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The Great Equalizer
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Posted: Sat, Feb 15 2014, 3:21 AM |
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Joined: 29 Aug 2006 Location: Victoria, BC, Canada
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Sure thing, personally not sure exactly how its being done on amia but skin changes in general are pretty simple since they are generally just changing the actual visual of the creature. The issue with just applying a skin change to a creature with a static appearance type to be one that is dynamic is while those options become available to have custom armour,helm,head,etc basic skin changes don't really add items to the character and when the skin actually changes over it uses the based PC character appearance for that race.
Now there are a fair number of ways to have your Balor for instance change and be more than just a naked guy with a sword, but all of them require more work in one way or another than a basic static to static appearance change does to get it to appear a specific way. Not saying it is too hard to get it to work, just that it is more than the simplest way takes.
Changing the gender of anything is a BIG pain though... Well actually not too bad if you use NWNx plugins but still the most annoying change to do.
Last edited by The Great Equalizer on Sat, Feb 15 2014, 3:26 AM, edited 1 time in total.
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Mercedes
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Posted: Sat, Feb 15 2014, 3:23 AM |
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Joined: 14 Dec 2011
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Thanks! Does any of the work require extra..scripting, or simply time?
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MoshingChris
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Posted: Sat, Feb 15 2014, 3:31 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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Ignore everything Equalizer said if it's pertaining to summoning spells. We can't do item appearance changes for your summons with a dynamic model because they alter the balance of the summon and require us to create items for that summon. In essence you would be requesting a custom summon which we don't currently do and you wouldn't be able to request anyway since it requires scripting.
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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The Great Equalizer
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Posted: Sat, Feb 15 2014, 3:33 AM |
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Player
Joined: 29 Aug 2006 Location: Victoria, BC, Canada
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As a pure skin change? Then probably extra scripting (at least altering of script slightly unless stuff has been setup with a fair bit of forethought to this issue). Amusingly as a custom summon (or something that switches the summoned creature completely for another one [Although no idea if we have that setup]) it should just be extra work, not any extra scripting.
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The Great Equalizer
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Posted: Sat, Feb 15 2014, 3:39 AM |
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Joined: 29 Aug 2006 Location: Victoria, BC, Canada
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MoshingChris wrote: Ignore everything Equalizer said if it's pertaining to summoning spells. We can't do item appearance changes for your summons with a dynamic model because they alter the balance of the summon and require us to create items for that summon. In essence you would be requesting a custom summon which we don't currently do and you wouldn't be able to request anyway since it requires scripting. I was purely answering if it was POSSIBLE, not if it would be approved. Also you can alter some of the items like Armour and helmets so you could put them on a creature so that it effectively doesn't mess with its stats at all, then it is just a matter of custom changing the appearance of those things (so basically making items that are statistically just "costume" things, although adding a weapon/shield or changing their actual type would be an issue.). Which again more scripting. but certainly just the claim that you CAN'T do it is untrue. Just say "we don't do them".
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MoshingChris
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Posted: Sun, Feb 16 2014, 18:18 PM |
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Joined: 04 Sep 2007 Location: Down South and Bent Edge
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Quote: We can't do item appearance changes for your summons with a dynamic model because they alter the balance of the summon and require us to create items for that summon. In essence you would be requesting a custom summon which we don't currently do and you wouldn't be able to request anyway since it requires scripting. Highlighted and underlined above for clarification. I never said we couldn't do it, but the accounting of balance suggests that we can't to further explain it; We can't do individual item appearance changes to dynamic models because it's alters the balance regardless of whatever argument you try and spill to the contrary. If we add cloth armor to that naked model, then that model can now have Magic Vestment added to it for an increase up to +5 AC, thus altering the balance (as stated) of the creature. So we can't do it. The work around for this would be to make the cloth armor have +5 AC/decreased AC of 5. But then that inflicts on how Mage Armor works with the summon. Therefore if the basic item addition as a necessity of a dynamic model, being clothing, alters balance it can't be done.
