Overview


This mod patches Baldur's Gate II: Throne of Bhaal to support additional creature and character animations (referred to as 'animation slots'). It also offers a dynamic automated process for claiming new animation slots. Thus, it acts as a central hub, usable by anyone who would like to add animation entries to the game without being bogged down by issues of mod conflicts and incompatibilities.

Infinity Animations supports a wide variety of animation types from Baldur's Gate I, Baldur's Gate II, Icewind Dale I, Icewind Dale II, Planescape: Torment and Neverwinter Nights. As an added bonus, the mod restores Baldur's Gate I character animations in their entirety, and paperdolls have been unlocked for some animations that did not support them previously.

An important feature for players who use several large mods (known as 'mega-mods') is a resolution of animation conflicts, and a restoration of standard animations that mega-mods have overwritten.

Finally, this mod contains optional components that implement many new animations into the game. Ongoing work will address sound sets for new animations. While the number of supported animations may not be 'infinite' as the name suggests, it should be large enough to accommodate everyone's present (and in all likelihood future) needs.




Key features

  • As of version 6.0.0, is also compatible with EE games (except PsT:EE)
  • Restores Baldur's Gate I character animations
  • Improves paperdoll support for existing animations
  • Adds custom game animations for characters and creatures (including dragons)
  • Allows use of many different animation types (some never before seen in the games)
  • Resolves the problems of animation stacking, and of animations slot, naming and creature soundsets conflicts
  • Harmonizes animations names in all games to avoid conflicts with EE games. For more details, please read Infinity Animations Reference Chart.
  • As of version 6.0.0, automatically installs creature sound clips accordingly to the game language localization
  • Offers GUI support for adding new animations
  • Lets you watch as the percentage of free animation entries refuses to go down 🙂



⚠️ Note for players installing the Baldur's Gate I character animations components in classic games.


Due to IE and EE engines hard-coded features, restored BG1 mage sprites do not swap with armor level changes (mage animations are always identified by the animation slot's second digit that must be '2', which is not the case in IA). In other words, they always display the same 'unarmored' sprite whatever the robe level they equip (2W, 3W, 4W).

To circumvent this rather annoying behaviour, please follow this workaround:

  • Install TobEx before Infinity Animations.
  • Install Insomniator's BG2 Impoved Gui mod after Infinity Animations: it will provide a custom tobex.dll library that allows displaying mage robes for BG1 character animations.



For details on how to add new animations, consult the Adding an Animation Entry section of the IA Reference Picker documentation.


Infinity Animations > OverviewBACK TO TOP

Compatibility


Games supported

Infinity Animations is designed to work on most Infinity Engine games. This includes:

  • The series of Enhanced Editions published by Beamdog, which at present includes Baldur's Gate: Enhanced Edition (BGEE), Baldur's Gate II: Enhanced Edition (BG2EE) and Icewind Dale: Enhanced Edition (IWDEE). The BGEE Siege of Dragonspear expansion (SoD) is supported as well. All of the Enhanced Edition games include the original expansion packs, e.g. IWDEE includes Heart of Winter (HoW) and Trials of the Luremaster (TotLM).
  • The original Baldur's Gate II (BG2, or just SoA) with the Throne of Bhaal (ToB) expansion. Make sure you have Throne of Bhaal patched to version 26498. Check the ReadMe files related to your patch in your game folder and the BioWare website if necessary.
  • The conversion projects based on ToB: Baldur's Gate Trilogy (BGT), Baldur's Gate Tutu (and EasyTutu) and Enhanced Edition Trilogy (EET).



Other Mods Compatibility

This mod is a WeiDU mod, and therefore should be compatible with all WeiDU mods. Though we are striving to make Infinity Animations compatible with as many other mods as possible, there is always a chance that incompatibilities will arise. Below are the ones discovered thus far:

  • Viader's Extended Animations
  • ⚠️ Latest versions of BWP Fixpack introduce a f.....g regression by overwriting animate.ids file. They add duplicated entries and populates it with animation slots used by EE games. As a result, it corrupts IA installation. IA v6.0.0 tries to fix this issue and it seems to be working. But it has not been tested on every available mega installation. Therefore, allowing the BWP Fixpack to overwrite animate.ids is at your own risk.

If you encounter any bugs, please report them on the forum!




Installation Order

➽ Although it is not required for Infinity Animations to function properly, ToB players are strongly recommended to download and install the BG2 Fixpack before proceeding with the installation of this mod.


In a perfect world, Infinity Animations would be installed as a data base that would be usable by anyone who would like to add animation entries to the game without being bogged down by issues of mod conflicts and incompatibilities. Unfortunately, since it was designed a long time after the first mega-mods generation that were overwriting game files, in particular to resolve animation conflicts and restore standard animations that mega-mods have overwritten; it needs to be installed after those mega-mods, at least until their authors will update them to benefit from Infinity Animations content... 🙁

While waiting for this marvelous day, here is the recommended installation order:

  • Please install Infinity Animations after TobEx, BG2 Fixpack, EET, and mods that add creatures or animations.
  • Please install Infinity Animations before 1PP, BG2 Impoved Gui, EET_End, and any final "biffing" routines.

⚠️ Modders who wish to make their mods compatible with Infinity Animations are strongly recommended to read the IA Notes for modders which guides them through each step of accomplishing particular modding tasks without breaking compatibility.




Start a new game after installing this mod, or use the "Saved Games Animations Fixer" component if you're reluctant to do that.


Infinity Animations > CompatibilityBACK TO TOP

Installation


Notes

If you've previously installed the mod, remove it before extracting the new version. To do this, run  setup-infinityanimations.exe , un-install all previously installed components and delete the 📁 infinityanimations folder.

When installing or un-installing, do not close the DOS window by clicking on the X button! Instead, press the Enter key whenever instructed to do so.

Disable any antivirus or other memory-resident software before installing this or any other mod. Some (particularly avast and Norton!) have a tendency to report false positives with mod activity, resulting in failed installs.

You can extract files from the archive using 7zip, WinRAR, ZipGenius or another file compression utility that handles .zip files.

  ► Deprecated as of v 6.0.0 (read this instead):

Important: Download all content you may require from the Infinity Animations download category at Spellhold Studios. If in doubt, download them all (most mega-mod installs will need all archives). Extract all archives using the "Do not extract paths" option on the Advanced tab in WinRAR. Also, make sure the "Destination path" on the General tab terminates in /content or /restore after infinityanimations (there should be no sub folders beyond that).

Extract all archives to the 📁 /content folder except IA_BG2_Restores.rar, which should go in the 📁 /restore folder. If you extract IA_Wh_Dr_Wyv_LoP.rar (currently only needed for the Planar Sphere mod), you can delete the sub-archive The_Lady's_Shadow.rar after extraction, as it is currently unused due to animation size limitations.

For WinZip, make sure the "Use folder names" box is unselected.

You should end up with a bunch of .bam files and no sub-folders in your 📁 "content" and/or "restore" folders. The installer will warn you if you're missing anything you need, at which point you can exit it, download missing content, extract it and rerun the installer.




Special Note for Siege of Dragonspear from Steam/GOG

Good Old Games (GOG) and Steam both package the additional content for Siege of Dragonspear in a method that WeiDU, the tool used to install this mod, cannot access. You must run a program called DLC Merger on your SoD installation before you can install this or any other WeiDU-based mod.




Enhanced Editions Note

The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. It is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.




Windows

Infinity Animations for Windows is distributed as an extractable compressed archive and includes a WeiDU installer.

Extract the contents of the mod to the folder of the game you wish to modify (the folder which contains the "CHITIN.KEY" file). On successful extraction, there should be a 📁 infinityanimations folder and a setup-infinityanimations.exe file in your game folder. To install, simply double-click  setup-infinityanimations.exe  and follow the instructions on screen.

Run  setup-infinityanimations.exe  in your game folder to reinstall, un-install or otherwise change components.




Mac OS

⚠️ Unfortunately, this mod is not currently fully compatible with Mac OS because the main component patching exe file does not support OS X. If you wish to make it so, please post your interest in the forum. (It may help to examine your game launcher and the contents of the existing patch in an editor if you have any technical expertise.)


😝 However, since EE games don't need to be patched to benefit from Infinity Animations, it can be installed on Mac OS EE games.

Infinity Animations for EE for Mac OS X is distributed in the same compressed archive and includes a WeiDU installer.

First, extract the files from the archive into your game directory. On successful extraction, there should be a 📁 infinityanimations folder, setup-infinityanimations and setup-infinityanimations.command files in your game folder. To install, double-click  setup-infinityanimations.command  and follow the instructions on screen.

You can run  setup-infinityanimations.command  in your game folder to reinstall, un-install or otherwise the components settings.




