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IWD II Animation Additions
#1
Posted 10 November 2010 - 03:15 AM
I've just started to move past BG2 and am looking to actually try and do some kind of modding within Icewind Dale 2. To this end, I was wondering if anyone could help me out. While Infinity Animations adds no shortage of animations to BG2, does anyone know if anything similar exists for IWD2? From what I understand, the answer is a no.
So what I'm really asking here is whether anyone has any advice how to start adding animations (from BG2 and IWD1) to IWD2. Does anyone have any thoughts on how this can be accomplished or which program would be easiest to use for this purpose? Personally, I'd be happy if I could use DLTCEP to do this but, as far as I can tell, that's just not possible.
#2
Posted 11 November 2010 - 01:18 AM
Maybe IWD2 has some "unfilled" slots that can be supported but I have no idea, so you'd have to test that. For example, copying over the MZOM*.bam files from BG1/BG2 to IWD2, adding an entry for 0x7d00 ZOMBIE_BG2 to animate.ids and then putting that animation ID (0x7d00) on a .cre and then seeing if it crashes the game. My guess is it will, but I really don't know, so I guess it's worth a try.
As for adding brand new slots like Infinity Animations, someone would have to hack the IWD2 .exe or "externalise" references to new animations, which would be a pretty massive effort requiring someone who has a lot of expertise reverse engineering the IWD2 executable. Or you could just wait for this, possibly put Infinity Animations on top of that and have all the animations you'll ever want
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Infinity Engine Contributions
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PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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#3
Posted 11 November 2010 - 02:25 AM
That's not going to help, as the project is for Icewind Dale 1... One would need to invent a new Total Convertion mod, that is Baldur's Dale II, the close brother of the Icewind Gate II, which was abandoned a long time ago to the wolves by Westley WeiDU Weimer, after he left for the greener fields.Or you could just wait for this, possibly put Infinity Animations on top of that and have all the animations you'll ever want
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Deactivated account. The user today is known as The Imp.
#4
Posted 11 November 2010 - 01:40 PM
Well I guess that means that the number of new animations I can add is going to be fairly limited.
IWD II does have a few open slots which don't have any BAMS corresponding to them. Filling those using DLTCEP isn't too bad (even though some of the naming slots are a bit zanny to try to figure out). Most of them aren't that bad, though. I've actually figured out that that I can take some of the animations that the Infinity Animations project has collected and modify them (relatively simply too) to fit into those unfilled slots.
In terms of adding completely new animation slots to the game, I can't say that I'm actually all that dedicated to that notion: work and class both come before something that's going to take that much time.
I have to say, though, since I dusted off IWD II, I'm surprised more modding hasn't been done to it. I mean, I feel as if the main difference between it and BG II is that IWD doesn't let you recruit NPC's and you essentially are forced to create your own party. But, because of how much I'm starting to prefer the 3rd Edition, that's a handicap I'm actually willing to look past. Similarly to BG II, you can create maps, dialog, items... all that wonderful jazz. Oh well, that's neither here nor there.
Still saying thanks for the advice.