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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Mercedes
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Posted: Sun, Feb 16 2014, 19:28 PM |
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Player
Joined: 14 Dec 2011
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MoshingChris wrote: Therefore if the basic item addition as a necessity of a dynamic model, being clothing, alters balance it can't be done. Does this also apply to summons who already have armor/weapons, getting their appearances changed within the same mechanical categories? I.e. Longsword for another longsword, plate for another plate
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MoshingChris
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Posted: Sun, Feb 16 2014, 19:45 PM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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If I can't do it for all summons, then I won't do it for any summons because otherwise it wouldn't be available to everyone, and the key is to make it available to everyone.
I am looking into a method of adding Custom Epic Summons, via future HAK content additions, in the same way that Glim can now add any previously scripted custom or core content spell as a custom spell.
The way it would work is you guys would research your summons, or provide a general idea about your summons and then I would build it for you from a number of templates that I've already designed (covering all bases for all types). A developer or dm would then merely have to add the resref tag to the characters feat box and you'd have a custom epic summon.
edit: Just a note on that, I already know we can do it with this method, but I'm not promising it will go in due to balance considerations.
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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The Great Equalizer
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Posted: Sun, Feb 16 2014, 21:09 PM |
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Joined: 29 Aug 2006 Location: Victoria, BC, Canada
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I was personally thinking of scripted armour for creatures, the bigger issue with putting armour on summons isn't any of the spells effectiveness but rather I would argue the issue of trying to effectively have the ability to have various classes of armour on a creature (to get different looks) without having to worry about how it is effecting the DEX based stuff.
I myself am liking the idea of "dynamic" armour, need to look into it more but from my quick glance over the toolset script a minute ago it looks like it wouldn't be too hard to create a script that checks the base AC given by a set of armour as well as its max DEX bonus and armour check penalty. And then simply checks the creature's DEX bonus and applies from that a number of dynamically decided variable +/- stats to the armour.
Of course there is the whole balancing for spells although that really seems minimal since it would seem you want to keep magic vestment from activating on the creatures which is pretty easy to avoid letting be possible, and then the only thing really effected is what? the 1 enchantment AC from mage armour? Now that could be handled too I guess, although even without scripting you could just have the unbuffed creature have one more AC than currently and the Mage armor buffed version having the same or the unbuffed being the same and the buffed being one lower. Which really should maintain balance well enough either way.
Additionally I personally think that the advantages of such a system would far outweigh the negatives and it also allows for FAR more ability to tweak and customize which is always nice.
Edit: Of course you would probably want the script to run a check just after the creature is summoned and then probably want to do it anytime the creatures DEX is altered by a spell, but that isn't too bad to add in.
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Tyris
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Posted: Sun, Feb 16 2014, 23:45 PM |
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Player
Joined: 05 Mar 2013 Location: Amana, IA USA
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Toolset Question
Researching creatures for upcoming familiar reskin. How do you change sizes of a creature? Is that a scripting thing or something that is done when you edit a particular creature?
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Richard_Edmund
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Posted: Mon, Feb 17 2014, 4:32 AM |
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Player
Joined: 23 Sep 2012 Location: Western Australia (+8 GMT)
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Right-click on the creature you want to edit and look at the Basic Tab, there you will find an Appearance drop box which you look through until you find something called "Invisible_XXX_XXX_XXX" (It's a very, very long list so it's hard to miss when speed-scrolling).
When you've selected what size you want (10-90 is smaller, 100 is normal, 110-200 is larger) you go to the Appearance tab (Located near the Basic Tab) and look at the tails drop box, there you will see the option to go through every fixed model in the game resized to whatever number you chose between 10 and 200.
Unfortunately, sizes don't show up on the properties box, so you will need to place down a second normal-sized version of the creature you're resizing to see the comparison.
_________________ Elwyn Sabel - Laura Jarshall - Mordoc Ebonhand
Discord: Bhaalorian#5715
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Mercedes
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Posted: Mon, Feb 17 2014, 16:03 PM |
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Player
Joined: 14 Dec 2011
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What special properties do shifters retain in forms? I know feats, and as much of one property as can be stacked on an item, but... What about keen, massive crits, bonus weapon damage?
With some testing, a keen'd weapon outside of the form transfers to the character sheet for forms with weapons, but unarmed forms don't show it (although it does seem like I crit a lot.) Flame weapon / GMW seems to transfer fine to all forms as well.
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Seventh Heaven
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Posted: Mon, Feb 17 2014, 16:14 PM |
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Player
Joined: 23 Nov 2013 Location: (UK!) GMT 0
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Mercedes wrote: What special properties do shifters retain in forms? I know feats, and as much of one property as can be stacked on an item, but... What about keen, massive crits, bonus weapon damage?