Linux

Infinity Animations for Linux is distributed in the same compressed archive and does not include a WeiDU installer.

Extract the contents of the mod to the folder of the game you wish to modify.

Download the latest Linux version of WeiDU and copy weidu and weinstall to /usr/bin. Then open a terminal and  cd  to your game installation directory.

Optional: run 'tolower' and answer 'Y' to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either, if you've extracted only this mod since the last time you lowercased file names. If unsure, running tolower and choosing both options is the safe bet.

Run  weinstall setup-infinityanimations  in your game folder to install the mod. Then run  wine bgmain.exe  (or  wine baldur.exe  for EE games), and start playing.




Note for Complete Un-installation

In addition to the methods above for removing individual components, you can completely un-install the mod using  setup-infinityanimations --uninstall  at the command line to remove all components without wading through prompts.




⚠️ Warning: new installation process

As of version 6.0.0, configuration options needed for installation are read from infinityanimations-config-default.ini file, or infinityanimations-config-user.ini if it exists.


The previous versions needed all required content to be downloaded from the Infinity Animations download category at Spellhold Studios and extracted into the infinityanimations 📁 content or 📁 restore sub-folders. The installer warned you if you were missing anything you need, at which point you could exit it, download missing content, extract it and rerun the installer.

From now on, the content needed by Infinity Animations is included in the 📁 archives folder and automatically copied by the main component into your 📁 override folder. Being useless, the respective 📁 content and 📁 restore sub-folders have been removed.

Now, the whole archives folder content will be installed by default. If you want to define your own customized installation, you have to edit infinityanimations-config-default.ini (in 📁 infinityanimations folder) with Notepad or another text editor, then save it as infinityanimations-config-user.ini.

Each line consists of an installation option, then '=', then a number. The only thing you should edit is the number. For example, if you don't want to install the svirneblins animations, change the ia_iwd_svirfneblin value to 0.

The installation process will read both .ini files and prioritize user's option values. If a value is not set or mismatched in infinityanimations-config-user.ini, any installation failure will be prevented by reverting it back to its default value.

If you want to install a component requiring files that you have decided not to install, the installer will install them automatically if there are still in the 📁 archives folder. Otherwise, it will warn you. In this case, you will have to exit the installer, extract them in your mod folder, and rerun the installer.
Following the above example, if you indeed wish the svirfneblins get the svirfneblins animations after having set ia_iwd_svirfneblin option to 0, the installer will force their installation if it finds them in 📁 archives folder. If not, it will warn you to extract them before installing the component.

Here is a chart listing the options related to the installation process:


Option Description
ia_force_soundset All IA Content sound clips: From now on, Infinity Animations automatically install creatures sound clips accordingly to the game language localization. However it is possible to bypass this behaviour by setting this option to 1. For example:
  • You play a French game and Infinity Animations is installed in French ==> French soundsets are installed.
  • You play a French game and Infinity Animations is installed in English ==> French soundsets are installed if option ia_force_soundset = 0.
  • You play a French game and Infinity Animations is installed in English ==> English soundsets are installed if option ia_force_soundset = 1.
0 = Install sound clips in the game language [default]
1 = Install sound clips in the selected mod language
ia_bg2_restores IA Content - BG2 Restores
  • Content: Goblin elite with axe (MGO3), Goblin elite with bow (MGO4), Lich (MLIC), Lich black (MLER), Marilith (MTAN), Myconid blue (MMY2), Orc elite melee (MOR3), Orog (MNO1), Orog elite (MNO2), Static spider woman (MSPL). Includes relevant creature sound tables.
  • This is the content module for BG2 restored slots. It is only necessary for a mega-mod install which has overwritten these slots, which are: BP, BoneHill, CtB, Drizzt Saga, NEJ2, RoT, SOS, TDD, TS, TS-BP, Sheena, Planar Sphere and RPG KitsPack mods.
Installation forced only if needed [default]
ia_ee_missing

(EE games only)
IA Content - Base EE Content (New)
  • Content: all missing animations that already have animation slots in Enhanced games. Includes all relevant missing creature sounds and ini files.
  • Needed for all EE games (BGEE, SoD, BG2EE, IWDEE, EET).
  • Needed for all components.
1 = Installation by default
ia_base_anims IA Content 001 - Base Content
  • Content: Basilisk and Tasloi animations, the missing IWD animations that already have animation slots in BGII (Beetle bombardier, Beetle boring, Beetle fire, Beetle rhinoceros, Cyclops, Ghast greater, Ghost, Ghoul greater, Histachii, Lich white, Lizard man, Lizard King, Shadow small, Shadow large, Troll ice, Troll snow, Umber hulk elder, Wight gray, Wight green, Wight yellow, Zombie blue, Zombie yellow). Includes all relevant creature sounds and tables.
  • (New) missing casting animations (sp and ca bam files, with weapons variants when needed): Beetle bombardier, Beetle boring, Beetle fire, Beetle rhinoceros, Cyclops, Ettin, Ghast greater, Ghost, Ghoul greater, Goblin with axe, Goblin with bow, Goblin Elite with axe, Goblin Elite with bow, Golem Ice, Histachii, Lizard man, Minotaur, Mummy, Orc melee, Orc range, Orc elite melee, Orc elite range, Orog, Orog elite, Orog Chieftain, Salamander fire/frost, Shadow small, Shadow large, Skeleton fiend, Skeleton warrior, Troll blue, Troll ice, Troll snow, Water weird, Yuan-ti, Yuan-ti elite, Zombie blue, Zombie yellow.
  • (New) BWP Fixpack graphic fixes (thanks to their authors!): Miloch's Wyvern and Tanar'ri Animation Fix and Polytope's better Doppelganger attack animations.
  • Needed for Distinctive Undead [400] and More Base Animations [500] components.
  • Needed for BP, CtB, Drizzt Saga, NEJ, RoT, SOS, TDD, TS and RPG Kitspack mods.
0 = Don't install
1 = Install [default]
ia_bg1_character_animations IA Content - BG1 Character Animations (New: extracted from former IA Content 001 - Base Content)
  • Content: Restored BG I character animations. Includes BG1 scimitars.
  • Needed for BG1 Character Animations for NPCs [8000-8010-8020-8030] and for Exported PCs [9500-9510-9520] components.
0 = Don't install
1 = Install [default]
ia_belhifet_and_marilith IA Content - IWD Belhifet and Marilith
  • Content: animation and audio files for the IWD Belhifet and IWD Marilith. Includes properly-slotted creature sounds and tables.
  • Needed for Drizzt Saga, RoT, TDD, TS and TS-BP mods.
0 = Don't install
1 = Install [default]
ia_bg2_iwd2 IA Content 002 - IWDII and unused BGII Animations
  • Content: all IWD II animations that are neither in BGII (Death Tyrant, Alternate Ellesime, Alternate Fire Giant, Lagoon Creature) or IWD (Abishai White, Arctic Boar, Bugbear, Bugbear Captain, Chimera, Dark Treant, Drider male/female, Elemental Water Small, Feyr lesser/greater, Fomorian Giant, IWD II goblins, Goblin Worgrider, Goblin Worgrider Captain, Half-dragon black/red, Hook Horror, Isair, Kegs, Lemure, Madae, Malarite, Orog Shaman, Shenrical, Undead Orcs, Werebadger, Wererat, Worg, Yuan-Ti Halfbreed). Includes all relevant creature sounds and tables.
  • Needed for Distinctive Fiends [100], Cambions get Isair Animation [210-230], Alu-Fiends get Madae Animation [260-280] and More Icewind Dale II Animations [600] components.
  • Needed for BP, CtB, NEJ, Planar Sphere, RoT and Sheena mods.
0 = Don't install
1 = Install [default]
ia_ee_tob

