Drazius Posted March 15, 2021 Share Posted March 15, 2021 (edited) So I have been trying to add one of Moinesses's Avatars (the female long haired elf avatar/paperdoll) to my game and I thought I was doing everything correctly. I made the .ini file, named everything correctly, picked an empty animation slot, changed the name of the BAM's, etc. It even shows up just fine in my animate.ids. But when I select it in EEKeeper and then load up my game, my character is a giant toadstool thing lol. Can someone please take a quick look at my files and see where I messed up? I couldn't upload them here so I'll link them to my Google Drive. https://drive.google.com/drive/folders/1PBdugl8Autfi96mgUAgP6PUNwbWwH4O1?usp=sharing Edited March 15, 2021 by Drazius Quote Link to comment
Jarno Mikkola Posted March 15, 2021 Share Posted March 15, 2021 (edited) The files don't include the CEFZ1INV.BAM, CEFZ2INV.BAM and CEFZ3INV.BAM -files that it needs, as that's the paperdool. These are the differently armored variants... if my assumption is correct. The files are just 2 frames, 1 of the upper portion, and the second is the lower portion of the papardoll. A good reference in BG2:EE is say the CHMC1INV.BAM - CHMC3INV.BAM -files... I would use Near Infinity's snapshots versions to look at the files. The reason being that it uses the same "animation type". Edited March 16, 2021 by Jarno Mikkola Quote Link to comment
Drazius Posted March 16, 2021 Author Share Posted March 16, 2021 Oh, so if I’m missing the paper doll BAM’s then the avatar doesn’t work at all? I thought it still would because some of the animations don’t have a paper doll at all (like Ellisime, for example.) I’ll try that though, thanks. Quote Link to comment
kjeron Posted March 16, 2021 Share Posted March 16, 2021 The E### (EB30.ini) range is for Icewind dale monster animations. You need to use one of the 50## - 53##, 60## - 63##, 55##, or 65## ranges. resref_armor_base and resref_armor_specific need to match the 4th character of the animation filenames. You have both set to "W", they should be "Z". You only have an unarmored(1) and tier 2 armor(3) animations, nothing for tier1 (2) or tier3 (4) armors. You need all four, even if you just duplicate one or both of them for those animations. Quote Link to comment
Drazius Posted March 16, 2021 Author Share Posted March 16, 2021 14 minutes ago, kjeron said: The E### (EB30.ini) range is for Icewind dale monster animations. You need to use one of the 50## - 53##, 60## - 63##, 55##, or 65## ranges. resref_armor_base and resref_armor_specific need to match the 4th character of the animation filenames. You have both set to "W", they should be "Z". You only have an unarmored(1) and tier 2 armor(3) animations, nothing for tier1 (2) or tier3 (4) armors. You need all four, even if you just duplicate one or both of them for those animations. Thank you! I had a feeling it was something like this. I’d buy you a beer if I could, thanks man. Quote Link to comment
kjeron Posted March 16, 2021 Share Posted March 16, 2021 A few more things: The 52## and 62## ranges are exclusive to mages. The rest I listed can be any class except mage. The third value needs to be odd, since it's a female animation. (the male version would have it's 3rd value 1 less) If you don't have a male version, you should copy the INI for MAGE_MALE_ELF with a corresponding filename. For example, if you added your MAGE_FEMALE_ELF_LONGHAIR as 6231.INI, you should clone 6201.INI (MAGE_MALE_ELF) as 6221.INI. This way if your gender is reversed, you will end up an appropriate animation. Quote Link to comment
Drazius Posted March 16, 2021 Author Share Posted March 16, 2021 (edited) Understood. I think you just saved me some trouble because I was using an even number and not an odd one. If my PC is a mage but doesn't use those ranges of 52 and 62, does anything bad happen? Oh and another question I have, how do I open .plt files to check the BAMs in them? I can see them in NI but is there a way to extract them? Edited March 16, 2021 by Drazius Quote Link to comment
kjeron Posted March 16, 2021 Share Posted March 16, 2021 When 52## and 62## equip robes, their animation changes to that armor tier. When 52## and 62## equip armor, their animation doesn't change. When the others equip armor, their animation changes to that armor tier. When the others equip robes, their animation doesn't change. PLT files - don't know of any proper way. The mod in this post contains a deprecated component to convert them to BAMs, but they still require manual positioning adjustments afterwards. Quote Link to comment
Drazius Posted March 16, 2021 Author Share Posted March 16, 2021 Thanks a lot for all the info kjeron. Really appreciate your expertise. Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.