How to get rid of the ridiculous exploding body gore animation...(?)
Akuro
Member Posts: 93
So here's my concern:
As you all know, the game turns a little bit more "realistic" and violent if you enable blood & gore in Baldur's Gate 2 via the "Memory Access=100" entry:
- bodies actually turn into a pile of dust if you cast "Disintegrate" on them instead of leaving behind the corpse on the floor
- enemies shatter to little pieces of stone/ice if they suffer any damage and were turned to stone/were frozen before
AND:
- enemies explode into huge chunks of meat in a ridiculous animation if they suffer too much damage while dying.
Although I like that effect *if an enemy gets destroyed by a mighty arcane spell* (for example in the cutscene after escaping from Irenicus' dungeon) I find it hilarious and very unrealistic if an Athkathlan City Guard - wearing full plate mail - explodes into huge pieces of flesh *because you stabbed him into his back with a DAGGER*! *Ahem..* You get the point...
So I tried to prevent this "glitch" via modding, but until now I was not successful ;-(
As far as I know, the *.BAM - file of the chunk-animation is called "SPFLESH".
I tried to make enemies immune to the animation via the "Protection from specific animation" effect or the "protection from specific death" effect, but it didn't have an effect...
My idea is to add an effect to ALL melee weapons with the conditions:
- applies on hit
- makes the target immune to the death animation *dying in huge meat chunks* for 2 seconds
Therefore all gore effect would still be in the game but if you kill enemies in *melee* combat, they'd just fall down and die instead of triggering this unrealistic effect.
The thing is that I couldn't get the "immune to specific animation" effect to work until now...
Does anyone have an idea how to prevent this animation from being shown in melee combat?
I think this forum is the right place to ask because:
- there are many talented modders here
- this "glitch" concerns BG1 and BG2
- I guess there are more people out there who feel the same
I hope someone can help
As you all know, the game turns a little bit more "realistic" and violent if you enable blood & gore in Baldur's Gate 2 via the "Memory Access=100" entry:
- bodies actually turn into a pile of dust if you cast "Disintegrate" on them instead of leaving behind the corpse on the floor
- enemies shatter to little pieces of stone/ice if they suffer any damage and were turned to stone/were frozen before
AND:
- enemies explode into huge chunks of meat in a ridiculous animation if they suffer too much damage while dying.
Although I like that effect *if an enemy gets destroyed by a mighty arcane spell* (for example in the cutscene after escaping from Irenicus' dungeon) I find it hilarious and very unrealistic if an Athkathlan City Guard - wearing full plate mail - explodes into huge pieces of flesh *because you stabbed him into his back with a DAGGER*! *Ahem..* You get the point...
So I tried to prevent this "glitch" via modding, but until now I was not successful ;-(
As far as I know, the *.BAM - file of the chunk-animation is called "SPFLESH".
I tried to make enemies immune to the animation via the "Protection from specific animation" effect or the "protection from specific death" effect, but it didn't have an effect...
My idea is to add an effect to ALL melee weapons with the conditions:
- applies on hit
- makes the target immune to the death animation *dying in huge meat chunks* for 2 seconds
Therefore all gore effect would still be in the game but if you kill enemies in *melee* combat, they'd just fall down and die instead of triggering this unrealistic effect.
The thing is that I couldn't get the "immune to specific animation" effect to work until now...
Does anyone have an idea how to prevent this animation from being shown in melee combat?
I think this forum is the right place to ask because:
- there are many talented modders here
- this "glitch" concerns BG1 and BG2
- I guess there are more people out there who feel the same
I hope someone can help
2
Comments
You can't actually get rid of the animation completely (unless you play on a lower difficulty), something must be there instead because those meaty chunks mean that a killed character/creature can't be resurrected in any way.
I tried not to question it. If you get this to work, make it a mod and I'll download it heaps. I'd like it to be more convincingly animated too.
edit:
I just had a look at the readme - unfortunately the component is called "Make *party members* less likely to die irreversibly" :-(
Maybe there's a way to rewrite this component's code, so that it affects all creatures (and oc only melee hits)...
To affect all creatures this ought to do
COPY_EXISTING_REGEXP GLOB ~.\*.cre~ override
LPF ADD_CRE_EFFECT INT_VAR opcode=??? timing=9 parameter1=??? parameter2=??? END
BUT_ONLY
Look up correct values for ??? in SCS' code.
I think patching melee weapons will make no difference, because the base damage is delivered before any effect kicks in. Inelegant solution, it is.
Big thanks for this solution, I'll give it a try as soon as I figure out how to use that code with the specific SCS2 component code...
I applied it to a ring with the following conditions:
- timing mode 9 (permanent after death - as stated in the DLTCEP description)
- constant value set to 1 (as stated in the DLTCEP description)
- while equipped
- target self
Then I added the ring to some creatures (Oger Magus and Jasper St. Baird in Irencus' dungeon) via the editor and started a new game.
Nevertheless both of them exploded into meatchunks because I backstabbed them and they suffered too much damage from one hit :-(
Hell, I even made a sword with the effect but all I try simply doesn't work. I'm a little bit desperate here, but I'm afraid I'll never be able to get used to that awful and unrealistic animation... Hmm
However this script code from SCS2 seems to work for Npc's, because Jaheira always "made it to the other side in one piece" when I backstabbed her to death.
Do you have another idea?
COPY_EXISTING_REGEXP GLOB ~.\*.cre~ override
LPF ADD_CRE_EFFECT INT_VAR opcode=??? timing=9 parameter1=??? parameter2=??? END
BUT_ONLY
from SCS into the game, so that it works for all creatures, not only party characters( as Ardanis suggested).
The Opcode #295 from the DLTCEP doesn't seem to work, at least I can't get it to work...
Anyway, big thanks for your effort Avenger!
Edit: Sigh... I managed to fix it by disabling gore.
SetPrivateProfileString('Game Options','Memory Access','0')
edit: the animation name is "SPCHUNKS". Unfortunately Immunity to this animation doesn't protect CRE from chunk death, so this solution won't work.
Disable Permanent Death [295] opcode would be a good candidate for this feature if it doesn't disable other forms of "gore" death (ice, stone)
edit2: As a test I've patched all cre files in game with opcode 295 like this: Looks like it only works on party members unless I've missed something - common folks still chunks with this opcode applied.
edit3: I give up, Minimum HP -9 also doesn't seem to prevent chunking when applied as a global effect with this code: Tested with common folk attacked from shadows (damage x3) - always chunks. Same result also for Minimum HP = 0. Opcode works only with positive values.