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LetumLux
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Posted: Wed, Apr 15 2009, 3:52 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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?
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BrainSplitter
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Posted: Wed, Apr 15 2009, 4:19 AM |
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Player
Joined: 06 Apr 2005 Location: Victoria, Australia
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Can't be done, heh. Not in game, anyway.
_________________ Mostly Retired
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LetumLux
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Posted: Wed, Apr 15 2009, 4:40 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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Does that go for in the Toolset, also?
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BrainSplitter
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Posted: Wed, Apr 15 2009, 4:43 AM |
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Player
Joined: 06 Apr 2005 Location: Victoria, Australia
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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)
_________________ Mostly Retired
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Douglas Hope
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Posted: Wed, Apr 15 2009, 4:51 AM |
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Player
Joined: 25 Mar 2009 Location: OC, CA
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I don't think NPCs even use familiars without custom AI.
_________________ Ghulkaat Bik’kon (Bik) of the Scalp Scrapers, Priest of Torm
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LetumLux
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Posted: Wed, Apr 15 2009, 4:51 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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?
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Azrael
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Posted: Wed, Apr 15 2009, 4:58 AM |
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Player
Joined: 30 Aug 2008 Location: Some planet known as Earth
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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.
_________________ Lalelilolu wrote: *Po-tee-weet?* Night is just another day without light.
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Douglas Hope
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Posted: Wed, Apr 15 2009, 4:59 AM |
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Player
Joined: 25 Mar 2009 Location: OC, CA
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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.
_________________ Ghulkaat Bik’kon (Bik) of the Scalp Scrapers, Priest of Torm
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LetumLux
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Posted: Wed, Apr 15 2009, 5:01 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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You're awesome, Douglas. <3
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Douglas Hope
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Posted: Wed, Apr 15 2009, 5:05 AM |
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Player
Joined: 25 Mar 2009 Location: OC, CA
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Caveat: I don't know if AddHenchman works on NPCs.
_________________ Ghulkaat Bik’kon (Bik) of the Scalp Scrapers, Priest of Torm
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LetumLux
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Posted: Wed, Apr 15 2009, 5:07 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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.
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Douglas Hope
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Posted: Wed, Apr 15 2009, 5:07 AM |
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Player
Joined: 25 Mar 2009 Location: OC, CA
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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.
_________________ Ghulkaat Bik’kon (Bik) of the Scalp Scrapers, Priest of Torm
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Terra_777
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Posted: Wed, Apr 15 2009, 5:32 AM |
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Administrative Developer
Joined: 31 Jan 2007 Location: Sweden
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oFamiliar needs the henchmen AI set too, otherwise the command function won't work.
_________________ Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.
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Dev Disco
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Posted: Wed, Apr 15 2009, 8:34 AM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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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 ) ) );
_________________ Say 'no' to JSBF!
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Kjetta
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Posted: Wed, Apr 15 2009, 10:54 AM |
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Player
Joined: 11 Nov 2006 Location: A Clean, Well-Lighted Place
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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.)
_________________ To err is human; to forgive divine, but VENGEANCE IS MINE!

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Jes
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Posted: Wed, Apr 15 2009, 11:52 AM |
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DM
Joined: 23 Aug 2006 Location: Camriiole
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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. <.<
_________________ Login: The Copper Queen Cromlech - The Best Copper This Side of Ruathym Zelly Cys'dina - The Wounded Soul, Also Merchant Aelynthi Nor'alei - The Bubbly Winged Elf
See me DM-side as: [DM] Hlal | [DM] The Voice
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Dev Disco
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Posted: Wed, Apr 15 2009, 11:59 AM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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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!".
_________________ Say 'no' to JSBF!
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TormakSaber
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Posted: Wed, Apr 15 2009, 12:00 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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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....
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Terra_777
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Posted: Wed, Apr 15 2009, 15:10 PM |
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Administrative Developer
Joined: 31 Jan 2007 Location: Sweden
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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)
_________________ Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.
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LetumLux
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Posted: Wed, Apr 15 2009, 21:36 PM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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LetumLux
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Posted: Wed, Apr 15 2009, 22:03 PM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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.
