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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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Berzerkerzz
QUOTE(morpheus562 @ May 24 2025, 02:14 AM) *
These are from NWN. These are post rendering and before conversion into bams where a few more adjustments are made.

I see, is there any guide somewhere on how to insert these animations into the game, I'm talking about the ones which are already converted into .BAM. I could use a few for the next encounters, Umber Hulk Elder for one especially since this one seems to have a slot dedicated already which should make assigning a new animation easier I assume, and a beefier Zombie animation for Theshal.

QUOTE(kilorew @ May 24 2025, 04:15 PM) *
QUOTE(Berzerkerzz @ Apr 12 2025, 05:47 PM) *
QUOTE(kilorew @ Apr 12 2025, 04:10 PM) *
So whats with the changes? Are you working on an Improved Improved Anvil ?

Yes, I'm further improving some of the enemies and adding a few more here and there, besides that some cosmetic changes and visual effects.
Some other changes as well but they aren't actually in the game. For example no Breach or Remove Magic on enemy clerics or the Avenger with no Clan Hunter, Smilodon or Word of Wisdom.


Will you be compiling all your changes and sharing them?

I don't know, we'll see when it's all done I just hope I manage to finish them all. I only started mid way through the game and I'm still in Chapter 6.
morpheus562
QUOTE(Berzerkerzz @ May 24 2025, 02:09 PM) *
I see, is there any guide somewhere on how to insert these animations into the game, I'm talking about the ones which are already converted into .BAM. I could use a few for the next encounters, Umber Hulk Elder for one especially since this one seems to have a slot dedicated already which should make assigning a new animation easier I assume, and a beefier Zombie animation for Theshal.


You can do something like this to add the Umber Hulk animations from IWD and assign it to the creature in BG2.

CODE
COPY ~ImprovedAnvil/resources/animations/umber_hulk_elder~ ~override~ // This is where the IWD Umber Hulk BAMs are located. This will import to the game

// Assign the animation to the elder umber hulk in the game.
COPY_EXISTING ~umbhul02.cre~ ~override~
    WRITE_LONG  0x28 IDS_OF_SYMBOL (animate UMBER_HULK_ELDER)


EDIT: Just submitted a pull request to add the IWD Elder Umber Hulk BAMS and assign them to the IA Elder Umber Hulks. If there are other animations in IWD that are not present in BG, you can go into IWD and export them to a folder, like the one I include for the Elder Umber Hulks, and you can just copy that over to your BG install to use the animations. Also, if the creature has unique sounds, be sure to copy those over too.

To know which files to grab:
- Find the animation you want to grab the bam files from. For our example, lets use UMBER_HULK_ELDER
- At the end of this animation name you will see 0xE0D0. Do a search for E0D0.ini to pull up the respective ini file.
- Here you will see "resref=MUMB". This means you are going to export all BAM files that start with "MUMB" to get all of the Elder Umber Hulk BAM files.
- Plop these BAM files in your game and now you have a fully working UMBER_HULK_ELDER animation set.
Berzerkerzz
QUOTE(morpheus562 @ May 25 2025, 12:33 AM) *
QUOTE(Berzerkerzz @ May 24 2025, 02:09 PM) *
I see, is there any guide somewhere on how to insert these animations into the game, I'm talking about the ones which are already converted into .BAM. I could use a few for the next encounters, Umber Hulk Elder for one especially since this one seems to have a slot dedicated already which should make assigning a new animation easier I assume, and a beefier Zombie animation for Theshal.


You can do something like this to add the Umber Hulk animations from IWD and assign it to the creature in BG2.

CODE
COPY ~ImprovedAnvil/resources/animations/umber_hulk_elder~ ~override~ // This is where the IWD Umber Hulk BAMs are located. This will import to the game

// Assign the animation to the elder umber hulk in the game.
COPY_EXISTING ~umbhul02.cre~ ~override~
    WRITE_LONG  0x28 IDS_OF_SYMBOL (animate UMBER_HULK_ELDER)


EDIT: Just submitted a pull request to add the IWD Elder Umber Hulk BAMS and assign them to the IA Elder Umber Hulks. If there are other animations in IWD that are not present in BG, you can go into IWD and export them to a folder, like the one I include for the Elder Umber Hulks, and you can just copy that over to your BG install to use the animations. Also, if the creature has unique sounds, be sure to copy those over too.

To know which files to grab:
- Find the animation you want to grab the bam files from. For our example, lets use UMBER_HULK_ELDER
- At the end of this animation name you will see 0xE0D0. Do a search for E0D0.ini to pull up the respective ini file.
- Here you will see "resref=MUMB". This means you are going to export all BAM files that start with "MUMB" to get all of the Elder Umber Hulk BAM files.
- Plop these BAM files in your game and now you have a fully working UMBER_HULK_ELDER animation set.

Alright thanks, I'll give that a try soon.
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