(classic games only)
IA Content - EE games new Animations ported to ToB (New)
  • Content: Boar Wild, Bonebat, Bugbear Shaman, Chicken White, Crusader Soldier, Dog Gray, Dragon Green IWD, Dragon Green Juvenile, Dragon Green Young, Dragon Red Juvenile, Dragon Silver Young, Dragon White Young, Drowned Dead Red, Efreeti Noble, Ettin Ghost, Fiend Red, Giant Hill, Gibberling Brood, Goblins Mkhiin (common, with bow, with staff, with armor and axe, with armor and bow), Goblin Worg Elite, Goblin Worg Shaman, Golem Mini, Halfdragon Green, Hephernaan, Megalocentipede, Black Pudding, Red Wizard, Sailor Dark, Sailor Green, Sailor Red, Snake Water, Spider Water, Troll Scrag, Troll Spectral, Tunnel Worm, Wyrmling Albino, Wyvern White. Includes all relevant creature sounds and tables.
0 = Don't install
1 = Install [default]
ia_fiends_genies IA Content - Fiends and Genies
  • Content: Fiend blue, Fiend green (Nabassu), Marilith Dark, Maurezhi, Myrlochar, Dao, Dao with legs, Efreeti, Efreeti with legs, Janni, Janni with legs, Marid, Marid with legs, Ghoul Queen, Hag Annis, Night Hag, Green Hag, Sea Hag, Yochlol. Includes Erinyes, Fiend green (Nabassu), Gelugon, Hag Night and Tieflings sound files.
  • Needed for Distinctive Genies [50], Distinctive Fiends [100] and Distinctive Undead [400] components.
0 = Don't install
1 = Install [default]
ia_iwd IA Content - Remaining IWD Animations
  • Content: Remaining IWD animations not in the other archives (Animated Plate bronze/dark/green, Arundel, Barbarian Shaman hammer/staff/club, Barbarian Warrior tan/red/brown, Barbarian Icasaracht, Belhifet Priest, Creeping Doom, Drowned Dead, Elemental Earth/Water/Fire, Fire Giant IWD, Iron Golem IWD, Remorhaz, Sahuagin small/large, Seer, Tundra Yeti, Umber Hulk Vodyanoi, Verbeeg, Wight Barrow). Includes all relevant creature sounds and tables.
  • Needed for Distinctive Fiends [100], Distinctive Undead [400], Skeleton Warriors [410-415-420], Seer Animation [450-455-460] and More Icewind Dale Animations [550] components.
  • Needed for BP, BH, CtB, NEJ, RoT, SOS and TS mods.
0 = Don't install
1 = Install [default]
ia_iwd_svirfneblin IA Content - IWD Svirfneblin
  • Content: IWD/IWD2 animations for svirfneblin (deep gnomes). By default, they are pale (flesh-coloured) whereas in canon references, they should be darker (stone-coloured). The original game had variants with and without pickaxes (they do not display separate weapon animations). Since these slots are unpaletted, there are alternates as follows (the last two being custom variants of the IWD pale animations): Svirfneblin pale with axe, Svirfneblin pale without axe, Svirfneblin dark with axe, Svirfneblin dark without axe. Includes gnome sounds ported from NWN.
  • Needed for Svirfneblins Animations [480-490] component.
0 = Don't install
1 = Install [default]
ia_moinesse_edits_iaised

(classic games only)
IA Content - Moinesse's Avatar Edits (IA compatible version)
  • Content: Female Elf Mage, Female Human Druid, Female Human Fighter, Female Human Mage, Female Human Thief, Male Human Barbarian, Male Human Ninja, Male Vampire.
  • Needed for Moinesse's Avatars for IA [7000-7010-7020-7030] component.
0 = Don't install
1 = Install [default]
ia_moinesse_edits_iaised_ee

(EE games only)
Same content as above, but EE games compatible.

0 = Don't install
1 = Install [default]
ia_nwn_01_modron IA Content - WoRm's NWN Ports and Alternate Modron
  • Content: Alternate Modron, WoRm's NWN ports (Amel, Basilisk, Bebilith, Hamatula, Osyluth, Pit Fiend, Scarecrow, Vedred). Includes all relevant creature sounds and tables.
  • Needed for Distinctive Fiends [100], Pit Fiends [150-175] and More Neverwinter Nights Animations [650] components; and for RPG Kitspack mod.
0 = Don't install
1 = Install [default]
ia_nwn_misc_1 IA Content - Miscellaneous NWN Animations I
  • Content: Bombardier Beetle, Displacer Beast, Female Fire and Frost Giants, Succubus (with object animations), Bovine Axe Thing (don't ask). Includes all relevant creature sounds and tables.
  • Needed for Distinctive Fiends [100] and More Neverwinter Nights Animations [650] components; and for RPG Kitspack mod.
0 = Don't install
1 = Install [default]
ia_pst_abishai IA Content - PST Abishai
  • Content: Black Abishai, Blue Abishai, Green Abishai, Red Abishai (based on PS:T animations). Includes creature sounds.
  • Needed for Distinctive Fiends [100] component.
0 = Don't install
1 = Install [default]
ia_pst_paletted IA Content - PST Paletted Animations
  • Content: Aasimar Female, Baurier Male, Curst Townie Female, Curst Townie Male, Dustman Female, Dustman Male, Ghoul Female, Ghoul Male, Githzerai, Godsman, Large Thug, Lower Class Townie Female, Lower Class Townie Male, Merchant, Midwife, Prostitute, Skeleton Priest, Skeleton Worker, Thokola, Thug, Tiefling Female, Tiefling Male, Townie Wizard, Upper Class Townie Female, Upper Class Townie Male, Zombie Female, Zombie Male. Includes animation sound clips.
  • Needed for More Planescape: Torment Animations [710-720-760-740] component.
0 = Don't install
1 = Install [default]
ia_shadows_harpy_frostgiant A Content - Shadows, Harpy and Frost Giant
  • Content: Alternate ("murky") Shadows, Harpy and Frost Giant from IWD. Includes all relevant creature sounds and tables.
  • Needed for Distinctive Undead [400] component; and for BP, Drizzt Saga, NEJv691, RoT, TDD and TS mods.
0 = Don't install
1 = Install [default]
ia_wh_dr_wyv_lop IA Content - White Wyvern and Dragon, Lady of Pain
  • Content: IWD White Dragon, IWD White Wyvern large, Lady of Pain. Includes all relevant creature sounds and tables.
  • Needed for Planar Sphere mod.
0 = Don't install
1 = Install [default]
ia_modders IA Content - Modders resources (New)
  • Content: Chicken Brown (Jarl), jastey's Wolfhound, Pack Mule (Kwiat_W); D2 Bear, D2 Werebear, Butcher animation from Heroes of the Storm, Giant Bee, Elemental Ice, Sunnis Princess of Earth Elementals and Zaaman Rul Prince of Fire Elementals (Ulb); bald eagle, small bald eagle, leprechaun annah, easter egg morte, golem amber, small snake, small snake green and small snake red (Gwendolyne). Includes all relevant creature sounds and tables.
  • Plus more to come.
0 = Don't install
1 = Install [default]


Infinity Animations > InstallationBACK TO TOP

Components


The installer includes the following components. The number of each is the component DESIGNATED number which gives it a fixed install position, lets other components detect it and allows automated installers to specify component choices.


[0] Infinity Animations    [main component]
[25] Humanoid Animations Fixes
[50] Distinctive Genies
[100] Distinctive Fiends
[150-175] Pit Fiends
[210-230] Cambions get Isair Animation
[260-280] Alu-Fiends get Madae Animation
[400] Distinctive Undead
[410-415-420] Skeleton Warriors
[450-455-460] Seer Animation
[480-490] Svirneblins Animations
[500] More Base Animations
[550] More Icewind Dale Animations
[600] More Icewind Dale II Animations
[650] More Neverwinter Nights Animations
[710-720-730-740] More Planescape: Torment Animations
[7000-7010-7020-7030] Moinesse's Avatars for IA
[8000-8010-8020-8030] BG1 Character Animations for NPCs
[9000] Fix Area Creature References
[9500-9510-9520] BG1 Character Animations for Exported PCs
[9600-9610-9620] BG1 Character Animations for Saved Games
[9900-9910] Saved Games Animations Fixer


All components require the main component (they need to since it's the one that installs new content). All components are otherwise optional.

Also note that no component affects joinable NPCs, something best left to individual modder discretion. (Hence, if something says it affects all female tieflings, it doesn't include Amber and Fade in that.)




[0]Infinity Animations

Classic game: requires ToB v26498

➽ This is the main component required before installing all other components.

  • Checks mega-mod content
  • Classic game only: Checks .exe validity, backs up and patches the .exe
  • Classic game only: Replaces _LOW creature animations
  • Classic game only: Resolves soundsets creature animation conflicts if TobEx is installed
  • Updates .ids, .2da and .ini files
  • Harmonizes animations names in all games to avoid conflicts with EE games
  • Restores any necessary previously mod-overwritten animations and resolves the problems of animation stacking, slot and naming conflicts
  • Automatically copies new animations (any extracted to 📁 /archives folder)
  • Fixes any affected creatures
  • Fixes creature weapons animations issues



[25]Humanoid Animations Fixes


➽ This component fixes humanoid creature files that have wrong animation slots:

  • Male human fighters get the fighter instead of cleric animation
  • Male elf fighters get the fighter instead of cleric animation
  • Male halfling fighters get the fighter instead of cleric animation
  • Female human fighters get the fighter instead of cleric animation
  • Male human mages get the mage instead of cleric animation
  • Male elf mages get the mage instead of cleric animation
  • Male human thieves get the thief instead of fighter animation
  • Female human thieves get the thief instead of fighter animation
  • Male human monks get the monk instead of cleric animation
  • Male human pirates get the pirate animation
  • Male human sailors get the sailor animation
  • Amnian guards get the Amnian guard animation
  • Male human Shadow Thieves get the Shadow Thief animation

BACK TO COMPONENTS INDEX



[50]Distinctive Genies


  ► Deprecated as of v 6.0.0:

Requires IA_Fiends_Genies content.


