybe not...

Maybe you can help more by figuring what the "proper" weapons should be for the other animations (we've already gone over thugs). Are you saying the Curst townies and tieflings should all have daggers too? It didn't really look like they had specific weapon animations to me, but I didn't look too closely.

I think I'll do this, if you think it works. For all CREs that have unsuitable non-unique weapons, I'll replace them with other roughly equivalent weapons more suitable to the animation. So if a small thug has a bow or a sling, they'll get throwing daggers instead. They'll also get the proper proficiencies if they don't have them already. For creatures that have unique or special weapons, they just won't get the animation, so they'll keep those weapons. Fair enough?

Also, I could make the Candlekeep tutors a separate component that matches what they should look like more closely, and perhaps allow you to choose from either Dustman or monk animations. I've always thought at least some of the tutors should be female too (the Candlekeep order isn't male-only like a Catholic monastery after all) but their voices don't match unfortunately.

Does it mean I can simply delete cres with thug anim (who have bows in their inventory) without consequences from lib files and their animations will be default?

If you delete references to them in lib/t-pstanims.tpa then yes, the mod won't change those creatures.

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#16 RYUchan

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Posted 25 June 2010 - 03:03 PM

Tieflings and Curst townies

I don't know how many frames of animation do you use. Because there are attack animation of them in PST and these attack animations are with daggers like on concept pic I've posted above. As I understand you didn't change default PST animations so there are only dagger animations(maybe I'm wrong). I believe every NPC animation in PST except for main characters friends have fixed weapon animation. And 90% of PST NPC weapons are daggers, I think it's because a lot of them are townies and dagger is the best weapon which can easily be hide or etc. So daggers and throwing daggers would be the most appropriate. And if this NPC has a specific class or weapon that is better not to replace I think it's better to leave standart BG anim for it. For instance Silke, she is a mage and have 2 quaterstuffs but is in a Curst Town animation section.

Huge Thug
Following the concept and the animation looks , but not being too picky I think every axe and big hammer would do the trick. But definitely not swords.

Godsmen

I don't know if there are any fighting Godsmen animation in BG because they used on smiths and merchants but in PST they used small smithing hammers so it's there's default animation.

Aasimar

I didn't find any aasimar animation in LIB file, maybe just missed it. But I think they fit Female Noble Townies very good and can be used as an option for them.


If I have any ideas I'll write them tomorrow because I'm too sleepy right now it's 3am already so sorry for the typos ^_^

#17 RYUchan

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Posted 25 June 2010 - 10:59 PM

I looked through several BAMs and I can see that there are all frames from PST in these BAMs, so there are dagger animations for Curst Townies and others.

Dustmen

Again like others in PST they use daggers

So if Dustmen animation is going to be used for someone who is a monk and doesn't suppose to wield a dagger it's better to edit this animation or to use the default one. For intstance

ammonk05 - fists
ammonk08 - fists
nsdust01-nsdust07 - Quaterstaff

all of the above use Dustman animations. Btw the good and fast way to check this is to talk to a Dustmen-Tutor you'll see that he's wielding a dagger in his hand.

EDIT: Checked some more dusties. Almost all of them have fist or a quaterstaff weapons. But these are suitable and apporopriate weapons for a monk so Dustman animation with dagger doesn't quite suit monk style.

Aurora gives svirfneblin proper pick-axes like the IWD animations have, but it might be a bit far afield for IA to start making custom weapons. Still, if it suits the animation, maybe not...


Of course it would've been great but I guess it could bring compatibility issues and it's a lot of work to do. Though if you are going to do such thing as weapon modification for IA, I think the most harmless way to do is to exclude NPCs with names. Firstly because as I understand they tend to be modified more often than mere bandits and secondly NPC with names are unique so it doesn't matter if they look alike, you won't see 2 of them around anyway but you'll see a lot of bandits so it's more exciting to see the variety of them. Also thinking about minimum work the biggest complaint I believe would be NPCs who are using bows/crossbows/slings with dagger anims.


EDIT2: Hmm... after I installed a clean version of BWP with commented out blocks I'm having random CTDs that was never happened before with exactly the same installation. I think I'll try rmq = RANDOM(1 6) option instead of outcommenting(though it's rather strange).

Edited by RYUchan, 26 June 2010 - 11:37 AM.


#18 Miloch

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Posted 26 June 2010 - 11:42 AM

I didn't find any aasimar animation in LIB file, maybe just missed it. But I think they fit Female Noble Townies very good and can be used as an option for them.

There aren't any aasimar even in a BWP game, so I didn't use them (there's other unused animations for the same reason, like githzerai, bariaur, etc.). But yeah, I suppose I could use them for alternate female nobles.

Checked some more dusties. Almost all of them have fist or a quaterstaff weapons. But these are suitable and apporopriate weapons for a monk so Dustman animation with dagger doesn't quite suit monk style.

Ok, well they should be on the creature list I linked too, so that's probably a quicker way to check.

