1. Copy the .bam files, and the .2da files to the game folder's override folder. Then edit the animate.ids file to include the new identity, and then use it in the game, aka include .cre's that use the .ids.
Aka you don't need to edit the baldur.exe, as the EE game can read the in the files without a hack. But you need to create the essential file, it's name is the ids number, and it ends with .ini, example 0410.ini :
// GLPH trap_glyph
[general]
animation_type=0000
move_scale=0
ellipse=0
color_blood=47
color_chunks=255
sound_freq=-1
personal_space=3
cast_frame=4
brightest=1
light_source=1
multiply_blend=1
[effect]
resref=GLPHWRDH
shadow=SPSHADOW
palletized=1
random_render=1
delta_z=0
alt_palette=
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=
damage_frame=0
die=
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=
attack_slash_frame=0
attack_backslash=
attack_backslash_frame=0
attack_jab=
attack_jab_frame=0
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=
battle_cry_frame=0
selection=
selection_frame=0
fall=blank
fall_frame=0
There's mods that use this already.
2. None. Just adjust the .ini file above if the need arises.
Edited by The Imp, 13 June 2017 - 02:54 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.