➽ This component assigns genies distinctive animations:

  • Uses djinn, efreet, dao, jann and marid animations where sensible.

BACK TO COMPONENTS INDEX



[100]Distinctive Fiends


  ► Deprecated as of v 6.0.0:

Requires IA_Fiends_Genies, IA_IWD and IA_PST_Abishai content.
Requires IA_NWN_01_Modron content (only if specific mods are installed).


➽ This component assigns fiends creatures either their proper animation or new animations:

  • Nabassus get a green-grey tanar'ri animation
  • Chromatic Demon gets a somewhat more colourful base animation (blue fiend)
  • Bebiliths (Longer Road and Drizzt Saga only) get the NWN animation
  • Some mariliths get a darker animation
  • Night hags get the PS:T night hag animation
  • Bone fiends get the NWN osyluth animation
  • Gelugons (only if added by a mod) get the frost salamander animation
  • Yochlols (except those in drow form) get a dark otyugh-based animation
  • White, green and red abishai get the relevant IWD or PS:T animations
  • Manes get the IWD drowned dead animation
  • Erinyes get a black-winged elf avatar
  • Succubi get the NWN succubus animation
  • Maurezhis get a dark ghoulish animation
  • Glabrezus get the proper glabrezu animation

☛ See more

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[150-175]Pit Fiends


[150]All get the NWN animation
[175]Some get the NWN animation

  ► Deprecated as of v 6.0.0:

Requires IA_NWN_01_Modron content.


➽ This component assigns Pit Fiends creatures the NWN animation:

  • Choice of subcomponent (or none); "some" = roughly half, randomly selected

☛ See more

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[210-230]Cambions get Isair Animation


[210]All Cambions
[230]Some Cambions

  ► Deprecated as of v 6.0.0:

Requires IA_BGII_IWDII content.


➽ This component assigns Cambions creatures the Isair animation:

  • Same logic as Pit Fiends component

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[260-280]Alu-Fiends get Madae Animation


[260]All Alu-Fiends
[280]Some Alu-Fiends

  ► Deprecated as of v 6.0.0:

Requires IA_BGII_IWDII.


➽ This component assigns Alu-Fiends creatures the Madae animation:

  • Same logic as Pit Fiends component

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[400]Distinctive Undead


  ► Deprecated as of v 6.0.0:

Requires IA_Base_Anims, IA_IWD and Shadows_harpy_frostgiant content.


➽ This component assigns undead creatures distinctive animations:

  • Banshees get the wailing virgin animation
  • Floating skulls get the demilich animation
  • Greater ghasts get the IWD greater ghast animation
  • Generic ghosts get the IWD ghost animation
  • Greater ghouls get the IWD greater ghoul animation
  • Some ghouls get the PS:T ghoul queen animation
  • Greater liches get the IWD white lich animation
  • Apparitions get the mist creature animation
  • Revenants get the revenant animation
  • Shadow Beasts get the shadow animation
  • Wraiths get the IWD large shadow animation
  • Spectres get the IWD large shadow murky animation
  • Shadows get the IWD small shadow animation
  • Some shadows get the IWD small shadow murky animation
  • Greater skeletons get the skeleton monster animation (former skeleton0)
  • Moon horrors get the skeleton fiend animation (former skeletonb)
  • Female vampires get the vampire female animation
  • Wights get the IWD grey wight animation
  • Green zombies get the IWD green wight animation
  • Zombie lords get the IWD yellow wight animation
  • Undead knights and similar get the IWD barrow wight animation
  • Greater zombies get the IWD yellow zombie animation
  • Lacedons and sea zombies get the IWD blue zombie animation

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[410-415-420]Skeleton Warriors


[410]Wight Barrow animation
[415]Skeleton animation
[420]Skeleton Warrior animation

  ► Deprecated as of v 6.0.0:

Requires IA_IWD content.


➽ This component assigns the chosen animation to all skeleton warriors.

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[450-455-460]Seer Animation


[450]Some beggars and slaves
[455]Some beggars
[460]Some slaves

  ► Deprecated as of v 6.0.0:

Requires IA_IWD content.


➽ This component assigns the IWD Seer animation to some beggars and slaves.

  • Same logic as Pit Fiends component

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[480-490]Svirfneblins Animations

Skipped if Aurora's Shoes is installed (does the same thing)

[480]Animations only
[490]Animations and sounds

  ► Deprecated as of v 6.0.0:

Requires IA_IWD_Svirfneblin content.


➽ This component assigns all IWD svirfneblins animations variants for Underdark deep gnomes.

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[500]More Base Animations


  ► Deprecated as of v 6.0.0:

Requires IA_Base_Anims content.


➽ This component assigns some creatures distinctive basic animations:

  • Histachii get the IWD histachii animation
  • Lizardman warriors get the lizardman elite animation (brown)
  • Lizardman shamans get the lizardman animation (green)
  • Lizardman chiefs get the lizard king animation
  • Variant trolls (normal, blue, ice, snow, small) where relevant
  • Greater umber hulks get the IWD elder umber hulk animation

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[550]More Icewind Dale Animations


  ► Deprecated as of v 6.0.0:

Requires IA_IWD content.


➽ This component assigns some creatures distinctive IWD animations:

  • Animated Plates get small animated plate animations
  • Archdruids get the IWD Arundel animation
  • Variant barbarians get the IWD Barbarian Warrior (brown, red, tan) and Shaman animations
  • Greater elementals make use of variant BG2/IWD animations
  • Some fire giants get the IWD fire giant animation
  • Iron golems get the IWD iron golem animation
  • Adamantite golems get the BG2 iron golem animation
  • Sahuagin priestesses get the IWD sahuagin animation
  • Sahuagin royal guards get the BG2 large sahuagin animation
  • Sahuagin chiefs get the IWD large sahuagin animation

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[600]More Icewind Dale II Animations


  ► Deprecated as of v 6.0.0:

Requires IA_BGII_IWDII content.


➽ This component assigns some creatures distinctive IWD2 animations:

  • Greater fire giants and firbolgs get the fire giant variant animation
  • Variant goblins get their proper animation (worgriders, leaders, brown, green, elites)
  • Hook horrors get the hook horror animation
  • Shadow druids get the Malarite animation
  • Ellesime clones get the white-haired Ellesime animation
  • Poison mists get the lagoon creature animation
  • Death tyrants get the death tyrant animation
  • Wererat gets the wererat animation
  • Worgs get the IWD2 worg animation
  • Yuan-Tis Halfbreed get the IWD2 yuan-ti halfbreed animation

BACK TO COMPONENTS INDEX



[650]More Neverwinter Nights Animations


  ► Deprecated as of v 6.0.0:

Requires IA_NWN_01_Modron content.


➽ This component assigns some creatures distinctive NWN animations:

  • Scythe-wielders (in NTotSC) get the NWN Amel animation
  • Bombardier beetle (in Big Picture) gets the NWN animation
  • Greater basilisks get the NWN basilisk animation
  • Modrons get the modron animation
  • Displacer beasts (in AjocMod) get the NWN-CCP animation
  • Some fire giants get the NWN female fire giant animation
  • Some frost giants get the NWN female frost giant animation

BACK TO COMPONENTS INDEX



[710-720-730-740]More Planescape: Torment Animations


[710]25% of relevant non-joinables
[720]50% of relevant non-joinables
[730]75% of relevant non-joinable
[740]Most relevant non-joinables

  ► Deprecated as of v 6.0.0:

Requires IA_PST_Paletted content.


➽ This component assigns some creatures distinctive PsT animations:

  • Female human thieves get the female Curst townie animation
  • Male human thieves get the male Curst townie animation
  • Female monks get the female Dustman animation
  • Male monks and Dustmen get the male Dustman animation
  • Some ghouls get the female ghoul animation
  • Some ghouls get the male ghoul animation
  • Male human smiths get the Godsman animation
  • Axe- and hammer-wielding bandits and mercenaries get the large thug animation
  • Sword- and dagger-wielding bandits and mercenaries get the small thug animation
  • Female human peasants get the female lower-class townie animation
  • Male human peasants get the male lower-class townie animation
  • Male human merchants get the merchant animation
  • Female human merchants get the midwife animation
  • Harlots get the harlot animation
  • Skeleton mage gets the skeleton priest animation
  • Skeletons get the skeleton worker animation
  • Female tieflings get the female tiefling animation
  • Male tieflings get the male tiefling animation
  • Male human mages get the townie wizard animation
  • Female human nobles get the female upper-class townie or the aasimar female animation
  • Male human nobles get the male upper-class townie animation
  • Some zombies get the female zombie animation
  • Some zombies get the male zombie animation

BACK TO COMPONENTS INDEX



[7000-7010-7020-7030]Moinesse's Avatars for IA


[7000]25% of relevant non-joinables
[7010]50% of relevant non-joinables
[7020]75% of relevant non-joinable
[7030]Most relevant non-joinables

  ► Deprecated as of v 6.0.0:

Requires Moinesse_edits_IAised content.


