Cuv Animation Slots Part 2: Wights

Update:
11-30-07

Cuvieronius@aol.com

CONTENTS
------------------------------------------------------------

I.     	Summary of Features
II.    	(un)Installation
III.   	Compatibility
IV.    	Listing of Creature Animation Slot Assignment
IV.    	Version History
V.   	Credits/Copyright/Mod Usage


I. Summary of Features
------------------------------------------------------------

This mod is the culmination of a little dream that I have had: to standardize the animation slots to allow more flexibility in additions to BGII/ToB. This work is based on the previous work of Galactygon and taken to the next level.  I liked his work so much that I have even kidnapped his readme here and made it my own.

What this mod does is adds 8 creature animations to a single IWD style slot and thus freeing up 7 previously occupied slots all into one neat package.  These are all existing slots, so the benefit here is phenomenal.

All of the animations in this package use the same death animation.  It is a modified MWIG death animation that shows a figure that has been recolored grey falling to the ground.  Having the stock death animations included on each creature is harmless, as are the normal death animations of the respective creatures.  They will never play, only the core death animation sequence.  I did notice one oddity in my tests, but unsure how to fix it; if knocked unconcious, they will fall down momentarily... then get up again and freeze.  The animations are all there to play the full sleep and getup sequences, but the engines seems to go buggy with playing the weapon slots.  They look good and all else seems to be just fine.  Let me know if you find any problems.

This mod is intended to give modders more flexibility in their modding endeavors.  This is the second installment, hopefully there will be plenty more.  More details below. 

II. (un)Installation
------------------------------------------------------------

Although installing and uninstalling this mod takes 2-5 minutes depending on your operating speed, the process is as painless as it can be. Here are the steps to (un)install the mod:

Installing the mod:
1.) Unzip CVWights.rar in your BGII directory (go to www.rarlab.com to download the utility to do that)
2.) Make sure the following 3 folders/files are in your BGII directory: 
								
- Setup-CVWights.exe 			
- Setup-CVWights.tp2 
- CVWights

3.) Run Setup-CVWights.exe
4.) Follow the instructions to install the mod
5.) Wait for 2-5 minutes, while the mod installs

Uninstalling the mod:
1.) Run Setup-CVWights.exe
2.) Follow the instructions to uninstall the mod
3.) Wait for 2-5 minutes, while the mod uninstalls

III. Compatibility
------------------------------------------------------------

This mod should be compatible with everything so long as it is run last and ToB is installed.  It only uses a single animation slot, and the TP2 setup will assign the proper attack item to any creature that needs to use the IC_MUMMY animation. I took care in selecting which slot to use.

As with the previous release of CVGhosts, all of the test creatures contained are simply a Nymph renamed with the most generic type of weapon available. The test creatures will be renamed upon install so that you can have all of these mods installed together if you so choose.  Be cautious when flagging your attack item and creating your special creature.


IV. Listing of Creature Animation Slot Assignment
------------------------------------------------------------


Slot for all ported IWD Undead animations:

	Slot Name	Hexadecimal Value		Numerical Value			Prefix 

	IC_MUMMY 	57472 				0xE080 			        MMUM

	- Axe 		~ IWD Mummy
	- Club 		~ IWD Ghoul   (MGH2)
	- Dagger 	~ IWD Ghast   (MSH3)
	- Fail 		~ IWD Wight   (MWIG)
	- Halberd 	~ IWD Wight   (MWI2)
	- Mace 		~ IWD Wight   (MWI3)
	- Quarterstaff 	~ IWD Zombie  (MZO2)
	- Warhammer 	~ IWD Zombie2 (MZO3)

Test creatures are:  CVWIG1 - CVWIG8

IV. Version History
------------------------------------------------------------

v1.0

-Initial Release

V. Credits/Copyright/Mod Usage
------------------------------------------------------------

Credits
Here is the list of people who have helped (or took part) some way or another in this mod:

	Developer(s):
		- Cuvieronius (Cuv)
        Based on work by:
                - Galactygon
	The initial Idea:
		- Max
		- Igi
	Tools and Programmer(s):
                - BamWorkshop
                - BamWorkshop II
                - Adobe Photoshop©
		- Avenger (DLTCEP)
		- Weimer (WeiDU)
	Special Thanks:
		- SConrad and Liam
		- Tassadar88
                - Deathsangel
                - Chronis
                - SirBillyBob

If you don't see yourself listed in any manner, don't hesitate to contact the mod author at cuvieronius@aol.com.  I am getting old and tend to forget things easily.

Copyright/Mod Usage
Using this mod for commercial purposes of any kind is strictly forbidden. These files are offered as free use with no further permission needed to use in your project. However, we ask that you kindly offer a credit to myself (Cuv) and to SpellholdStudios in your mod with a link to the SHS website. Have fun.

Baldur's Gate, Tales of the Sword Coast, Baldur's Gate II: Shadows of Amn and Throne of Bhaal are © Bioware Corp. Icewind Dale I and II, Heart of Winter and Planescape: Torment © Interplay Productions.
