I got it to install! It turns out I had forgotten that with non-G3 mods, you have to unzip them into the directory. I was trying to run the .exe from inside its zipped folder, and had forgotten to extract the resource folder and the .exe into the game directory first.
I feel really stupid.
So anyway, I loaded up some of my save games, and the avatars and paper dolls, as well as the interface, all look beautiful.
@belgarathmth And if you want to have the bg1 avatars for your character, install infinity animations, but since that is more tricky to install, if you try to do it and fail, send me a pm, i'll help.
@Mornmagor currently we're stuck using the BG2 sprite animations for the time being. We're using BG1 assets wherever possible, but the sprite animations are (regrettably!) something we can't really work around. The biggest issue is that they're not feature complete - they're missing stuff, and it's stuff that we can't add back in.
Inventory icons match BG1 wherever possible (trust me, @AndreaColombo made sure!), the paperdolls we're using are those that are part of 1PP, and we're using other 1PP components such as the restored flame sword animations and the like and as I already mentioned the completed classic shield port.
As for IA/giving people the ability and easier time of porting animations, we're looking into alternative solutions. We think we have something good in the works, but, of course we can't promise anything just yet as we work on other issues. Rest assured that we have modders on the job, looking at what we've done and providing appropriate feedback, and fighting for the features you want.
I know the limitations of BG1 sprites, that is why we mentioned the optional use.
Indeed you will be forced to use the BG2 ones by default because of that reason, and we totally understand that.
As you said, if you find a way to make it easy to port animations in BG:EE, then porting the BG1 ones would be peace of cake, and the fact that you are willing to do it (dual wield fix), is definetely something we thank you for.
I personally have faith in you, that indeed you have something good in the works for animation porting, and in the end, if all else failed, which it won't, IA would be made compatible at some point.
I realise your priorities lie elsewhere now, but still, thank you again for looking into this, and i hope everything goes smooth with the game.
Hopefully, at some point we'll be able to use our beloved BG1 sprites ))
P.S. If the animation porting is done, then the BG1 sprites could just be included in the data for optional use through an editor for example, while the default ones would still be BG2 ones because of the limitations. BUT, one day these limitations will be overcome, and then, tremble BG2 animations... Tremble...
@ajwz I'm promoting that, 'cause srsly you guys have no idea how much he has your back. He's done an epic amount of work ensuring things match, and badgering us where possible.
@Mornmagor the super good thing is that @Erephine's on board with the project - so, yes, we think our solution will be better- or at least will be the inroads with which she'll be able to port IA to work with BG:EE since the executable patch it currently requires won't work.
Actually, you guys have no idea how much @Nathan and @ScottBrooks have your back. All I've done is pestering @Nathan about BG1 inventory icons (much to @Tanthalas' annoyance), and @ScottBrooks about animations (much to @ScottBrooks' annoyance, in fact), but it's they who worked the magic into BG:EE.
... aaaand, just so that no one misunderstands my words: BG:EE will not be using BG1 animations, for the very reasons @Nathan stated. More to the point, they don't support dual-wielding (not just attacking with two weapons: They don't even support displaying two weapons at the same time). However, it might be possible to work around that ... it'd take some of @ScottBrooks' coding magic, and a whole lot of time and patience on someone else's part ... LOL
Indeed, some day we'll make the BG1 animations dual wield ready!
Buuuuuuut, until then, we will live with playing the game using non-dual-wield BG1 animations(hey at least they don't crash the game any more!), as soon as the animation porting issue will be done.
Might probably be post-ship(or not, who knows), but it's fine, at least we know that something is being done in that direction.
We should have a forum party when it's done.
And don't worry @AndreaColombo, we'll have a bigger party when they are dual wielding ready :P
P.S. And yes, a big thanks to everyone from Beamdog included in this.
Comments
I feel really stupid.
So anyway, I loaded up some of my save games, and the avatars and paper dolls, as well as the interface, all look beautiful.
Thanks for recommending this.
There.
It's not like we are gonna get any answers
Inventory icons match BG1 wherever possible (trust me, @AndreaColombo made sure!), the paperdolls we're using are those that are part of 1PP, and we're using other 1PP components such as the restored flame sword animations and the like and as I already mentioned the completed classic shield port.
As for IA/giving people the ability and easier time of porting animations, we're looking into alternative solutions. We think we have something good in the works, but, of course we can't promise anything just yet as we work on other issues. Rest assured that we have modders on the job, looking at what we've done and providing appropriate feedback, and fighting for the features you want.
I know the limitations of BG1 sprites, that is why we mentioned the optional use.
Indeed you will be forced to use the BG2 ones by default because of that reason, and we totally understand that.
As you said, if you find a way to make it easy to port animations in BG:EE, then porting the BG1 ones would be peace of cake, and the fact that you are willing to do it (dual wield fix), is definetely something we thank you for.
I personally have faith in you, that indeed you have something good in the works for animation porting, and in the end, if all else failed, which it won't, IA would be made compatible at some point.
I realise your priorities lie elsewhere now, but still, thank you again for looking into this, and i hope everything goes smooth with the game.
Hopefully, at some point we'll be able to use our beloved BG1 sprites ))
P.S. If the animation porting is done, then the BG1 sprites could just be included in the data for optional use through an editor for example, while the default ones would still be BG2 ones because of the limitations. BUT, one day these limitations will be overcome, and then, tremble BG2 animations... Tremble...
@Mornmagor the super good thing is that @Erephine's on board with the project - so, yes, we think our solution will be better- or at least will be the inroads with which she'll be able to port IA to work with BG:EE since the executable patch it currently requires won't work.
Anyway, good luck(and courage :])!
And to monkey around a bit a la Nathan style, now if you'll excuse me, my work is needed elsewhere.
/Vanishes - INTO THE NIGHT! ;p
P.S. Andrea deserves a net hug so /hug
... aaaand, just so that no one misunderstands my words: BG:EE will not be using BG1 animations, for the very reasons @Nathan stated. More to the point, they don't support dual-wielding (not just attacking with two weapons: They don't even support displaying two weapons at the same time). However, it might be possible to work around that ... it'd take some of @ScottBrooks' coding magic, and a whole lot of time and patience on someone else's part ... LOL
Buuuuuuut, until then, we will live with playing the game using non-dual-wield BG1 animations(hey at least they don't crash the game any more!), as soon as the animation porting issue will be done.
Might probably be post-ship(or not, who knows), but it's fine, at least we know that something is being done in that direction.
We should have a forum party when it's done.
And don't worry @AndreaColombo, we'll have a bigger party when they are dual wielding ready :P
P.S. And yes, a big thanks to everyone from Beamdog included in this.
No nostalgia will be needed
But yeah, i remember IWD1, oh well