BG:EE - Modding made easier
Excalibur_2102
Member Posts: 351
Dear modders,
Overhaul have said that one of the selling points of BGEE is that modding is easier. Ive heard some modders say that it is actually easier, but noones really ever said why. So my question to you modders is, what does BGEE do that makes modding easier for you guys?
As someone who knows little about modding, it would be interesting to know.
Overhaul have said that one of the selling points of BGEE is that modding is easier. Ive heard some modders say that it is actually easier, but noones really ever said why. So my question to you modders is, what does BGEE do that makes modding easier for you guys?
As someone who knows little about modding, it would be interesting to know.
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2. all sound resources are .ogg which is a better format than .acm or .wavc
Speaking of TOBEX, do you know which version is currently recomended?
I am currently using build 0.25.10.29 and it starts complaining about a posion resist mod.
TobEx: Throne of Bhaal Extender build 0.25.10.29 (Fri 04 Jan 2013 10:34:40)
DETOUR_CEffectPoisonResistMod::DETOUR_ApplyEffect(): invalid effect.nParam2 (78)
Any insight?
@cuv that's what i meant with custom character animations.
In any case, thanks for breathing new life into an awesome, classic game, and for your continuing support. You guys rock!
In EXTANIM.2da - number slot in decimal
"number_slot" 0 0 0 0 0 0 47 0 0 NONE NONE NONE 8 3 "name_animation" NONE 0 0 NONE
Example:
58912 0 0 0 0 0 0 47 0 0 NONE NONE NONE 8 3 MBEG NONE 0 0 NONE
In EXTSPEED.2da - number slot in decimal
"number_slot" "movement_rate"
Example:
58912 5
In ANIMATE.ids - number slot in hex
"number_slot" "blabla..."
Example:
0xE620 my_anim
Informations from ScottBrooks about EXTANIM.2da:
EXTANIM.2da
0 1 2 3 4 ... 19
0 - NUMBER SLOT - decimal
1 - ARMOR_MAX_CODE = [0,1,2,3,4] max armor level. 4 = plate. It's basically set to 4 for all the characters except for the monk who has it set to 1
2 - CAN_LIE_DOWN = [0, 1] Do we have frames where we are on the ground? Death animation checks this.
3 - DETECTED_BY_INFRAVISION = [0,1] Are we detected by infravision
4 - DOUBLE_BLIT = [0,1] Should probably always be set to 0, but the DEMB animation has this set to true.
5 - EQUIP_HELMET = [0,1] Can they equip a helmet
6 - SPLIT_BAMS = [0,1] Are the bams split
7 - COLOR_BLOOD = [0-255] color palette lookup. Seems like 47 is pretty common
8 - COLOR_CHUNKS = [0-255] used in EFFECT_EXPLODINGDEATH(8), seems to be either 0 or 255
9 - FALSE_COLOR = [0,1] Tell it to use the character colors
10 - HEIGHT_CODE = string - "WQM", "WQL", "WQS", etc. The prefix to the weapon animations. Will be set to "NONE" for most monsters.
11 - HEIGHT_CODE_HELMET = string - same as above, but for the helmet animation
12 - HEIGHT_CODE_SHIELD = string - see above
13 - SND_FREQ = [0-255] Sound frequency. Lots of animations are set in under 10, then a few are quite high(150+, MGCP, MGCL, MDOG, etc)
14 - PERSONAL_SPACE = [0-255] most are 3, dragons are 13
15 - RESREF = string - animation resref. MDOG, ARAB, etc.
16 - RESREF_PAPERDOLL = "CHMB", etc
17 - RESREF_ARMORBASE = single char, 'T' thief, 'W' wizard. This is the 4th character in CHM?
18 - RESREF_ARMORSPECIFIC = single char, see above. Use when their armor code is equal to ARMOR_MAX_CODE
19 - RESREF_SHADOW = "CSHD", etc.
Please @Cuv correct me if I'm wrong and tell us about series
They are inside a bif file. You may use a modding tool (e.g. NearInfinity, WeiDU, etc.) to read and/or modify them. The modified copy goes inside the override folder.