Hi skellytz
IA and animation content mods will be installed after TobEx AfterLife but before Infinity Sounds. It would be best if TobEx AfterLife enabled these by default:
Externalise Animation Sound Reference Override=1 (currently =0)
Externalise Animation Config Override=1 (currently =0)
and copied anisndex.2da and extanim.2da to override (currently they aren't copied and used at all)
Those ten BG1 animations already present in anisndex.2da will be silent if Infinity Sounds isn't installed. So, TobEx AfterLife will also have to include and copy their 2DA soundsets:
2da-soundsets.zip
Alternatively, the anisndex.2da could be initially empty (only the header and column descriptions). Infinity Sounds would then append the BG1 animations and provide 2DA soundsets on its own.
Your decision, Insominator.
OK, these two options will be enabled by default
Both files will be empty, i can not maintance content-related things. If 3rd party mod adds some to ANISNDEX.2DA like
0x7203 MBER2 BEAR_POLAR
this mod must care MBER2.2DA and its *.wav sounds
The animation "Type". I assume this is still needed.
Subtype. Options were paletted|unpaletted|WPL paletted|WPM paletted|WPS paletted|WQL paletted|WQM paletted|WQS paletted. Is this still relevant or has it been externalized?
Insominator, you were kind enough to go through the existing data in the executable and externalize the features that were sort of "on the way" while fixing other things. You also said you wouldn't add any new features to TobEx; bug fixes and conflict-solving only. So, I guess this means the features above can't be externalized without a lot of busy work involving the whole animation system, right? This would essentially mean externalizing the animation system just like BGEE INI.
I dont know about animation BAMs, as i can see WPL/WQL/.. used in 0x5000 animation only. What is "paletted|unpaletted" ?
You asked me about new thing to me, i can not answer without explanation what you request
Paperdoll. The options were No|Yes. For example, some BG slot types could coexist with IWD slot types with the same prefix, but they shared a paperdoll. If neither used a paperdoll, you got to use both slots. If one needed a paperdoll, it also claimed the other corresponding slot. Is this still relevant or has it/can it be externalized?
What do you think, Insominator? Would it be easy enough to trace animation and paperdoll links in the classics and externalize them to extanim.2da? (resref_paperdoll in BGEE INI for reference) (example animation: werewolf)
each animationID has separate filename calculation algo, 0x5000 example
Group00: anim->sPrefixPaperDoll+ anim->cArmorCode + patched fourth char
Group10: anim->sHeightCode + anim->sWeaponPrefix + patched second char
Group20: anim->sHeightCodeShieldPaperDoll/sHeightCode + anim->sShieldPrefix
Group30: anim->sHeightCode + anim->sHelmPrefix+ patched second char
I dont understand how this can be externalized, i need example of "some BG slot types could coexist with IWD slot types with the same prefix, but they shared a paperdoll. If neither used a paperdoll, you got to use both slots"
Edited by Insomniator, 13 May 2022 - 02:52 AM.