With some testing, a keen'd weapon outside of the form transfers to the character sheet for forms with weapons, but unarmed forms don't show it (although it does seem like I crit a lot.) Flame weapon / GMW seems to transfer fine to all forms as well. Feats are kept, Keen,massive crits and bonus weapon damaged ARE carried over depending on what form you choose. Check the spreadsheet for the ones that do have weapon inclusive bonus's. http://www.amiaworld.net/files/druids&shifters_v6.xlsBut yeah I learnt the hard way  Also while im on... are "force dragons" Canonical with FG realms lore? I took the concept from the 3.5 edition but cant see anything to back it up!
_________________ "The Skin is your costume, The Stage is The Enviroment!"
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Mercedes
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Posted: Mon, Feb 17 2014, 16:27 PM |
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Joined: 14 Dec 2011
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BhaalsFavoured07 wrote: Feats are kept, Keen,massive crits and bonus weapon damaged ARE carried over depending on what form you choose.
Thanks! So a 1d10 massive critical would merge with a form that doesn't have it, but not add on to a form that does (unless it was lower?)
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Seventh Heaven
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Posted: Mon, Feb 17 2014, 16:30 PM |
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Joined: 23 Nov 2013 Location: (UK!) GMT 0
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Sorry posted the wrong link Mercedes! http://nwn.wikia.com/wiki/Shifter#Shifter_formsOnly certain forms will take the weapon benefits! so its all on the form you choose and not dependant whether the form has better criticals for example 
_________________ "The Skin is your costume, The Stage is The Enviroment!"
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Uncle-Opustus
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Posted: Mon, Feb 17 2014, 16:37 PM |
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Joined: 10 Jul 2007 Location: Finland
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That's obsolete. The overhauled Shifter merges eveything, bar the dragon shapes (not wyrmling, mind) which only get the bonuses from armour. But umm, no idea about how buffs and weapon properties transfer, but I'm fairly certain Bhaals didn't quite get your gist, there.
_________________ UCE THIS, YOU COW.
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Kamina
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Posted: Mon, Feb 17 2014, 16:39 PM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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Rule of the thumb is, any shape exclusive to shifter merges everything, any shape shared with Druid only merges armour (Wild I, Elemental and Dragon).
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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Very_Svensk
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Posted: Mon, Feb 17 2014, 16:50 PM |
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Player
Joined: 13 Oct 2010 Location: (Sweden +1GMT)
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Mercedes wrote: BhaalsFavoured07 wrote: Feats are kept, Keen,massive crits and bonus weapon damaged ARE carried over depending on what form you choose.
Thanks! So a 1d10 massive critical would merge with a form that doesn't have it, but not add on to a form that does (unless it was lower?) Everything carries over. The epic iron golem sword is +5 My sword was +5 so I got +5 and +5 Then I cast gmw and got +5 + 5 + 5 It didn't stack thought 
_________________ NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://neverwintervault.org/project/nwn2/other/tool/characterbuildcalculator-nwn2-cbc2
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Seventh Heaven
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Posted: Mon, Feb 17 2014, 17:00 PM |
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Player
Joined: 23 Nov 2013 Location: (UK!) GMT 0
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Muspelkvist wrote: Mercedes wrote: BhaalsFavoured07 wrote: Feats are kept, Keen,massive crits and bonus weapon damaged ARE carried over depending on what form you choose.
Thanks! So a 1d10 massive critical would merge with a form that doesn't have it, but not add on to a form that does (unless it was lower?) Everything carries over. The epic iron golem sword is +5 My sword was +5 so I got +5 and +5 Then I cast gmw and got +5 + 5 + 5 It didn't stack thought  Ahhh okay! I was using the wiki and kinda kept to it! Apologies I kinda got it wrong! *facepalms!*
_________________ "The Skin is your costume, The Stage is The Enviroment!"
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Uncle-Opustus
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Posted: Mon, Feb 17 2014, 17:22 PM |
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Joined: 10 Jul 2007 Location: Finland
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Muspelkvist wrote: Svensk being silly. Darling, in order to properly prove that a fact, try first transforming into Demonflesh with a +5 weapon equipped. Then try casting GMW +5 on a mundane weapon and doing the same. That's because the Demonflesh Golem's weapon is +4 unenchanted, so we actually get Mercedes's question answered for good.
