Character Sprites/Models
Nakara
Member Posts: 13
Made this kind of post almost two years ago, so trying again. Was jinking around with the EE Keeper in BG:EE/SoD, and saw that I could change a character's appearance to stuff like half-dragons, bugbears, goblin captains, and so on. But trying this in BG2:EE, the character's model/avatar turns invisible. How do I fix this? PLEASE someone respond with a fix. Do I need a file, or mod, or fix or something to use IWD/IWD2 models in BG2:EE? I want this. Thanks.
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so first you need to grab the .bam files from IWD2 ( which you can use near infinity to export them into the IWD 2 override)
so that would consist of grabbing all the bams of MOR7A1-MOR7WKE
then once you have all those .bams put them into your bg2 override folder
once you have your IWD2 .bams in your bg2 override folder you need to open up near infinity and start editing some 2DA files
so on the left you will see a folder labelled "2DA" open it up, and you are going to see a lot of sub folders, the ones you are interested in are "EXTANIM.2DA" and "EXTSPEED.2DA"
first open up "EXTANIN.2DA" and you will see a list of numbers and a list going across the top
the first thing you need to do is find out what the "animation number" is, ( which seems to always be a 5 digit number, you can find this by going to a creature file and looking up in it's creature animation box and it will tell you the 5 digit number of that creature)
so in the above example, undead orc shaman is 57979 so that would be the first number you would put on a new line,
and then notice how the rest of the creatures on those lines basically have the same properties ( like 0s, 1s, none, 47 etc)
well I would copy paste an above line to match your new line, except you will also notice the only real difference is that some of the above lines you will have some letters in capitals with a number, this is where you have to place the .bam reference number in so for example, if I want to make the line for the undead orc shaman, it would look like this:
57979 0 1 1 0 none 0 47 0 0 MOR7 none none 8 3 MOR7 none 0 0 none
the 57979 representing the animation number, the MOR7 representing the .bam number ( and all the other numbers are for the things up top like; does infravision affect this creature and so on) if you want to get fancy you can mess with those but I would be very careful with that
but in the end, make sure your horizontal lines match up with the vertical lines, or else it might not work
so, after you get that all figured out, then its time for the EXTSPEED.2DA file ( luckily this one is easy)
so open that up and you will see you only need 2 values, the animation reference number and the speed the animation plays at ( which is what I assume the single digit number is for)
so here ( again using the undead orc shaman) you would put in 57979 and then follow it up by an 8 ( I use 8 for all the animations I bring over, because im not 100% what the single value is for, but 8 seems to work quite well)
and again make sure your horizontal row matches your vertical row in 2da file to prevent discrepancies
hopefully this helps, it sounds confusing in the beginning, but once you know what you are doing its relatively easy to get going
So what I did was download Near Infinity, per sarevok57's instructions, and mass exported every file type to both BG1:EE/BG2:EE overrides, per kjeron's orders. And without a fuss, it worked. Now I can play with my odd-and-quirky band of angry misfits. I swear, you both have no idea how stupidly happy you've made me. From the absolute bottom of my heart, thank you, oh my gods, thank you~<3
My group of pissed-off misfits. Now mind you, when I did the mass exporting in Near Infinity, the *ONLY* files you need to export are .bam and .wav. Exporting anything else runs the extreme risk of breaking your game.