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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 ![]() |
OK, In my straight-forward, clean SoA/ToB 0.25498 patch level install, it was in Animate.ids, as I said.
If you don't have it, then either (1) you aren't running that setup or (2) there's something wonky in the standard distributions. I'd suggest calling it by the same name Bioware did, frankly. As for the speed change, it would be easy enough to do by script. as for keeping it withing 6" of water, that might be more difficult. |
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Lo-Fi Version | Time is now: 7th October 2025 - 06:49 AM |