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Monster Manual

AkerhonAkerhon Member, Translator (NDA) Posts: 614
edited June 2012 in Feature Requests
I wanted to report this site: http://www.dotd.com/mm/MM00000.htm
There is a long list of monsters, some of which may be added :-)
For BG1, BG2, IWD1
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Comments

  • mch202mch202 Member Posts: 1,455
    nice !

    but no xvart in the list, might hurt some people feelings...
  • AkerhonAkerhon Member, Translator (NDA) Posts: 614
    nice !

    but no xvart in the list, might hurt some people feelings...
    xD
  • AndreaColomboAndreaColombo Member Posts: 5,530
    edited June 2012
    The devs are limited to the existing animations, so any monster they may add would look like some other monster that is already in the game. I think Baldur's Gate already has enough monsters that look like one another without the need to add more that would make even less graphical sense (if more animations could be thrown in - which they cannot, at least on the devs's part - I would support the addition of more creatures so long as they made roleplaying sense).
  • smeagolheartsmeagolheart Member Posts: 7,963
    Maybe someone out there who is good at animations can create a new model and donate it to the game. I'd do it but my wife says my modelling days are over.
  • GemHoundGemHound Member Posts: 801
    edited June 2012
    I'd like to see a massive dungeon added to BG1 with basilisks guarding the treasure at the bottom. Otherwise, I want more basilisks simply because they test you. :p
  • smeagolheartsmeagolheart Member Posts: 7,963
    I'd like to see a massive dungeon added to BG1 with basilisks guarding the treasure at the bottom. Otherwise, I want more basilisks simply because they test you. :p
    @GemHound If a basilisk catches you by surprise sure it can be the end. If you have potions of mirrored eyes or scrolls of protection from petrification then they are cake. Mirrored eyes wears off so quick so it's pretty unreliable except for one creature. I find with boots of speed on a fighter type and one protection from petrification I can easily wipe out all the basilisks on the desert map that is infested with basilisks.
  • NWN_babaYagaNWN_babaYaga Member Posts: 732
    Maybe someone out there who is good at animations can create a new model and donate it to the game. I'd do it but my wife says my modelling days are over.
    there are many many good creatures with full animations for nwn which can be used. I just finished a new ettercap and something creepy. so the art is there already!

  • AndreaColomboAndreaColombo Member Posts: 5,530
    @smeagolheart - adding monsters with dedicated animations is something modders can already do thanks to Infinity Animations. It's the devs who have limits with regards to the animation work. Then again, since this doesn't require access to the source code, it's something that should be probably left to modders.
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @NWN_babaYaga - the devs don't have access to other games's animations at present, as per @TrentOster.
  • smeagolheartsmeagolheart Member Posts: 7,963
    edited June 2012
    @smeagolheart - adding monsters with dedicated animations is something modders can already do thanks to Infinity Animations. It's the devs who have limits with regards to the animation work. Then again, since this doesn't require access to the source code, it's something that should be probably left to modders.
    I believe they just don't have an animation team on staff. Nat Jones is the artist we know but animators haven't been mentioned. And Beamdog can't mess with existing content, only they can add content so adding new creatures if provided by others shouldn't be a problem. But I really don't know if this is true or not only a dev would know.

  • NWN_babaYagaNWN_babaYaga Member Posts: 732
    edited June 2012
    Yeah i know;)aBut we modders can use (I do creatures myself too) these nwn monsters. You can see some past stuff of me here:
    http://nwvault.ign.com/View.php?view=Creatures.Detail&id=648

    thanks AndreaColombo:) (Didnt wanted to create a whole new reply just for that)
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @NWN_babaYaga - pretty amazing! :)
  • GemHoundGemHound Member Posts: 801
    edited June 2012
    I'd like to see a massive dungeon added to BG1 with basilisks guarding the treasure at the bottom. Otherwise, I want more basilisks simply because they test you. :p
    @GemHound If a basilisk catches you by surprise sure it can be the end. If you have potions of mirrored eyes or scrolls of protection from petrification then they are cake. Mirrored eyes wears off so quick so it's pretty unreliable except for one creature. I find with boots of speed on a fighter type and one protection from petrification I can easily wipe out all the basilisks on the desert map that is infested with basilisks.
    @smeagolheart Or they could create a dracolisk.

  • ablaineablaine Member Posts: 4
    Yeah i know;)aBut we modders can use (I do creatures myself too) these nwn monsters. You can see some past stuff of me here:
    http://nwvault.ign.com/View.php?view=Creatures.Detail&id=648

    thanks AndreaColombo:) (Didnt wanted to create a whole new reply just for that)
    @NWN_babaYaga, you do some great work! If you're interested in doing some higher res versions we could always use more talented modders working on our Baldur's Gate 2 mod for Dragon Age over at Baldur's Gate Redux (bg2redux.com - look under Project WIPs for stuff we've been working on!).

    Sorry for derailing the thread! Just had to say nice job! :)
  • CuvCuv Member, Developer Posts: 2,535
    If they want custom content... they are welcome to my animations. It's before Infinity Animations and I converted nearly all of the creatures in PST to work in BG2. They can just copy and rename them if they like. Some are better than others, a few years in the making then it was all obsolete when IA came out, heh.

