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> Reconstructing the "Water Weird" Animation for BG2
Jarl
post Aug 11 2006, 06:08 PM
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Posts: 11
Joined: 12-June 06
From: Germany, Lower Saxony




Hello,

(i hope the following stuff is not already known...)

while making experiments with IE-modding i found out how to reconstruct the Water Weird animation, which is used in IWD1 HoW.
The BAM animation files already exist in BG2-engine, but the accessory entry in animate.ids is missing.

To solve this problem start NearInfinity and add the line

0xEF10 IC_WATER_WEIRD

at the bottom of animate.ids. That's all; now you can choose the Water Weird animation in the "animation ID" field of any CRE-File. wink.gif



OPTIONAL
If you want to add a special soundset to your water weird creature, you can do it the normal way by adding new strings and putting them into the Soundplots of CRE-File.
Another possibility for this:
add the following entry

0xEF10 MWWE CGAMEANIMATIONTYPE_WATER_WEIRD

to the anisnd.ids and then copy one of the sound 2DA files like MDR1.2DA,
name it to MWWE.2DA and change the specific entries.
Now all WaterWeird-creatures use the sounds of MWWE.2DA


greetings
Jarl

PS: Sorry, my English teacher wasn't really satisfied with my interpretation of englisch language sad.gif
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WizWom
post Aug 13 2006, 04:34 PM
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Posts: 67
Joined: 4-August 06
From: Wandering




erm - isn't this the animation for those "Greater Water Elemental"s spawned in AR6002 (ToB)? It's already IN the Animate.IDS as ELEMENTAL_WATER

I guess the point you are making is that the animation exists in SoA, without ToB installed.

So, the question is: is it possible to make the animation able to move freely in water, move slowly on land close to water, like a water elemental _should_? Can it hide in the water, to come up again at it's whim?

And can you make a summon spell for it?
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