_________________ UCE THIS, YOU COW.
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Aeqvinox
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Posted: Mon, Feb 17 2014, 18:09 PM |
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Player
Joined: 30 Aug 2011 Location: Underdark
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Is anyone handling board registration presently? A friend of mine has been waiting a week now for an activation email.
_________________ Mark it zero!
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Silkelock
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Posted: Mon, Feb 17 2014, 20:01 PM |
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Player
Joined: 17 Jun 2011 Location: Sweden
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Aeqvinox wrote: Is anyone handling board registration presently? A friend of mine has been waiting a week now for an activation email. I've seen rather new accounts. If your friend uses Gmail or something have him check the trash filter 
_________________ Life should be prolonged only when it serves the greater cause of the death of the world.
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Glim
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Posted: Mon, Feb 17 2014, 20:19 PM |
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Player
Joined: 13 Jul 2010 Location: British Columbia
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Aeqvinox wrote: Is anyone handling board registration presently? A friend of mine has been waiting a week now for an activation email. It's automated.
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Dergaii
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Posted: Mon, Feb 17 2014, 20:37 PM |
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Player
Joined: 01 Jun 2007 Location: Waffles, Beer & Chocolate
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Mercedes
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Posted: Mon, Feb 17 2014, 22:20 PM |
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Player
Joined: 14 Dec 2011
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Odd one: Are some creature models naturally slower than others?
It seems when changing the model of something or polymorphing into certain creatures, the target becomes unnaturally slow. I've experienced this with a few of them now, like the Ochre Jelly line of creatures. Other creatures of the size don't necessarily behave similarly, and I'm curious if this would affect PCs/Summons/Familiars on Amia, and if it can be fixed/bypassed.
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Kamina
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Posted: Tue, Feb 18 2014, 0:27 AM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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Mercedes wrote: Odd one: Are some creature models naturally slower than others? Yes.
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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Mercedes
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Posted: Tue, Feb 18 2014, 1:18 AM |
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Player
Joined: 14 Dec 2011
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Kamina wrote: Yes. Best kind of answer, thank you.
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Dead
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Posted: Tue, Feb 18 2014, 2:06 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Mercedes wrote: I'm curious if this would affect PCs/Summons/Familiars on Amia, and if it can be fixed/bypassed. It would, and it requires a HAK update afaik.
_________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Login: Narkudauman~~~~~~~~~~~~~~~~~~~~~~~ ╬ Join the Magisterium Mortis ╬
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Paladin Araelin
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Posted: Tue, Feb 18 2014, 23:32 PM |
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Joined: 14 Dec 2013
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Is there an IC way to contact the Salandran Temple through the forum?
_________________ Primary character: Gaelruil Arabitylarzair Alts: Left Alt Right Alt
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Kudark
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Posted: Wed, Feb 19 2014, 1:13 AM |
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Joined: 14 Dec 2009 Location: The Dark Side of the Moon
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Paladin Araelin wrote: Is there an IC way to contact the Salandran Temple through the forum? In the IC PC Notice Forum, there's a thread for the Salandran Temple.
_________________ 
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Paladin Araelin
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Posted: Wed, Feb 19 2014, 1:26 AM |
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Player
Joined: 14 Dec 2013
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^The one about the influx of new patients?
EDIT: Oh I see, I can just make a thread addressed to the temple. Thanks, I should have looked there first...
_________________ Primary character: Gaelruil Arabitylarzair Alts: Left Alt Right Alt
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Richard_Edmund
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Posted: Wed, Feb 19 2014, 18:28 PM |
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Player
Joined: 23 Sep 2012 Location: Western Australia (+8 GMT)
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If I requested a Skinchange for one of the Summon I-IX spells, do I have to keep the same subtype choice to keep the reskin or can I still switch between them?
_________________ Elwyn Sabel - Laura Jarshall - Mordoc Ebonhand
Discord: Bhaalorian#5715
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MoshingChris
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Posted: Thu, Feb 20 2014, 7:07 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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You should be able to switch mechanically.
From an RPZ point of view I'd look unkindly on you, and so would everyone else, you scally-wag!
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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Richard_Edmund
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Posted: Thu, Feb 20 2014, 8:06 AM |
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Player
Joined: 23 Sep 2012 Location: Western Australia (+8 GMT)
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Variety is the spice of life. 
_________________ Elwyn Sabel - Laura Jarshall - Mordoc Ebonhand
Discord: Bhaalorian#5715
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Dead
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Posted: Thu, Feb 20 2014, 11:24 AM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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Can you have more than one bottled companion?
_________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Login: Narkudauman~~~~~~~~~~~~~~~~~~~~~~~ ╬ Join the Magisterium Mortis ╬
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Hudson
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Posted: Thu, Feb 20 2014, 11:28 AM |
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Player
Joined: 22 Oct 2006 Location: Bendir's Dale
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I saw Phaernun asking the same thing in a request. The answer from Amarice was: Quote: I do not know, to be honest. The Bottled companion is a very odd thing.
If all fails and it does not work after testing you can pich the generic summon. Tbh i would even recommend it.
1. you picked a default skin so you cannot custom cloth it. 2. you can downscale it to 80% as you wanted. 3. you can emote and speak through it via Chat commands. 4. you can have a custom Bio and Portrait like with the Bottled. 5. it also has endless duration 6. you can have your squire and the Child out at the same time.
Downside, cant have the boy and the animals out at the same time
_________________ Characters played:
Harold Kendry (Illusionist) -> see avatar Elloanore (Travelling bard)
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Naivatkal
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Posted: Thu, Feb 20 2014, 16:33 PM |
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Joined: 26 May 2010
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Rule clarification:
Say you portal into Cordor and see an elemental chilling there (someone's summon). You use See Invis and can't see anyone. If your character would be one to get rid of the elemental because it's a potential danger, is it legit to hostile the server list and strike it down (or cast Banishment/etc)?
Obviously combat in Cordor is probably bad (though using Banishment could be argued 'okay'), but it's an example.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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NinjaClarinet
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Posted: Thu, Feb 20 2014, 16:48 PM |
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Joined: 12 Jul 2010
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Naivatkal
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Posted: Thu, Feb 20 2014, 17:58 PM |
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Joined: 26 May 2010
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That's what I'm thinking. I mean, -I- would expect someone to do the same thing. Just wondering before I do it int he future (ran into this today, didn't do anything just in case).
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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Liz
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Posted: Thu, Feb 20 2014, 18:06 PM |
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Player
Joined: 28 May 2010 Location: Smallville
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Just my non-DM opinion here, but it seems to me that if someone has abandoned their summon someplace, and left no indication of to whom it belongs, then they've pretty much already forfeited the protections of the PvP rules. I mean, there's literally no way (that I know of, anyway) to determine who that summon belongs to, to give them their PvP out or establish any RP leading up to the PvP. You couldn't follow the rule if you tried. You didn't create that situation, the person who left their summon loitering and abandoned did. So it wouldn't be exactly right to hold you to the letter of a rule that you have absolutely no way of obeying.
_________________ Winner of Amia's "Most Ethical Time Traveler" award 2026 Character Portraits!
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Naivatkal
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Posted: Thu, Feb 20 2014, 18:19 PM |
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Joined: 26 May 2010
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Right, that was my first thought. I couldn't figure a way to figure out who it was, so I figured full hostile for the server would solve that. Plus, technically IC you don't know it's a summon (well a mage might) but you wouldn't know it's benign or not, so dispatching it makes sense from most IC perspectives.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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Uberuce
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Posted: Thu, Feb 20 2014, 19:32 PM |
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Player
Joined: 11 Nov 2005 Location: Near the bar.
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I dispute the point that you have to be a mage to understand the concept of summons. How many times can a person with more than 6 INT and WIS possibly see their floppysleeved chum conjure such beasties from thin air (at which point it floats there passively until it gets fully buffed and battle is resumed) before their first thought on seeing a passively floating/standing monster covered in buffs is: Quell surprise....some daft twiddler's left their summons lying around?
In fact how many times before a character who *does* have 6INT and 6WIS plausibly see that?
I can see an argument for the obscure ones causing some alarm, but the likes of the Omnimentals, Elder Airs or Geared Guardians...?
I have covered this point with the analogy of Sergeant Nails seeing a plane fly overhead. Can't be bothered searching for it, though.
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serbiris
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Posted: Thu, Feb 20 2014, 19:36 PM |
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Joined: 14 Sep 2010 Location: Sydney, Australia
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It amused me when I first read it and it only took a moment, so here. Uberuce wrote: Picture the scene; it's the steaming jungles of South America, and grizzled Special Forces veteran, Sergeant Nails, is leading his platoon on a supersecret mission to blow up drug factories. An small propeller driven plane flies overhead.
Scenario A: Sergeant Nails throw himself to the floor in supplication screaming "OH MY GOD, WHAT IS THAT THING? I, NOT BEING A PILOT, HAVE LITERALLY NO IDEA WHAT IS COULD BE? IT IS A FLYING CASTLE? IS IT AN ARMOURED DRAGON?! SAVE ME, OH MERCIFUL GOD!"
Scenario B: He glances up, IDs it for what it is, and a split second of checking they're adequately under cover, mutters something darkly about mule planes, and carries on.
In other words: just get your tankly dude to ask out loud for 'concealment' or even 'Improved Invisibility' if you aren't getting one. You comedic bastard.
_________________ @Thanatopsis#6293
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Naivatkal
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Posted: Thu, Feb 20 2014, 20:10 PM |
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Joined: 26 May 2010
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I never said only a mage could comprehend what a summon was, you cow. I was implying a mage would have a better idea on if the elemental was, in fact, a summoned one or if it was just taking a merry jaunt through the Prime. I don't know if there is a discernible difference, though I doubt it.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri :: A penny for your thots Zrae'a'stra'fryn :: That which nightmares are made of Khasir :: From the East a storm is coming
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Kudark
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Posted: Mon, Feb 24 2014, 3:38 AM |
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Player
Joined: 14 Dec 2009 Location: The Dark Side of the Moon
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Is there an inventory item limit of 500?
I did a search, and came up with nothing.
_________________ 
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Gers
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Posted: Mon, Feb 24 2014, 8:16 AM |
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Player
Joined: 30 Apr 2005 Location: Kentucky, USA
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There is though not native to NWN itself. It's not hardcoded, but based upon the size of a character file. Those with 500+ tend to cause the server to take an inordinate time to load.
_________________ Named Most Influential Character, Amia Awards 2011
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Uberuce
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Posted: Mon, Feb 24 2014, 8:18 AM |
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Player
Joined: 11 Nov 2005 Location: Near the bar.
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There used to be a script that would spam you with messages telling you if you were going over 500, but whether it's still active I have no idea.
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Kudark
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Posted: Mon, Feb 24 2014, 9:40 AM |
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Joined: 14 Dec 2009 Location: The Dark Side of the Moon
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Gers wrote: There is though not native to NWN itself. Does this mean it's Amia specific? Is it a server rule? If I see it, I try to bring it under 500 Uberuce wrote: There used to be a script that would spam you with messages telling you if you were going over 500, but whether it's still active I have no idea. It is still active, it's a pale orange, and appears upon login.
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Hudson
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Posted: Mon, Feb 24 2014, 12:13 PM |
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Player
Joined: 22 Oct 2006 Location: Bendir's Dale
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Just my personal opinion: Quote: Those with 500+ tend to cause the server to take an inordinate time to load. I think that's where common sense should kick in and inventories be screened if there isn't something better sold/ given to that nice faction buddy (Mind the mulling rules!)/ dropped in that awesome faction's donation chest etc. etc. The server choking on a hoard of items isn't fun for anyone.
_________________ Characters played:
Harold Kendry (Illusionist) -> see avatar Elloanore (Travelling bard)
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PaladinOfSune
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Posted: Mon, Feb 24 2014, 12:29 PM |
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Joined: 15 Dec 2004 Location: England, UK
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Kudark wrote: Gers wrote: There is though not native to NWN itself. Does this mean it's Amia specific? Is it a server rule? If I see it, I try to bring it under 500 Uberuce wrote: There used to be a script that would spam you with messages telling you if you were going over 500, but whether it's still active I have no idea. It is still active, it's a pale orange, and appears upon login. You can consider it a soft rule, yes. There's no reason anyone needs that many things in their inventory, and you will be asked to slim down if spotted.
_________________ "Let's unwrite these pages and replace them with our own words."
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