➽ This component assigns some creatures distinctive Moinesse's animations:

  • Male human barbarians get the male barbarian animation
  • Female human druids get the female druid animation
  • Female human fighters get the female human fighter animation
  • Female elf mages get the female elf mage animation
  • Female human mages get the female human mage animation
  • Female human thieves get the female human thief animation (unless they've already received the female Curst townie animation)
  • Male human ninjas and assassins get the male human ninja animation (unless they've already received the male Curst townie or the Shadow thief animation)
  • Male vampires get the Moinesse vampire animation

BACK TO COMPONENTS INDEX



[8000-8010-8020-8030]BG1 Character Animations for NPCs


[8000]25% of relevant creatures
[8010]50% of relevant creatures
[8020]75% of relevant creatures
[8030]Most relevant creatures

  ► Deprecated as of v 6.0.0:

Requires IA_Base_Anims content.


➽ This component assigns some NPCs distinctive BG1 Character Animations:

  • Uses the original Baldur's Gate character animations as specified
  • The last option is "most" instead of "all" because certain creatures are excluded
  • These include creatures with scimitars, katanas or anything other than a shield in the offhand slot (or related proficiencies) since BG1 did not have these animations
  • ⚠️ Use with caution in the case of joinable NPCs: it will avoid any characters with the two weapon proficiency or a second weapon equipped, but do not try to dual wield
  • Classic games only: To fix the Robed BG1 animations do not swap with armor level changes bug, please follow this workaround

BACK TO COMPONENTS INDEX



[9000]Fix Area Creature References

Installed by default

➽ This component corrects changed creature animations in area files for easier reference.

BACK TO COMPONENTS INDEX



[9500-9510-9520]BG1 Character Animations for Exported PCs


[9500]Prompt for each exported PC
[9510]Prompt for problematic PCs
[9520]Patch all PCs without prompting

  ► Deprecated as of v 6.0.0:

Requires IA_Base_Anims content.


➽ This component assigns some exported PCs distinctive BG1 Character Animations:

  • Uses the original Baldur's Gate character animations as specified
  • The second option patches all PCs but prompts for those with scimitars, katanas or anything other than a shield in the offhand slot
  • Scimitars and katanas should work, but will appear as longswords on character avatars
  • ⚠️ Use with caution: do not try to dual wield or the game will likely crash
  • Classic games only: To fix the Robed BG1 animations do not swap with armor level changes bug, please follow this workaround

BACK TO COMPONENTS INDEX



[9600-9610-9620]BG1 Character Animations for Saved Games


[9600]Prompt for each character
[9610]Prompt for problematic character
[9620]Patch all characters without prompting

  ► Deprecated as of v 6.0.0:

Requires IA_Base_Anims content.


➽ This component assigns saved games actors their distinctive BG1 Character Animations if needed:

  • Same notes as above
  • You get to choose whether to patch each game (and character within it, if you've selected one of the prompting options)
  • ⚠️ Back up your saved games before un-installing this component, as it will restore the versions present at the time of the installation

BACK TO COMPONENTS INDEX



[9900-9910]Saved Games Animations Fixer


[9900]Correct only _LOW animations
[9910]Correct all animations IA has changed


➽ This component patches any changed creature animation in saved games to prevent game from crashing:

  • The first option prevents games from crashing due to moved _LOW animations
  • The second option does the above and also patches any changed animations into your saved games
  • You get to choose whether to patch each game
  • If you've started a new game after installing this mod, then this component is not necessary (unless you're starting in the BG2 portion of BGT)
  • ⚠️ Back up your saved games before un-installing this component, as it will restore the versions present at the time of the installation

Infinity Animations > ComponentsBACK TO TOP

Troubleshooting


These are some general tips if you have problems getting the game working, with or without this or other mods. Many times, errors have to do with the game engine itself or the manner of installation or gameplay. The game recommends deleting all files out of the /cache, /temp and /tempsave 📁 sub-folders in your game folder to see if that resolves the problem before any further troubleshooting.




Symptom: Game freezes or crashes to desktop (CTDs)


Sometimes the game displays an "assertion error" in a pop-up window when this happens, but often times it doesn't. To enable the full error message, open the file baldur.ini in your me folder with a text editor (such as Notepad). If you find you can't edit it or save changes in Windows Vista or 7, see this topic for assistance.

Under the [Program Options] section in the file, type Logging On=1 (unless it's already there). While you're there, you may also want to make sure Debug Mode=1 is there to enable the CLUA Console for debugging and testing. Save the file and exit. Now go back into the game and try to reproduce the crash. Then look in your game folder again for the Baldur.err file and open it with a text editor to analyse its contents.




Symptom: Game crashes with no Baldur.err log and shows either a black screen or a pop-up window indicating an error at offset 005ca8a8s


This usually indicates an animation-related issue. Make sure you have the latest version of the mod. If you've installed other mods after it and have this issue, install the fix available here.




Symptom:

ERROR: error copying [infinityanimations/content/somefile.bam]
ERROR: [SOMEFILE.CRE] -> [override/SOMEFILE.CRE] Patching failed (COPY)
Stopping installation because of error.
(with no other error message)

Less-than-informative messages like these may indicate you're installing to a hard drive with a low data transfer rate or an antivirus program is active during installation (which can also affect data transfer). Try installing to an internal drive with antivirus protection disabled during the install. If unsure, disconnect from the Internet (either unplug your network cable or disable your wireless adaptor) and turn off all memory-resident programs during the install. To get a list of these, go to Start > Run and type  msconfig  where it says "Open:" then click OK. When the System Configuration Utility appears, click on the Startup tab. The only really necessary programs that need to be loaded in memory at startup are those related to your graphics chip (typically ATI or NVIDIA). Uncheck everything else, reboot and try installing the mod again. There are well-documented issues with installing mods while Avast antivirus is running, so make absolutely sure all components of Avast are completely disabled.




Other issues


If you have more than one large mod installed, please refer to the Megamod FAQ for more troubleshooting tips.


If none of this resolves your issue, or you have mod-specific issues, please report the problem in the mod's forum. Include the contents of your WeiDU.log file in the post, or attach it if it's large.


Infinity Animations > TroubleshootingBACK TO TOP

Animations


IA Base Animations

These animations do not exist in a typical Baldur's Gate II game, though the slots exist and can display the relevant Icewind Dale content if ported. Hover your cursor over each animation to see its name.






Selection of other animations

These animations do not exist in most Baldur's Gate II games; the following have been added (ported or customised) as of the last update of this readme.






Enhanced Editions Animations

These animations do not exist in most Baldur's Gate II games; they have been ported to BG2 and gathered into a new content pack released with Infinity Animations v6.0.0.






Modders' Animations

Those few animations did not exist in Baldur's Gate II game and were added by several modders. Others have been added (ported or customised) as of the last update of this readme.



Infinity Animations > AnimationsBACK TO TOP

Credits and Acknowledgements


Author Erephine
WeiDU coding: Miloch, revised by Sam and Gwendolyne
Support: Sam and Gwendolyne


For support or questions, please visit the mod forum.




Special Acknowledgements to:
  • Spellhold Studios team for hosting the mod (Forums).
  • Original assistance: Arkenor and SergIS.
  • Sam: Huge thanks for his invaluable contribution to this update (ps_recursive_copy.tpa library, better bam compressing process, executable patch update, Ellesime white haired fix...) and for having completely rewritten IA Reference Picker tool.
  • Argent77: thanks for letting me use and adapt his FIND_FREE_ANIM_SLOT WeiDU function (a7_functions.tpa library) to automatically install new animation slots in EE games.
  • skellytz: thanks for providing his Infinity Sounds project mod code resolving soundsets creature animation conflicts.
  • Insomniator: thanks for providing his custom tobex.dll library (BG2 Impoved Gui mod) which resolves the Robed BG1 animations do not swap with armor level changes bug.
  • Modders: Jarl, Kwiat_W, Ulb and Gwendolyne for letting us integrate some of their creature animations into a new IA content package.
  • French translation: Gwendolyne (Luren for proofreading).
  • Special: Luren for proofreading French translation and for his contribution with fixing a few missing EE animations.



