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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
With a few bugfixes and a minor feature or two, you may grab the new patch in the attatchment below. You may install this on top of any mod Bestial Animations is normally compatible with.
I'll list the changes here: Fixes: - Pit Fiend animation - Myconid (red) animation New Features: - Basilisk, Greater animation - Corrected Abishai creatures - Better-looking [ghoul] reveant, and [ghoul] ghast http://galactygon.blackwyrmlair.net/lostcr...oads/Patch2.EXE -Galactygon This post has been edited by Galactygon: Apr 11 2005, 11:20 PM -------------------- |
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#2
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![]() ![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden ![]() |
QUOTE Also, the specific field in the .cre format is 1 byte, which only allows for values from 0 to 256, so several of the entries in race.ids would appear not to work. Unless, you've tested them? QUOTE Finally, I'd ask that when the final release is done, separate components are used, so that the animations can be installed, without installing altered .ids files, or changing existing creatures. I'm sure you've already planned this, but I thought I'd mention it anyway ![]() The IDS files don't change existing creatures, meaning that an Ankheg with a particular value assigned will still remain an Ankheg in terms of what .eff files reference that value and so on. The only conflict I can imagine are other mods that change the IDS files to a great deal. But then again, those mods wouldn't be compatible with Bestial Animations, since they most likely introduce new animations to the game. The only 2 changes I plan to make is to assign all summoned creatures the value 50 for specific.IDS to rid the game from the summoning limit, and gated creatures recieve the value of 51 in the same IDS file. That will most likely be optional. -Galactygon -------------------- |
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