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#1
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Forum Member 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. ![]() 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 ![]() |
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#2
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Forum Member 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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Lo-Fi Version | Time is now: 7th October 2025 - 06:49 AM |