Programs/tools used in creation (among others)



Copyrights Information

Creative Commons License This work (including all code and documentation) is licensed under a Creative Commons Attribution-Noncommercial 3.0 Unported License. You are free to share (copy, distribute and transmit) and to remix (adapt) this work, except for commercial purposes. See the Creative Commons Public License for more details. Please post any changes or updates at the mod's forum.

All copyrights and trademarks are the property of their respective owners.


Infinity Animations > Credits and AcknowledgementsBACK TO TOP

Version History


Version 6.0.0  (March, 2021)
    Major updates:
  • Modified animations name-spaces, now compatible with non-Western code pages (got rid of the the .exe patch routine forcing a code page change and rebooting if a non-Western code page was detected), and fixed duplicate usage of dragon type slots (XDR3, XDR6). 😉
  • From now on, Infinity Animations is released with all available creature animations content. It is no longer necessary to download all their archive files, but you can still select the ones you want to install. For more details on how to customize your installation, please read this chapter.
  • Resolved soundsets creature animation conflicts (Courtesy of skellytz - from his Infinity Sounds project mod): Mind Flayer (MMIN) conflicts with Minotaur (MMin), Marilith (MTan) with Tanar'ri (MTAN), BG2 Lich (MLIC) with IWD Lich_White (MLic - offset restored by Infinity Animations), BG2 Troll (MTRO) with IWD Troll Blue (MTro).
  • Classic games: Fixed the 'Robed BG1 animations do not swap with armor level changes bug' (here, and there). A huge thanks to Insomniator for providing the custom tobex.dll library that allows this exploit.
  • Updated IA Reference Picker tool (can now be translated) and updated its documentation.
  • ...
  • Added new IA ee_tob content (EE games new Animations ported to ToB): Boar Wild, Bonebat, Bugbear Shaman, Chicken white, Crusader Soldier, Dog Gray, Dragon Green IWD, Dragon Green Juvenile, Dragon Green Young, Dragon Red Juvenile, Dragon Silver Young, Dragon White Young, Drowned Dead Red, Efreeti Noble, Ettin Ghost, Fiend Red, Giant Hill, Gibberling Brood, Goblins Mkhiin (common, with bow, with staff, with armor and axe, with armor and bow), Goblin Worg Elite, Goblin Worg Shaman, Golem Mini, Halfdragon Green, Hephernaan, Megalocentipede, Black Pudding, Red Wizard, Sailor Dark, Sailor Green, Sailor Red, Snake Water, Spider Water, Troll Scrag, Troll Spectral, Tunnel Worm, Wyrmling Albino, Wyvern White. Includes all relevant creature sounds and tables.
  • Added new IA modders content: Chicken Brown (Jarl), jastey's Wolfhound, Packmule_wow content pack (Kwiat_W), D2 Bear & Werebear Animations, Butcher animation from Heroes of the Storm, Giant Bee (Ulb), Ulb's animation Pack (Elemental Ice, Sunnis Princess of Earth Elementals and Zaaman Rul Prince of Fire Elementals); bald eagle, small bald eagle, lechepraun annah, easter egg morte, golem amber, small snake, small snake green and small snake red (Gwendolyne).
  • Native compatibility with Enhanced Editions games:
    • Restored missing bam content in EE games: Abishais (black, green, red, white), Animated plates, Arundel, Barbarian shaman (club, hammer, staff), Barbarian warriors (brown, red, tan), Barbarian Icasaracht, Beetles (boring, fire, bombardier, rhinoceros), Belhifet, Belhifet priest, Boar arctic, Bonebat, Bugbear (and captain), Chicken (brown, white), Chimera, Cornugon, Creeping doom, Cyclops, Dark treant, Deva monadic fallen, Dragons BG2 (black, red, silver), Dragons juvenile (green and red), Dragon white (and young), Driders (female, male), Drowned dead, Elemental earth, Elemental (fire, water, water small), Feyr (and greater), Ghast greater, Ghost, Ghoul greater, Giant fire 2, Giant fire IWD, Giant frost, Giant fomorian, Giant hill, Giant verbeeg, Glabrezu, Goblins (captain, shaman, worg, worg captain), Golem ice, Golem iron (IWD), Golem mini, Hag (annis, night), Halfdragon (black, red), Harpy, Hephernaan, Histachii, Hook horror, Isair, Kegs (1, 2, 3), Kuo-toa (and large), Lemure, Lich white, Lizard man (and elite, king), Madae, Malarite, Marilith, Marilith (IWD), Megalocentipede, Mkhiins, Neothelid, Orc axe undead, Orc shaman undead, Orog shaman, Planetar, Planetar fallen, Remorhaz, Sahuagin IWD (and large), Seer, Shadow (small, large), Shenrical, Svirfneblins (pale and dark, with/without axe), Trolls (ice, scrag, snow), Tundra yeti, Tunnel worm, Umber hulk (elder, vodyanoi), Wailing virgin, Water weird, Werebadger, Wererat, Wights (barrow, gray, green, yellow), Will o wisp (and small), Worg IWD, Yuan-ti halfbreed, Zombie (blue, yellow).
    • Restored missing palettes content in EE games: Abishai blue, Black pudding, Boar wild, Bugbear shaman, Crusader soldier, Dog gray, Dragons BG2, Dragon green IWD, Dragon green juvenile, Dragons young (green, silver), Drowned dead red, Efreeti noble, Elemental fire small purple, Ettin ghost, Fiends (blue, green, red), Gibberling brood, Goblin worg (elite, shaman), Hags (green, sea), Hakeashar, Halfdragon green, Hephernaan, Maurezhi, Myrlochar, Nishruu, Red wizard, Sailors (green, red, dark), Snake water, Spider water, Troll spectral, Wyrmling albino, Wyvern white, Wyvern white big, Yochlol.
    • Restored missing wav content in EE games: Abishai, Barbarians, Bat, Beetles (boring, bombardier, rhinoceros), Belhifet, Belhifet priest, Bird, Boar arctic, Bonebat, Bugbear (and captain), Chimera, Cornugon, Creeping doom, Cyclops, Dark treant, Demon Knight, Deva monadic fallen, Dragon silver, Dragon white (and young), Driders (female, male), Drowned dead, Eafle, Elemental (fire, water), Feyr (and greater), Ghast greater, Ghost, Giant fomorian, Giant frost, Giant verbeeg, Glabrezu, Goblins, Goblins (captain, shaman, worg, worg captain), Golem ice, Golem iron (IWD), Groundhog, Hag night, Half Ogre, Harpy, Halfdragon black, Histachii, Hook horror, Isair, Kegs, Lemure, Lich black, Lizard man king, Madae, Malarite, Melissan, Minotaur, Mummy, Neothelid, Ogre Mage, Ogrillon, Orc axe undead, Orog shaman, Planetar, Remorhaz, Sahuagin IWD (and large), Seagull, Seer, Shadow (small, large), Shambling Mound, Shenrical, Shrieker, Sirine, Trolls (blue, ice, scrag, snow), Tundra yeti, Umber hulk (bg2, elder, vodyanoi), Wailing virgin, Vulture, Water weird, Werebadger, Wererat, Wights (barrow, green, yellow), Wizard Eye, Wyrmling albino, Wyvern Familiar, Yochlol, Yuan-tis (and halfbreed), Zombie yellow.
    • Restored missing ini files in EE games: Abishais (black, green, red, blue), Belhifet, Belhifet priest, Black pudding, Boar wild, Bonebat, Bugbear (and captain, shaman), Chimera, Crusader soldier, Dog gray, Dragon green IWD, Dragons juvenile (green, red), Dragons young (green, silver), Drider female, Drowned dead red, Elemental water small, Ettin ghost, Feyr greater, Giant fomorian, Giant hill, Gibberling brood, Goblin shaman, Goblins worg (elite, shaman, captain), Hags (annis, green, night, sea), Halfdragon (black, green, red), Hephernaan, Hook horror, Isair, Kegs (1, 2, 3), Madae, Malarite, Megalocentipede, Mkhiins, Myrlochar, Neothelid, Ogre Mage, Ogrillon, Orcs undead (axe, shaman), Orog shaman, Sailors (red, dark), Shenrical, Snake water, Spider water, Troll spectral, Tunnel worm, Werebadger, Wererat, Will o wisp (and small), Worg, Wyrmling albino, Yuan-ti halfbreed.
    • Giant Hill animation: updated EE bam files that were missing pixels (Gwendolyne).
    • TODO... to be completed.
  • Integrated all code and BWP Fixpack fixes:
  • Integrated all BWP Fixpack graphic fixes (thanks to their authors!):
  • IA Shadows_Harpy_Frostgiant content: Fixed alternate murky shadows folders names and 2da files that were inverted (small = 3bt / large = 3bu), then fixed t-anisnd.tpa for consistency.
  • Added missing casting animations (sp and ca bam files, with weapons variants when needed):
    • IA base_anims content: Beetle bombardier, Beetle boring, Beetle fire, Beetle rhinoceros, Cyclops, Ettin, Ghast greater, Ghost, Ghoul greater, Goblin with axe, Goblin with bow, Goblin Elite with axe, Goblin Elite with bow, Golem Ice, Histachii, Minotaur, Mummy, Orc melee, Orc range, Orc elite melee, Orc elite range, Orog, Orog elite, Orog Chieftain, Salamander fire/frost, Shadow small, Shadow large, Skeleton fiend, Skeleton warrior, Troll blue, Troll ice, Troll snow, Water weird, Yuan-ti, Yuan-ti elite, Zombie blue, Zombie yellow.
    • IA BGII_IWDII content: Arctic Boar, Bugbear, Bugbear Captain, Dark Treant, Elemental Water small, Giant Fomorian, Goblin axe green, Goblin bow green, Goblin Captain, Goblin elite axe green, Goblin elite bow green, Goblin worgrider, Goblin worgrider Captain, Hook Horror, Kegs, Lemure, Orc Axe Undead, Werebadger, Wererat, Worg.
    • IA IWD content: Animated Plate small (bronze, dark, green), Barbarian warrior (tan, red, brown), Creeping Doom, Drowned Dead, Elemental (Earth, Fire, Water=, Giant Fire, Giant Verbeeg, Remorhaz, Tundra Yeti, Wight Barrow.
    • IA Shadows_Harpy_Frostgiant content: Alternate ("murky") Shadows, Frost Giant.
  • Fixed BG1 characters animations paperdolls x and y offsets to display properly their equipment overlays in inventory screen.
  • Infinity Animations now automatically installs creatures sound clips accordingly to the game language localization whenever relevant. However, a variable set in infinityanimations-config-default.ini file gives the choice to bypass the default soundset language.

