Fochmarc Posted September 22, 2016 Share Posted September 22, 2016 I've been building a custom kit for a fighter-monk hybrid wielding a quarter staff , and using EEKeeper to change the appearance to use the Male Human Monk. Problem is, the infamous "monk animations aren't designed for two handed weapons" gives me a floating quarter staff most of the time. Any way to keep the paper doll of the Monk and change the attack animations to a fighter? Link to comment
subtledoctor Posted September 22, 2016 Share Posted September 22, 2016 ...draw new animations? Link to comment
Jarno Mikkola Posted September 22, 2016 Share Posted September 22, 2016 ...draw new animations?What you probably mean is to copy the .bam files, make a new .2da file, and associate a different paperdoll to the overall animation and then set the kit to use them... in "EE" games that concept should be "easily do-able". Link to comment
Ardanis Posted September 22, 2016 Share Posted September 22, 2016 Monk's kung-fu animation uses the same slot as two-handed weapon fighting, so no. Link to comment
Fochmarc Posted September 22, 2016 Author Share Posted September 22, 2016 ...draw new animations?What you probably mean is to copy the .bam files, make a new .2da file, and associate a different paperdoll to the overall animation and then set the kit to use them... in "EE" games that concept should be "easily do-able". Do you have any more step-by-step instructions on how to do this? Link to comment
subtledoctor Posted September 23, 2016 Share Posted September 23, 2016 Wait, clarification is required. Do you want to use the monk paperdoll (on the inventory screen) but the fighter avatar (in-game)? I suppose that might be doable. Maybe. I don't know much about that stuff. But Jarno thinks so. But if you want to use the monk in-game avatar with a quarterstaff... just not possible. Link to comment
Fochmarc Posted September 23, 2016 Author Share Posted September 23, 2016 Damn, no, I was hoping for the second one. Oh well. Link to comment
Jarno Mikkola Posted September 24, 2016 Share Posted September 24, 2016 Do you have any more step-by-step instructions on how to do this? Well, here's how the animations are named in this game... I don't have the game installed on this computer, so you have to excuse the imprecision .. ...that and the fact that the EE games use the [C/D][Animation ID].2da -files from that as the sound and other statistic table, then extend the animation.ids file with the new entry, and then you need to just apply a spell that applies the new animation in the kit, via opcode 53, to be the new files. Link to comment
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