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Terra_777
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Posted: Thu, Apr 16 2009, 5:43 AM |
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Administrative Developer
Joined: 31 Jan 2007 Location: Sweden
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Advanced editor. tools -> advanced editor or somesuch, should give you the whole gff structure on a table.
_________________ Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.
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LetumLux
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Posted: Thu, Apr 16 2009, 20:52 PM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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?
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Terra_777
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Posted: Fri, Apr 17 2009, 5:38 AM |
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Administrative Developer
Joined: 31 Jan 2007 Location: Sweden
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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.
_________________ Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.
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Selmak
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Posted: Fri, Apr 17 2009, 10:52 AM |
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Player
Joined: 17 Dec 2004
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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.
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LetumLux
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Posted: Sat, Oct 17 2009, 15:37 PM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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?
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Dev Disco
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Posted: Sat, Oct 17 2009, 15:53 PM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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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.
_________________ Say 'no' to JSBF!
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LetumLux
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Posted: Sat, Oct 17 2009, 15:59 PM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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Fancypants. I'll play around with that.
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Xaviera
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Posted: Sat, Oct 17 2009, 18:26 PM |
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Player
Joined: 07 Aug 2006 Location: Temple of Love
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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.
_________________ ~Sharess on AmiaWiki~Priestess, politician, prostitute "[They] were moving in on me like Sharessans on a new broad in the bath house" - Tracer BoltAmiaWiki mod (mostly inactive)
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LetumLux
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Posted: Sat, Jan 22 2011, 10:05 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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.
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Nekhy
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Posted: Sat, Jan 22 2011, 10:11 AM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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It's just Ice Fiend. There's models 1, 2 and 3. Spelled 'Icefiend' in the skin selection.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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LetumLux
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Posted: Sat, Jan 22 2011, 10:17 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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Ooooor maybe I should actually load up the Haks into the test module I'm using.
Thanks, Nekhers!
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Nekhy
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Posted: Sat, Jan 22 2011, 10:20 AM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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Yeah, loading the HAKs helps. 
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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LetumLux
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Posted: Mon, May 09 2011, 6:12 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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?
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Glyph
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Posted: Mon, May 09 2011, 12:56 PM |
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Player
Joined: 10 Jun 2010
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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.
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LetumLux
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Posted: Wed, Jul 27 2011, 2:00 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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.
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Selmak
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Posted: Wed, Jul 27 2011, 5:44 AM |
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Player
Joined: 17 Dec 2004
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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.
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LetumLux
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Posted: Wed, Jul 27 2011, 5:52 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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LetumLux
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Posted: Sun, Jun 03 2012, 3:09 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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.
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-Cloak-and-Dagger-
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Posted: Sun, Jun 03 2012, 9:30 AM |
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Player
Joined: 09 Feb 2009 Location: England
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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#p990535It'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.
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LetumLux
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Posted: Sat, Mar 16 2013, 2:56 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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?
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Glim
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Posted: Sat, Mar 16 2013, 8:25 AM |
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Player
Joined: 13 Jul 2010 Location: British Columbia
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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.
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exkilter
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Posted: Thu, Mar 21 2013, 0:35 AM |
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Player
Joined: 13 Jan 2013
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question about amia dragon discipleshi, 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.
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Terra_777
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Posted: Thu, Mar 21 2013, 1:54 AM |
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Administrative Developer
Joined: 31 Jan 2007 Location: Sweden
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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.
_________________ Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.
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666WaysToHell
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Posted: Thu, Mar 21 2013, 1:59 AM |
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Player
Joined: 22 Nov 2010 Location: Western Australia
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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.
_________________ Aoth Nathandem - Wizard of house Tholaunt and chosen of Ma'at.
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exkilter
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Posted: Thu, Mar 21 2013, 3:28 AM |
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Player
Joined: 13 Jan 2013
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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?
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exkilter
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Posted: Thu, Mar 21 2013, 3:33 AM |
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Player
Joined: 13 Jan 2013
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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.
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LetumLux
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Posted: Sun, Jun 30 2013, 4:33 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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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?
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Glim
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Posted: Sun, Jun 30 2013, 5:27 AM |
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Player
Joined: 13 Jul 2010 Location: British Columbia
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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.
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LetumLux
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Posted: Sun, Jun 30 2013, 7:36 AM |
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Player
Joined: 31 May 2007 Location: Amia IKEA
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