    General overhaul and re-looking:
  • Added infinityanimations.ini metadata file to support AL|EN's "Project Infinity".
  • Renamed setup-infinityanimations.tp2 -> infinityanimations.tp2 to support AL|EN's "Project Infinity".
  • Replaced AUTHOR keyword with SUPPORT.
  • Added missing REQUIRE_PREDICATE conditions to avoid installing components in inaccurate games or if required components are not installed.
  • ...
  • Added components LABELS.
  • Added "always.tpa" library.
  • Installation options have been moved into infinityanimations-config-default.ini file. If you want to modify them, please read this chapter.
  • ...
  • Split code into separate components libraries for more comfortable readability and maintenance. 😉
  • Moved components tpa files into new 📁 "components" folder and kept functions and macros in 📁 "lib" folder.
  • Commented code as much as possible.
  • Changed lines of code to provide EE compatibility whenever possible, in particular the animations names have been harmonized.
  • Re-formated .log files entries to be more friendly readable.
  • ...
  • Coding simplification:
    • Used new and more efficient WeiDU functions (not released when Erephine wrote this mod) and got rid of deprecated functions (such as DECOMPILE_BCS_TO_BAF and DECOMPILE_DLG_TO_D replaced with DECOMPILE_AND_PATCH).
    • Used new Sam's ps_recursive_copy.tpa library, a WeiDU action function that will recursively search files into a parent directory, then copy them to a destination directory; and Gwendolyne's gw_install_archives and gw_update_content functions and macros to install all needed animations and sound files from archives/subfolders to override folder.
    • Replaced specific "%tsx%" IA variables with more compatible "%tutu_scriptx%" variables: from now on, IA uses up-to-date crossmod platform variables.
    • Updated fj_cre_validity.tpp, fj_cre_reindex.tpp and fj_cre_eff_v2.tpp patch functions to WeiDU new versions standards.
    • Enjoy Gwendolyne's silent gw_handle_audio function, adapted from WeiDU HANDLE_AUDIO action function, that may make installation a more easy-on-the-eyes visual experience!
    • Externalized lists of creatures to be patched into arrays for easier maintenance.
    • Minor fixes...
  • ...
  • Re-formated, updated (new animation pictures...) and renamed readme files to "infinityanimations-readme-%LANGUAGE%.html" (Infinity Animations now supports translated readmes).
  • Added French translation (Gwendolyne).
  • New traification. Feel free to provide me with translations. I will include them as soon as possible.
  • ...
  • Reorganized folders architecture tree: created sub-folders to sort animations and sound clips files according to creature types and/or language localization.
  • Lower cased files.
  • Added OggDec v1.9.7 and sox v14.4.1 for Mac.
  • Added archive libiconv-1.9.2-1-src.7z with iconv licence info.
  • Updated WeiDU installer to v247.
  • Uploaded mod to official Spellhold Studios GitHub mirror account.

    Components specific changes and fixes:
  • [0] Infinity Animations main component (t-main.tpa, t-main_ee.tpa)
    • Split this huge component into smaller ones for more comfortable readability and maintenance (ia_mod_content_check.tpa, ia_restore_bg2_animations.tpa, ia_replace_low_animations.tpa, ia_update_cre_animation_offset.tpa, ia_soundsets_conflicts.tpa, ia_correct_creature animations.tpa); ia_correct_weapon_animations.tpa.
    • Added ToBEx compatibility: checks for ToBEx external walking sound files (t-aniwksnd.tpa) and resolves soundsets creature animation conflicts (ia_soundsets_conflicts.tpa).
    • NTotSC compatibility: removed ntkeelor.dlg patch (Keelor the Dwarf dialog) because it has already been fixed in latest NTotSC versions.
    • No longer fixes creature names strref typos (deletes extra spaces and line breaks) if the selected mod language is not the game language.
    • Added new ia_sort_ids installation option (1 by default): automatically sorts animate.ids, anisnd.ids and aniwksnd.2da files after modification and appending (maybe useful for modders...). If you want to speed up installation time by 1 or 2 seconds, set it to 0. 😉
    • ia_replace_low_animations.tpa :
      • Re-formated t-low_fix.log file entries to be more friendly readable.
      • Appends t-cre_fixer.log file only if needed.
    • t-animate.tpa:
      • Fixed the regression mess introduced by BWP Fixpack (as of v. 18) that overwrites animate.ids and breaks IA installation by adding duplicated entries and populating the file with animation slots used by EE games. 😡
      • Fixed an issue with Moinesse human female animations: their weapon animations were not displayed properly both in character's hands and paperdolls. Moving their animation slots from CHARACTER BGII WQN paletted to CHARACTER BGII WQL paletted solved the issue. (thanks eyre-j for reporting it)
    • ia_restore_bg2_animations.tpa:
    • ia_correct_creature animations.tpa:
    • ia_correct_weapon_animations.tpa: Added new correcting creature weapons animations routine that fixes creature weapons animations issues (patches vanilla creature files with new cloned weapons compatible with their animations).

  • [25] Humanoid Animations Fixes (t-humanoid_fixes.tpa)
    • Externalized lists of creatures to be patched into arrays (built in "gw_ia_humanoid_fixes_arrays.tph" library) for easier maintenance.
    • Tutu variables: added missing tutu variable for BG kent and sailned files ("GW_male_human_fighters" array).
    • Integrated Lollorian's patch to correct loops (male elf mages were not patched).

  • [50] Distinctive Genies (t-genie.tpa)
    • Externalized lists of creatures to be patched into arrays (built in "gw_ia_genies_arrays.tph" library) for easier maintenance.

  • [100] Distinctive Fiends (t-fiend.tpa)
    • Externalized lists of creatures to be patched into arrays (built in "gw_ia_fiends_arrays.tph" library) for easier maintenance.
    • Removed stratagems compatibility code fixed by SCSII as of v13 (February 2010: "Avoided a possible clash with other mods by replacing the Abishai in Diathya's group in a more compatibility-friendly way").
    • Integrated Lollorian's patch to correct loops (one maurezhi was not patched).
    • Appends t-cre_fixer.log file only if needed.

  • [150] Pit Fiends (t-pit_fiend.tpa)
    • Externalized lists of creatures to be patched into arrays (built in "gw_ia_pit_fiends_arrays.tph" library) for easier maintenance.

  • [210-230] Cambions get Isair Animation (t-cambion.tpa)
    • Externalized lists of creatures to be patched into arrays (built in "gw_ia_cambions_arrays.tph" library) for easier maintenance.
    • Removed old versions lines of code that were also patching Male Tieflings, deprecated since a long time.

  • [260-280] Alu-Fiends get Madae Animation (t-alu_fiend.tpa)
    • Externalized lists of creatures to be patched into arrays (built in "gw_ia_alu_fiends_arrays.tph" library) for easier maintenance.
    • Removed old versions lines of code that were also patching Female Tieflings, deprecated since a long time.

