Gwendolyne,
with regards to the "Humanoid Animation Fixes", these:
- Male human fighters get the fighter instead of cleric animation
- Male elf fighters get the fighter instead of cleric animation
- Male halfling fighters get the fighter instead of cleric animation
- Female human fighters get the fighter instead of cleric animation
- Male human mages get the mage instead of cleric animation
- Male elf mages get the mage instead of cleric animation
May require an exception for members of the Flaming Fist in BG1, as I believe their appearance as clerics was very much intentional.
EDIT: By the way, BG1 sprites don't crash the game if made to dual-wield in the Enhanced Editions, so you don't need the warning in the Readme for EE games. Going by memory, scimitars should display as short swords and katanas as long swords so excluding CREs that wield them may not be necessary.
He, he!!!
The first thing I did when I began to update this old mod was to externalize lists of creatures to be patched into arrays for easier maintenance. Tell me which .cre to exclude, and I will comment them.
As for dual wielding in EE games, I noticed the Wxxxxx bam files series added animations for bastard, katana and scimitars swords. For the moment, the readme file is only reflecting classic games change-log, and EE compatibility features that have been tested.
I am currently checking if the last patch modified anything related to IA coding in BG:EE, SoD, BG2:EE and IWD:EE. And I kept the hardest part for the end: Moinesses avatars (that need to be rebuilt to work in game - almost done) and BG1 characters components.
While we're at it, I'd love an option not to change the sprite of the guards in Nashkel to the BG2 Amnian guard one. I like the original better and I'm sure I'm not the only one who wants the full nostalgic experience when playing through the BG1 portion of BGT
Easy. Same as above. Tell me which .cre to exclude. I can easily add an option in config.ini file to exclude them or not.