Luke Posted September 20, 2021 Share Posted September 20, 2021 (edited) 15 hours ago, CamDawg said: Oh god, we need a content warning on that spoiler tag. I had forgotten the full horror of sprite outlines. OK, but what's causing that issue (also calling @argent77)...? Edited September 20, 2021 by Luke Quote Link to comment
guyudennis Posted September 29, 2021 Share Posted September 29, 2021 The current Master branch has two compatibility issues with SoD: SoD lacks AP_SPCL924/925/926/927 in CLABDR01/04, which means the condition to set druid_abils = 1 in druid_poly.tpa never triggers on SoD SoD does not contain SPCL924.SPL at all, so a copy of this spell should be shipped with the mod to account for such a case Quote Link to comment
CamDawg Posted September 29, 2021 Author Share Posted September 29, 2021 I just made the commits to fix this, but I missed the lack of spcl924.Thanks! Quote Link to comment
Luke Posted October 23, 2021 Share Posted October 23, 2021 (edited) On 9/20/2021 at 10:22 AM, Luke said: OK, but what's causing that issue...? @CamDawg, @Galactygon @argent77 identified the issue as "glitched weapon overlay animations". The BGEE version seems to use incorrect center positions (the general orientation and position of the weapon overlay roughly matches the stance of the creature animation). Moreover, it looks like some BG2EE files might also be problematic (at least in theory), as they contain a great amount of still frames in addition to the regular animation frames in their respective animation cycles (e.g. "MLIZCSD.BAM"). It's not immediately noticeable though, since the engine should cut off display of these redundant frames. So as far as IWDification is concerned, you might want to overwrite the weapon overlay animations of all E000-type animations with the IWDEE ones (which appear to be fine...) Edited October 23, 2021 by Luke Quote Link to comment
Gwendolyne Posted November 2, 2021 Share Posted November 2, 2021 The issue has been identified and will be fixed by IA main component. Quote Link to comment
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