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Aurelinus

Member Since 19 Jan 2004
Offline Last Active Apr 08 2009 11:17 PM

Posts I've Made

In Topic: BGII Models in IWDII...?

05 March 2005 - 06:05 AM

A small update, what I said above:

0x7F00 Troll_bg2_MTRO
Free (but with big "circle")

0x7F09 Sahuagin_bg2_MSAH
0x7F23 Sahuagin_greater_bg2_MSAT
I was wrong, Sahuagins don't exist, sorry.

0x7F27 Drow_bg2_MDRO
0x7F29 Drow Female_MFDR
They are used in IWD 2 for some Drows, but you can always change them into another animations, like PCs use...

0x7F32 Slayer_MSLY
There is animation within the game, but probably not used.

0x7F38 Wizard_Eye_MMEY
Free

In Topic: NTotSC Bug Report

10 February 2005 - 12:55 PM

I think what we will finally have here is a flail that can make 5 bullets each day (whether Will makes them or not) and have the other abilities once it gets upgraded by the Lathander priest.

The salamanders are real salamander animations.  I assume the island you mentioned is theirs?  Not the werewolf island in TotSC.

Your new area helps clean that up.

Thank you for adding material to BG1 game as well as letting me work on this conversion.

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1. Exactly.

2. Area north of Ulgoth's Beard (cave) and a separate, new island (Ar09PB if I'm sure). I replaced small werewolf avatar in BAM's - the original NPCs with those avatars were directed to greater werewolves so in practice nothing changed... You can still see only werewolves on the werevolves' island.

3.  B)

4. You're welcome, my pleasure.

In Topic: NTotSC Bug Report

08 February 2005 - 04:51 PM

I don't have a problem with your idea for the flail.  I agree that it should be a feature of the flail, not of Will.


1. The function "per day" doesn't work in Bg1 so i decided to give any special abilities right to person, for abilities work correct "per day". The flail of Will should produce bullets not arrows. To reduce possibility of having such ability on multiple persons the flail must have been changed into another one that has no such an ability, that's all. If you plan to change it, there is no need to keep versions without the abilities, like flail.

2. The woodelves were moved just for they were put in the area existing in the game and replacing meaning things like some quests and possibility to get Boots of the North. I hope you have agreed my idea.

3. if you use BG2 resources there can be possibly right to give monsters their right avatars - salamanders in my module replace werewolves (smaller), now you can redirect the animations and remove replacing ones as well as restore smaller werewolf avatars to their owners on the island...

4. Any of new voices or sounds are valid, so don't remove any if you meet troubles. Sounds are taken from IWD with their areas, so you can find them in the game to take again and replace, but not remove. Will's soundset can couse problems for (if I'm sure) it wasn't converted to WAVC. Original WAVes were playing correct, so I missed to do it. If someone has noises within them it maybe a coding region troubles for WAVes. If you convert them into WAVC it should be no more however.

Good luck.

In Topic: NTotSC v. 2.01 English

29 November 2004 - 04:49 PM

Who should I contact about permission to merge this into a BGT-BP game?  I just finished DSotSC so this would be a great addition.

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:) Me. But there are a few things that should be established between us prior to conversion.

In Topic: Question about biffing the override

03 November 2004 - 01:28 PM

Up till now the only way to add correctly TIS files into biffs is using IETME (for my knowledge) - you can't do it with Near Infinity or WinBiff. Probably users of WEiDU installer can tell you more how they made it in their mods. And don't add any files into original game's biff - you will mess everything, but you can update such files by replacing the content - but not TISes.