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#1
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![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
Hi Galc,
I have recently finished porting almost all creature animations from IWD and several additional animations from IWD2 to BG2/ToB in NeJ2. It seems there are not so many, and many of them already exist in BG2/ToB but are not used. Anyway, I used my list of incomplete animation sequences and the table of animations compatibility of KD, and succeeded to fill in all the slots. Of course, I replaced some poor BG1/BG2 animations (such as zombies) with better ones from IWD/IWD2, but frankly speaking, they are not too many. However I had some problems with spellcasting sequence of several creatures. For example, red-head giants from IWD/IWD2 (MGIC) have an additional spell casting sequence (that is why the total number of BAMS is 26) but it seems they do not use these two spell casting BAMs in BG2/ToB. Galc, do you have an idea how to make them using these BAMs when casting spells? This post has been edited by Vlad: Dec 24 2006, 09:36 AM |
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#2
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
Vlad: I have done many such replacements already by the first release. From what I remember, they are: mummies, mind flayers, cornugons, and glabrezi.
As for animations that would replace in-game ones, I simply patched creatures to use a new animation rather instead of the old one rather than replacing the old animations with something new. So you could still use the old animation after this mod is installed if you want. -Galactygon -------------------- |
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