    Also figured out how to run 8 different animations in a single animation slot! Anyway

    http://www.shsforums.net/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=30
  • smeagolheartsmeagolheart Member Posts: 7,963
    edited June 2012
    this place needs a "I'm a modder I donate my mod to use if you want in bgee" thread. Your great hard work, @Cuv should be part of BGEE
    Post edited by smeagolheart on
  • AndreaColomboAndreaColombo Member Posts: 5,530
    edited June 2012
    @smeagolheart - I proposed the "modder" badge immediately after @aVENGER joined the boards. A "mod donor" badge would also be nice, though in principle I'm against "donating mods" to WotC for the reasons I have expressed in the BG2 Fixpack thread (which I know you've read 'cause you've also commented it).

    @Cuv - I'm afraid the devs would still need access to the rights to use those Ps:T animations, and as per @TrentOster they currently don't.
    Post edited by AndreaColombo on
  • trinittrinit Member Posts: 705
    can someone explain exactly what this mod does? i looked at the web page and some previous discussions and i could not get the clear idea.

    is it correct that the mod would be/is capable of- for example: you capture an animation sequence from top down perspective compatible with baldurs isometric. then you convert the sequence to bitmap, jpeg,or gif sequence (whatever baldur is using), and with the help of Infinity animation you can assign these sequences to specific actions of the new creature. end result: dire bear from nwn2 in bg2 game.

    sorry if i missed the point entirely, i a bit confused :P
  • NWN_babaYagaNWN_babaYaga Member Posts: 732
    edited June 2012
    thats correct @trinit as fas as I know. You just need a finished creature + the animation set and last but not least the knowhow to use the BG animation system....
  • CuvCuv Member, Developer Posts: 2,535
    edited June 2012


    @AndreaColombo Ah! Good point. Well that is a pity. Some could be custom created from original artwork, but that would honestly take a year or more to get enough finished to be worth it... and it would take someone who knows how, sadly I dont have the time with everything else going on.

    @NWN_babYaga It would be easy to get the sequences if you have the creature created from scratch, but remember you cannot take your snapshot images from NWN or any other game engine for them to be able to legally make use of them. Meaning you would have to take your render images outside of a game toolset. And, dont forget, you would need to own the program with which you created them, ie: 3dsMax non-student version and legally in your possession and licensed to you. Just saying. How many of us actually own a full professional licensed version of 3dsMax or zBrush?

    Modders can do things that developers cant, sadly. I sometimes forget that. And also remember that if the devs keep modders in mind by allowing extra animation slots(which I hope they do), they cannot legally endorse the use of those slots for anything other than user created 'original' custom content as @AndreaColombo just reminded me above.

  • AndreaColomboAndreaColombo Member Posts: 5,530
    edited June 2012
    @Cuv - a bigger amount of animation slots has been requested and is being considered for implementation. Once the engine can accept more animations, modders can add whichever they like - just like they're doing with IA right now. I believe for the devs it is different, because they are releasing an officially licensed product. Modders aren't, and can therefore enjoy more freedom in the content they add. In other words: right now, you can install IA on Baldur's Gate to get more animation slots, and separate animation packs to add animations from other games. If BG:EE has more animation slots, you merely skip the first part, but you can still use animation packs (the devs can't).
  • CuvCuv Member, Developer Posts: 2,535
    Yep, that was exactly my point:)
  • NWN_babaYagaNWN_babaYaga Member Posts: 732
    thats why I prefer the modders way you two;) and maybe you Cuv can help me later with getting custom monsters ingame anyway.
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @NWN_babaYaga - what I like in the thought of an already IA-compliant BG:EE is that modders and gamers would have to install one less thing to get the same job done. The more modder-friendly features and engine bug fixes in BG:EE, the merrier! Because, as I said in another thread, I just genuinely enjoy efficiency :)
  • kamuizinkamuizin Member Posts: 3,704
    @AndreaColombo it's official that they only can use the animations that already exist? Cos if that's the case i'm starting to feel unconfortable with this enhanced edition (that becomes closer to a BGT than an enhance itself, if they have to stick with the original animation).
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @kamuizin - apparently so. Trent Oster once said on Twitter that they are limited to the existing animations, and specified in another tweet that they do not have the rights to IWD and Ps:T stuff yet.

    However, there is more to enhancing a game than just add new animations: as discussed above, there are mods for that ;-)
  • kamuizinkamuizin Member Posts: 3,704
    But enhance the animations is the flavor of the game, it's the basic for graphic upgrade, i don't see how to make BG:EE viable as a 2012 graphic game without enhance on the animation.
    Maybe i'm short minded here, but i can't even imagine a improve on the game features to act as 2012 games without a animation implement, i believe they will just trow a LOT of new movies on the game, so... :(.

    So i ask now if you or anyone could answer this i would be gratefull:

    Is BG:EE something a mod WOULD BE ABLE to do, with the resources and an equip to backup them?

    I believe this is the golden question for this project.
  • AndreaColomboAndreaColombo Member Posts: 5,530
    Is BG:EE something a mod WOULD BE ABLE to do, with the resources and an equip to backup them?
    No, as there are things that can't be done without the source code that will be in the game. The extent to which these things will be prevalent over material that modders could have done remains to be seen.


  • ablaineablaine Member Posts: 4
    Am I right in thinking that they are able to add new animations for their new creatures/characters, but they just aren't able to add additional animations to existing creatures/characters?
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @ablaine - nope, I'm afraid they can't add any new animations period. I'll be happy to be proven wrong, though.
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