Aurora gives svirfneblin proper pick-axes like the IWD animations have, but it might be a bit far afield for IA to start making custom weapons. Still, if it suits the animation, maybe not...

Of course it would've been great but I guess it could bring compatibility issues and it's a lot of work to do. Though if you are going to do such thing as weapon modification for IA, I think the most harmless way to do is to exclude NPCs with names.

I already exclude named NPCs (as it says in the readme which you probably *DID NOT READ* :P at the beginning of the components section). I don't see as how it would cause compatibility issues (if done only to replace non-special weapons), and it's not really a whole lot of work. It's mainly a scope issue to introduce weapons to a mod that deals with animations. But if the animation displays a weapon that does not exist in the game, then I think it could realistically be in scope.

Hmm... after I installed a clean version of BWP with commented out blocks I'm having random CTDs that was never happened before with exactly the same installation. I think I'll try rmq = RANDOM(1 6) option instead of outcommenting(though it's rather strange).

Well this is also why you shouldn't mess with mod code (especially complex code like in IA) unless you know what you're doing :P. You could try seeing if you got an error message in Baldur.err after the crash, but if it *is* animation-related, there might not be a message. In which case, you'll have to figure out in which area the crash would have occurred, and then look at the area to find out which creatures it has (with DLTCEP or Near Infinity) then see which animations they're using. You're not commenting out the animations, just the creatures to be patched, so that should cause no issues. But if you removed the animations somehow, then that certainly could.

Edit: and technically, a quarterstaff is *not* appropriate for a BG2 monk, as they can't use them or any two-handed weapons, since one hand has an unremovable fist weapon already. Whereas daggers are fine for monks. But if they've already got staves, I guess we could exclude them...

Edited by Miloch, 26 June 2010 - 11:45 AM.

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#19 RYUchan

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Posted 26 June 2010 - 12:01 PM

I already exclude named NPCs (as it says in the readme which you probably *DID NOT READ* :P at the beginning of the components section). I don't see as how it would cause compatibility issues (if done only to replace non-special weapons), and it's not really a whole lot of work. It's mainly a scope issue to introduce weapons to a mod that deals with animations. But if the animation displays a weapon that does not exist in the game, then I think it could realistically be in scope.


Erm.... I thought these:

krysti - Sling

silke - Quaterstaff, Excellent quaterstaff


are named NPCs.

Though I admit I read only ~60% of the readme. :rolleyes:


About modding I'm no modder so it was merely my guess :) and I guess my guess was wrong :D

Well this is also why you shouldn't mess with mod code (especially complex code like in IA) unless you know what you're doing :P. You could try seeing if you got an error message in Baldur.err after the crash, but if it *is* animation-related, there might not be a message. In which case, you'll have to figure out in which area the crash would have occurred, and then look at the area to find out which creatures it has (with DLTCEP or Near Infinity) then see which animations they're using. You're not commenting out the animations, just the creatures to be patched, so that should cause no issues. But if you removed the animations somehow, then that certainly could.


Well there is always a risk when you are customizing to much, also I maybe screwed up with the installation this time. But I'll figure out this thing eventually. 2-3 clean reinstalls and it's gonna be fine. All problems in BG are quite easy to solve(for instance I got rid of several issues during installation just from one runthrough this forum, and thanks to IA readme because my default code table is 1251 and all IAs screwed up. I think there should be big red letters in BWP guide concerning this matter).

Btw I remember over 3 months of tweaking Oblivion and its freaking FCOM, I'm glad that people who combined mods in BWP made Expert mod a separate one. FCOM taught me to avoid such things as unstable mods. 8)

Heh looked through the Baldur.err it's clean and pure :)

Edited by RYUchan, 26 June 2010 - 12:21 PM.


#20 Miloch

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Posted 26 June 2010 - 12:36 PM

Erm.... I thought these:
krysti - Sling
silke - Quaterstaff, Excellent quaterstaff

are named NPCs.

Oh, I thought you meant *joinable* NPCs. A lot of NPCs have "names" - I don't think that alone is a reason for excluding them. But I'll admit these two shouldn't get the Curst townie animation. Not just because of the animation, but because they're not really thieves, but mages (well Silke is supposed to be a bard but she acts like a mage). Krystin at least should probably just be added to the "humanoid animation fixes" component and removed from the PS:T component. Silke should just be removed, though she might get the BG1 thief animation, which should be fine. If you see any other mages or bards in that chunk, let me know.

FCOM taught me to avoid such things as unstable mods.

Don't know anything about Oblivion modding, but IA is not unstable :P. The only reason it's still "beta" is largely because of this component, which is new (but it shouldn't cause crashes). Incidentally, the whole codepage thing should go away in the next release, which would be the main thing holding it up, because I have to rename all the files and a good chunk of code. Stuff like what you've brought up is really minor to do in comparison.

Heh looked through the Baldur.err it's clean and pure :)

Well like I said, you need to get the area code you were moving to when it crashed then, and go from there. Could be some other mod too, but offhand, it sounds like you hosed the animations somehow.

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
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle