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LetumLux
 
PostPosted: Wed, Apr 15 2009, 3:52 AM 

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NPC-owned Familiars!

How does one set what an NPC's Familiar (and Familiar name) should be? Is this possible?

Maybe I just missed it, but I couldn't find help for setting what an NPC's Familiar should be in the NWN Lexicon. Can anyone help?


 
      
BrainSplitter
 
PostPosted: Wed, Apr 15 2009, 4:19 AM 

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Can't be done, heh. Not in game, anyway.

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LetumLux
 
PostPosted: Wed, Apr 15 2009, 4:40 AM 

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Does that go for in the Toolset, also?


 
      
BrainSplitter
 
PostPosted: Wed, Apr 15 2009, 4:43 AM 

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To my knowledge, yes. It'll default to a Nameless critter with either a Badger or a Bat (0 for Animal Companion and Familiar respectively)

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Douglas Hope
 
PostPosted: Wed, Apr 15 2009, 4:51 AM 



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I don't think NPCs even use familiars without custom AI.

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LetumLux
 
PostPosted: Wed, Apr 15 2009, 4:51 AM 

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Bah.

Can NPCs have henchmen? Or rather; is there any way to simulate an NPC having a Familiar/Companion in a mechanical function, like a party member?


 
      
Azrael
 
PostPosted: Wed, Apr 15 2009, 4:58 AM 

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Could 'simulate' by having 2 NPC's, one the mage/druid, one the familiar/companion, then perhaps give them their own technical faction so if one is attacked the other attacks with it. (I imagine the two critters will be next to each other typically)

Also a dm could then choose to possess either one of them, and be able to rp as them.

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Douglas Hope
 
PostPosted: Wed, Apr 15 2009, 4:59 AM 



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LetumLux wrote:
Bah.

Can NPCs have henchmen? Or rather; is there any way to simulate an NPC having a Familiar/Companion in a mechanical function, like a party member?


Yes.

Code:
object oFamiliar = CreateObject(You know what to put here);
AddHenchman(your NPC, oFamiliar);


You could even do nice AI coding for it.

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LetumLux
 
PostPosted: Wed, Apr 15 2009, 5:01 AM 

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You're awesome, Douglas. <3


 
      
Douglas Hope
 
PostPosted: Wed, Apr 15 2009, 5:05 AM 



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Caveat: I don't know if AddHenchman works on NPCs.

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LetumLux
 
PostPosted: Wed, Apr 15 2009, 5:07 AM 

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I'll try to figure it out with my feeble scripting regardless. If it turns out that it isn't a possibility, then it isn't, and I'll just MacGyver something else.


 
      
Douglas Hope
 
PostPosted: Wed, Apr 15 2009, 5:07 AM 



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Here seems to be a guy who has worked this out a lot. There's some other things you want to take into account from there, I suggest piracy and breaking his code apart.

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Terra_777
 
PostPosted: Wed, Apr 15 2009, 5:32 AM 

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oFamiliar needs the henchmen AI set too, otherwise the command function won't work.

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Dev Disco
 
PostPosted: Wed, Apr 15 2009, 8:34 AM 

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It's far easier to simulate it by giving teh spell Summon I-IX and then do this:

Code:
void FindAndSetName( object oNPC, string sName ){

    object oSummon = GetAssociate( ASSOCIATE_TYPE_SUMMONED, oNPC );
   
    SetName( oSummon, sName );
}


void CreatePet( location lSomewhere ){

    //I cheat the spell, so you don't even have to give it to the NPC
    ActionCastSpellAtLocation( SPELL_SUMMON_CREATURE_III, lSomewhere, METAMAGIC_ANY, TRUE,  PROJECTILE_PATH_TYPE_DEFAULT, TRUE );

   //bit of a delay to make sure you catch the summon after it arrives
   DelayCommand( 3.0, FindAndSetName( OBJECT_SELF, "Super Grover" ) );
}

//you call this in the OnSpawn script of the NPC like this
//mind that the function supposes that the NPC is the caller
CreatePet( GetLocation( OBJECT_SELF ) );

//use it like this if oNPC isn't the caller
AssignCommand( oNPC, CreatePet( GetLocation( oNPC_SELF ) ) );

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Kjetta
 
PostPosted: Wed, Apr 15 2009, 10:54 AM 

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That looks sort of inte..ZZzzzzzZZzzzzZzzzzz

(Because that's Disco's usual reply when we discuss things like DC item balance and whether we should allow alignment-changed good BGs or not and the like in the DM forums.)

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Jes
 
PostPosted: Wed, Apr 15 2009, 11:52 AM 

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I made Familiars and such have names by creating the characters normally, and then using Leto to convert the PC into an NPC. <.<

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Dev Disco
 
PostPosted: Wed, Apr 15 2009, 11:59 AM 

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Kjetta wrote:
That looks sort of inte..ZZzzzzzZZzzzzZzzzzz

(Because that's Disco's usual reply when we discuss things like DC item balance and whether we should allow alignment-changed good BGs or not and the like in the DM forums.)


Oi, that's what half of the DMs do when Drow stuff is discussed.

My favourite reply is: "I have no clue what you are talking about but I'll do it when you reach a conclusion. Simple instructions, please!".

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TormakSaber
 
PostPosted: Wed, Apr 15 2009, 12:00 PM 

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Dev Disco wrote:
Kjetta wrote:
That looks sort of inte..ZZzzzzzZZzzzzZzzzzz

(Because that's Disco's usual reply when we discuss things like DC item balance and whether we should allow alignment-changed good BGs or not and the like in the DM forums.)


Oi, that's what half of the DMs do when Drow stuff is discussed.

My favourite reply is: "Simple instructions, please!".


Nuu... just me and Yossi....

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Terra_777
 
PostPosted: Wed, Apr 15 2009, 15:10 PM 

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Find the .utc file of the npc you want to mod <resref>.utc found in temp0 found in your module folder when you have a module open in the toolset. Load your file using a .gff editor or leto and fix these:

Code:
/FamiliarType (int)
/FamiliarName (string)
/CompanionType (int)
/CompanionName (string)


CompanionType:

    0: Badger
    1: Wold
    2: Brown Bear
    3: Boar
    4: Hawk
    5: Panther
    6: Giant Spider
    7: Dire Wolf
    8: Dire Rat

FamiliarType:

    0: Bat
    1: Panther
    2: Hell Hound
    3: Imp
    4: Fire Mephit
    5: Ice Mephit
    6: Pixie
    7: Raven
    8: Faerie Dragon
    9: Pseudodragon

Then force the NPC to summon using these:
Code:
// Summon an Animal Companion
void SummonAnimalCompanion(object oMaster=OBJECT_SELF)

// Summon a Familiar
void SummonFamiliar(object oMaster=OBJECT_SELF)

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LetumLux
 
PostPosted: Wed, Apr 15 2009, 21:36 PM 

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Solid. Thank you muchly!


 
      
LetumLux
 
PostPosted: Wed, Apr 15 2009, 22:03 PM 

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Terra, where are the int and string functions found in Leto? I've been poking around and can't figure out where to manipulate them from.


 
      
Terra_777
 
PostPosted: Thu, Apr 16 2009, 5:43 AM 

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Advanced editor. tools -> advanced editor or somesuch, should give you the whole gff structure on a table.

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LetumLux
 
PostPosted: Thu, Apr 16 2009, 20:52 PM 

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I went diving into that but couldn't find anything that looked related to Familiars/Companions. It would be tied to the Feat: Summon Familiar (303) right?


 
      
Terra_777
 
PostPosted: Fri, Apr 17 2009, 5:38 AM 

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Could be, I havent actually tried it myself. I do know that those are the places where nwn gets the familiar data so it shouldn't be impossible to add/modify existing fields to get the desired results.

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Selmak
 
PostPosted: Fri, Apr 17 2009, 10:52 AM 

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You need to look up the hen_familiar and hen_companion 2DA files.

If you have a utility like NWN Explorer you should be able to unpack these from the HOTU main data file.


 
      
LetumLux
 
PostPosted: Sat, Oct 17 2009, 15:37 PM 

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Question: Is it possible to have Doors (the ones in the Door tab, not the doors in the Placeable Objects tab) placed without having to be set into a door way? Could you have a Door in the middle of nowhere?

Question A: If the Door must be set into a door frame, is there a way to "fake" a door frame or place a door frame separately?


 
      
Dev Disco
 
PostPosted: Sat, Oct 17 2009, 15:53 PM 

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It is possible, in a way. If you make a door in a citybuilding, and then you change the way teh building looks like the door won't change along. I think if you delete the building altogether you get a floating door.

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LetumLux
 
PostPosted: Sat, Oct 17 2009, 15:59 PM 

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Fancypants. I'll play around with that.


 
      
Xaviera
 
PostPosted: Sat, Oct 17 2009, 18:26 PM 

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Dev Disco wrote:
It is possible, in a way. If you make a door in a citybuilding, and then you change the way teh building looks like the door won't change along. I think if you delete the building altogether you get a floating door.

That works for placeable doors that you drop into an existing doorway, at least (which may or may not be what Letum asked) - then you erase or change the tile and you can move the door around to stick it elsewhere (eg. in a doorway that doesnt normally take one). I did this in the new Temple of Love to fit doors into angled openings.

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LetumLux
 
PostPosted: Sat, Jan 22 2011, 10:05 AM 

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What is the Ice Fiend monster? (The one that doesn't float.) I wanted to take a gander at it in the Toolset for a potential summon re-skin, but I can't locate it in either the standard list or the tail list.


 
      
Nekhy
 
PostPosted: Sat, Jan 22 2011, 10:11 AM 

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It's just Ice Fiend. There's models 1, 2 and 3. Spelled 'Icefiend' in the skin selection.

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LetumLux
 
PostPosted: Sat, Jan 22 2011, 10:17 AM 

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Ooooor maybe I should actually load up the Haks into the test module I'm using.

Thanks, Nekhers!


 
      
Nekhy
 
PostPosted: Sat, Jan 22 2011, 10:20 AM 

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Yeah, loading the HAKs helps. :D

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LetumLux
 
PostPosted: Mon, May 09 2011, 6:12 AM 

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A glance through the Vault doesn't give me hope, but I figured I'll ask anyway; is it known if there if a way to disable the compass, either in a whole module or in a particular Area?


 
      
Glyph
 
PostPosted: Mon, May 09 2011, 12:56 PM 

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after a short search it seams the gui is hardcoded, and cannot be edited with a simple hak or override =( but you can probably edit out the pictures which make up the compass, thusly removing it. unfortunatly probably permanently, and only on your machine.

that said I haven't done much coding in nwn, there's probably a way.


 
      
LetumLux
 
PostPosted: Wed, Jul 27 2011, 2:00 AM 

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... What is that voiceset that Stigma in the Triumvir has?

I went through the available list in the toolset and I can't find it, and I assume there are others I can't access either if that is the case.


 
      
Selmak
 
PostPosted: Wed, Jul 27 2011, 5:44 AM 

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Tiefling, Female

You're not missing much, it barely has any decent dialogue except for the battle cry, which will probably grate after about the fifth or sixth time you hear it.


 
      
LetumLux
 
PostPosted: Wed, Jul 27 2011, 5:52 AM 

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Right, thanks!


 
      
LetumLux
 
PostPosted: Sun, Jun 03 2012, 3:09 AM 

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Skin changers, how do they work? All this lycanthropy is very anti-climatic without it. Vault's only talking about polymorphs.


 
      
-Cloak-and-Dagger-
 
PostPosted: Sun, Jun 03 2012, 9:30 AM 

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What you can do to simulate that is:

1. Open the Console (¬ button above Tab and to the left of 1)
2. Write in "DebugMode 1" to turn on the cheator mode.
3. Then write "SetAppearance ###" to change your guy into something else

Where said # is : viewtopic.php?p=990535#p990535

It's essentially the same effect, except that the Skin Changer makes a fancy noise, changes your portrait, and lets you change back without a fuss.


 
      
LetumLux
 
PostPosted: Sat, Mar 16 2013, 2:56 AM 

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Alright, I have something I want to do and I have no idea how to do it.

    I want a PLC to perform a function when Used or Bashed.
    When Used or Bashed, it checks for a specific Class Level.
    If Class Level is not met, nothing happens, the PC just hits it to no effect.
    If Class Level is met, then a VFX fires, and it replaces the PLC with a different PLC.

How the hell do I do that?


 
      
Glim
 
PostPosted: Sat, Mar 16 2013, 8:25 AM 

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If no one else has time to write the script for you, PM me the details and what you need it for and I'll see if I can find time at some point, though I'm rather backlogged atm.


 
      
exkilter
 
PostPosted: Thu, Mar 21 2013, 0:35 AM 



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question about amia dragon disciples

hi,

i run a private pw that a few friends and i play on from time to time. i've disallowed rdd because i think it's ott. i notice that the amian 'dragon disciple' has the 'dragon abilities' feat limited to a str increase of +4, rather than the usual +8. if it's not rule-breaking, could sb tell me how you did it? that would really be a boon, and if it's a change i could duplicate, it would allow me to reintegrate the rdd into the pw i'm running. :)

thanks
-ex.


 
      
Terra_777
 
PostPosted: Thu, Mar 21 2013, 1:54 AM 

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You can do it with nwnx (funcs and leto) to directly modify the stats and simply lower them as they hit a certain rdd level or apply a permanent supernatural strength decrease effect which is reapplied upon resurrection and rest.

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666WaysToHell
 
PostPosted: Thu, Mar 21 2013, 1:59 AM 

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When you give a NPC the ability feats, Great Str, Dex, etc; does that show up when the NPC is spawned in? I've noticed that I can give a NPC Great STR IX but his Strength according to the Character Properties remain the same, which makes it odd when giving them certain feats that have certain requirements.

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exkilter
 
PostPosted: Thu, Mar 21 2013, 3:28 AM 



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Terra_777 wrote:
You can do it with nwnx (funcs and leto) to directly modify the stats and simply lower them as they hit a certain rdd level or apply a permanent supernatural strength decrease effect which is reapplied upon resurrection and rest.
yes, this is a workable option. i've tried this both ways. when applied as an effect, the status icon for decreased strength appeared on the top of the screen [normal, but undesirable], and using leto, the character was rejected as illegal. of course, i could just turn off 'allow only legal characters', but i'm really worried that'll open all sorts of cans of other worms.

is this how it's handled on amia?


 
      
exkilter
 
PostPosted: Thu, Mar 21 2013, 3:33 AM 



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666WaysToHell wrote:
When you give a NPC the ability feats, Great Str, Dex, etc; does that show up when the NPC is spawned in? I've noticed that I can give a NPC Great STR IX but his Strength according to the Character Properties remain the same, which makes it odd when giving them certain feats that have certain requirements.
this is close to another approach i used. each 'great str' feat increases the character's str by 1. if you customise cls_feat_dradis.2da, you can take out feat 942 [draconic abilities] and add the epic 'greats' at appropriate levels, which actually does increase the stats appropriately, as you'd expect. if you add them counting down starting from, e.g., 'great str x', this will still allow the player to choose the rest of the greats in the series because normal feat selection is bottom-up. on the down side, however, it ends up cluttering up the player's feat list with lots more feats, and also obviously makes those feats unavailable for selection at epic levels [which may not be a bad thing, depending on the philosophy].

as this may be applicable to npc's, well, i think the same principle should work, but you wouln't need to count down, because the npc won't be leveling and choosing feats. so if you wanted to give it +9 to str, you'd add 'great str i' to 'great str ix'. or you could just add it directly in the blueprint at define-time.


 
      
LetumLux
 
PostPosted: Sun, Jun 30 2013, 4:33 AM 

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Okay, I need help with scripting a trigger.

It needs that will make a reflex save when entered, and if it is failed, it will transition someone to another Area.

How do I do?


 
      
Glim
 
PostPosted: Sun, Jun 30 2013, 5:27 AM 

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Depends. One way would be a trap type trigger that calls a small script that ports the PC to the given area when its triggered. But then you also have a disarm/search DC involved. Or you can keep that part hidden.

The other way would be just to make it a generic trigger and add a few more lines (for the reflex save part of it) to the script.

It really just depends on what you're using it for. Feel free to fire me a PM.


 
      
LetumLux
 
PostPosted: Sun, Jun 30 2013, 7:36 AM 

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So shall it be!


 
      
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