  • [400] Distinctive Undead (t-undead.tpa)
    • Externalized lists of creatures to be patched into arrays (built in "gw_ia_undead_arrays.tph" library) for easier maintenance.
    • Tutu variables: replaced "%tsz%" that did not exist with "%tutu_scriptz%" ("GW_zombies" array).
    • Added Turambar's glowcheck.tpp patch that prevents Skeletons with modified animations to glow red.
    • Ghasts get the ghast animation: integrated Ghasts glowcheck patch that removes ghastsu which is a skeleton, not a ghast, from GW_ghasts array.
    • Zombie Lords get the wight_yellow animation: removed gzombie.cre botched strref patch (Greater Zombie) already fixed by TS v6 and later.

  • [410-415-420] Skeleton Warriors (t-skelwa.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_skelwa_arrays.tph" library) for easier maintenance.
    • Added Turambar's glowcheck.tpp patch that prevents Skeletons with modified animations to glow red.

  • [450-455] Seer Animation (t-seer.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_seers_arrays.tph" library) for easier maintenance.
    • A few creatures have been moved from the beggars to the slaves array (slslav01, udilsla1, udilsla3, udslv02, udvicti2, udvicti3, udvicti4, udvictim).
    • Fix: "Some beggars and slaves" and "Some beggars" sub-components creatures listings were inverted. 😝
    • Tutu variable: added missing "%tutu_var%" prefix for andars (BG1 creature).

  • [480-490] Svirfneblins Animations (t-svirfneblin.tpa)
    • Added "%t-svi%" variable used in a single routine for both sub-components.
    • Fixed sound clips typos (a few were misspelled "t_sva" and "t_svn" instead of "t-sva" and "t-svn").

  • [500] More Base Animations (t-baseanims.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_more_base_anim_arrays.tph" library) for easier maintenance.

  • [550] More Icewind Dale Animations (t-iwdanims.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_more_iwd_anim_arrays.tph" library) for easier maintenance.
    • BG:EE compatibility: added IF_EXISTS after COPY_EXISTING to avoid installation failure.

  • [600] More Icewind Dale II Animations (t-iwd2anims.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_more_iwd2_anim_arrays.tph" library) for easier maintenance.
    • Appends t-cre_fixer.log file only if needed.

  • [650] More NWN Animations (t-nwnanims.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_more_nwn_anim_arrays.tph" library) for easier maintenance.

  • [710-720-760-740] More Planescape: Torment Animations (t-pstanims.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_more_pst_anim_arrays.tph" library) for easier maintenance.
    • Tutu variables: added missing tutu variables for BG1 UB (bart8, bart9, edie, ennahe, erlinh, feldan, galkin, hersch, memnis, mercha, mtob4, mtob5, read4, serwen, travel, volose, wilton) and BG:EE/Tutu (gretek). Added new variables to avoid overwriting BG and BG2 files having the same names.
    • Integrated Miloch's updated t-pstanims.tpa, tuned by Lollorian.
    • Integrated Turambar's glowcheck patch that prevents Skeletons with modified animations to glow red.
    • Externalized random seed, from now on automatically called by gw_set_random_value function ("gw_functions.tpa" library).

  • [7000-7010-7020-7030] Moinesse's Avatars for IA (t-moines.tpa)
    • Externalized lists of creatures to be patched into arrays (build in "gw_ia_moinesse_anim_arrays.tph" library) for easier maintenance.
    • Tutu variables: added new variables to avoid overwriting BG and BG2 files having the same names.
    • EE games compatibility: used new "%ia_townie_curst_female_pst%" and "%ia_townie_curst_male_pst%" variables to patch files according to the game.
    • Integrated Miloch's IA Moinesse Ninja Fix, necessary if both Infinity Animations and Angelo are installed.
    • Externalized random seed, from now on automatically called by gw_set_random_value function ("gw_functions.tpa" library).

  • [8000-8010-8020-8030] BG1 Animations for NPCs (t-bg1anims.tpa)
    • Fixed a crash due to 1pp Wings not working with BG1 Characters Animations.
    • EE games compatibility: used new "%ia-animationtype_bg1%" variables to patch files according to the game.
    • Externalized random seed, from now on automatically called by gw_set_random_value function ("gw_functions.tpa" library).
    • Re-formated t-bg1anims.txt file entries to be more friendly readable.

  • [9000] Fix Area Creature References (t-arecre.tpa)
    • Fixed area creature references causing script issues: in some areas, the former patch prevented cutscenes to be correctly displayed, due to un-proper patched unique actor names. Source: Broken creature references.
    • Used new "%low_0xnnnn%" variables to define former _LOW animations ID removed by Infinity Animations.
    • Re-formated t-arecre.log file entries to be more friendly readable.

  • [9500-9510-9520] BG1 Character Animations for Exported PCs (t-bg1chars.tpa)
    • EE games compatibility: used new "%ia-animationtype_bg1%" variables to patch files according to the game.
    • Re-formated t-bg1chars.txt file entries to be more friendly readable.

  • [9600-9610-9620] BG1 Character Animations for Saved Games (t-bg1sav.tpa)
    • Resolved random bug with adding 📁 \mpsave folder to the scan.
    • Component should no longer crash if 📁 \save or 📁 \mpsave folders do not exist (Thanks Sam for fixing!).
    • EE games compatibility: used new "%ia-animationtype_bg1%" variables to patch files according to the game.
    • Used new "%low_0xnnnn%" variables to define former _LOW animations ID removed by Infinity Animations.
    • Re-formated t-gamlog.txt and t-savlog.txt files entries to be more friendly readable.

  • [9900-9910] Saved Games Animations Fixer (t-savfix.tpa)
    • Resolved random bug with adding 📁 \mpsave folder to the scan.
    • Component should no longer crash if 📁 \save or 📁 \mpsave folders do not exist.
    • Used new "%low_0xnnnn%" variables to define former _LOW animations ID removed by Infinity Animations.
    • Re-formated t-savlog.txt file entries to be more friendly readable.


Version Beta 5  (May 12, 2010)
  • Changed the .exe patch so that it forces a code page change and reboots if a non-Western code page is detected.
  • Updated the .exe patch so that it recognises BG1 thief avatars.
  • Cloned missing animation tables from the unmodded game.
  • Added other missing animation tables to base 📁 /content folder.
  • Adding missing minotaur and water weird sounds.
  • Disabled problematic stacked animations from chitin.key.
  • Added creature sounds where relevant (major update here).
  • Fixed a minor READ_BYTE glitch in creature patching.
  • Made it certain so that subcomponents can't be installed if the main component is not installed (to prevent crashes).
  • Added night hags to the "Distinctive Fiends" component.
  • Added ghoul queens to the "Distinctive Undead" component.
  • Added white-haired Ellesime to the "More IWD2 Animations" component.
  • Added lagoon creature to the "More IWD2 Animations" component.
  • Deprecated tieflings from the cambion/alu-fiend components in favor of the "More PS:T Animations" component.
  • Corrected skeleton warriors appearing as verbeegs glitch.
  • Added Amel animation to the "More NWN Animations" component (if NTotSC is installed).
  • Added "Humanoid Animation Fixes" component.
  • Added "Moinesse's Avatars for IA" component.
  • Added "More PS:T Animations" component.
  • Added "BG1 Character Animations for Saved Games" component.
  • Added "Saved Games Animations Fixer component".
  • Traified the entire freaking mod by hand for translators (thanks for nothing, WeiDU! 😝)


Version Beta 4  (February 7, 2010)
  • Added "BG1 Character Animations for NPCs" component.
  • Added "BG1 Character Animations for Exported PCs" component.
  • Changed fiend patching to accommodate scripting.


Version Beta 3  (February 1, 2010)
  • Fixed _LOW animation corrections causing areas crashing on load.
  • Fixed scripts and dialogues that Polymorph to _LOW animations.
  • Fixed code glitch preventing installation of optional components.
  • Added option to install sounds in "Svirfneblins Animations" component.
  • Added "Fix Area Creature References".
  • Added revised salamander sound tables (MSAL and MSA2 slots).
  • Enhanced compatibility with aTweaks.
  • Enhanced creature animation patches for fiends and orc shamans.


Version Beta 2  (January 23, 2010)
  • Added installer support for non-ANSI system locales.


Version WeiDU Beta 1  (January 11, 2010)
  • First WeiDU release.
  • All affected mod and vanilla creatures patched.
  • Optional components added.


Version r.10010043
  • Fixed a bug with Icewind Dale animation slots in Baldur's Gate II.


Version r.09102252 (update)
  • Updated documentation and Reference Picker.
  • Added alternate stylesheet. 😉


Version r.09102252
  • Initial release.


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