#1: Open up the toolset and use the File/Import menu to import efac_X_XX.erf into your module. (X_XX is the version number, ie: efac_1_00.erf) #2: It'll ask you if you want to Override Existing Resources. Choose 'Select All'. #3: You can now find all the familiars and animal companions in the game under Creatures/Custom/Animals/Other. All of the familiar/companion specific creature items are in the usual places under Items/Custom/Creature Items. #4: Right click on creature/item you want to edit and choose Edit. All the regular options for modifying creatures are there. #5: Notice the number in brackets in the creature name? That is the level of the familiar. So a player with a L5 wizard and L10 fighter would summon a L5 familiar.
That's all there is to it. You can now modify the familiar/companions like you would any other custom creature. Have fun.
Class2
Fighter /
Class1
Fighter / 01
Challenge Rating
Various
Level1
01
NPC
Yes
Scripts Included?
No
Dialog Included?
No
Gender
Various
Size
Various
Alignment
Neutral
Description
I see a lot of people asking questions about how to modify the Bioware familiars. It is hard to explain because it really is a pain to get the familiar blueprints into your module in a form you can edit. So I created a prefab of all the Bioware familiars and creature items. Just import it into your module and you can now edit and tweak the familiars and animal companions just like you would any other creature... No hak pak required. If all you want to do is replace the familiars with the proper 3rd Edition D&D familiars then use: PHB Familiars
Posted by ozDallo at 2006-12-30 21:38:24 Voted 9.75 on 12/30/06
Great for epic level, high magic mods. Thanks!!!
Posted by energia at 2006-05-31 06:29:50 Voted 5.75 on 05/31/06
Importing the erf, the name of familiars remains in english.
Posted by ShadowAvatar87 at 2005-07-04 00:57:14 Voted 10.00 on 07/04/05
Exactly what I was looking for
Posted by Anonymous ( ..xxx.xxx ) at 2004-07-26 12:54:00
can I use them in the original campaign?
Posted by PDL Northpal ( ..xxx.xxx ) at 2004-02-24 22:08:00
Great Resource! I have been searching for monthes for ways to remove the true seing from the pseudodragons familiar and reduce the sneak damage of the panther so as to get more balance between all the familiars for the PvP mod I am working on. And here it is. Thanks to you OldManWhistler, and also thanks to Grendel for pointing the direction fo this resource!
Posted by PDL Northpal ( ..xxx.xxx ) at 2004-02-24 22:08:00
Great Resource! I have been searching for monthes for ways to remove the true seing from the pseudodragons familiar and reduce the sneak damage of the panther so as to get more balance between all the familiars for the PvP mod I am working on. And here it is. Thanks to you OldManWhistler, and also thanks to Grendel for pointing the direction fo this resource!
Indeed would be loevel if you could find a moment and prepare HotU version! :)
Thank you for work you already did!--
Regards
adolf
"The Adventurer's Domains" PW Action World
Posted by Drakkenkin ( ..xxx.xxx ) at 2003-11-24 11:40:00
I got thisto work for the most part. There are two things that I would like to know.
1st: I changed one of the familiars in my mod as a test(the panther). I then ran the mod and created a new PC wiz to try selecting the new familiar. The image and stats of the new familiar were there BUT the name in the list was still the name of the old famliliar (the panther). Is this normal or did I do somthing wrong?
2nd: I would like to alow for a larger selection of familiars in my mod. Can you add additional familiars to the list of original familiars? So far I have been unable to do this :(
Thanks for all your help in advance.
Posted by jGGG ( ..xxx.xxx ) at 2003-11-10 23:38:00
i get a list of 'missing resources' when i import this. are there any problems or should i just ignore them? thanks much for all of your work OMW.
Posted by Alec Usticke ( ..xxx.xxx ) at 2003-11-06 13:03:00
Yay! Thanks, Shadguy.
Posted by shadguy ( ..xxx.xxx ) at 2003-11-05 22:57:00
I've tweaked your perl script a bit and run it on the Summoned monsters, OMW. I submitted it earlier tonight to the vault.
The nwvault submission form ate my description a couple times, and in my haste to redo it, I didn't give you credit. I'll fix that when I notice it goes public, as I don't seem to be able to update it in advance.
shad
Posted by Knight Marshal ( ..xxx.xxx ) at 2003-11-05 03:52:00
Is it possible to add other familiars to the list?
I want to add a tiger as a familiar using the player model and such created and make it work along the same lines as the panther so it wouldn't be too powerful at 1st level.
Posted by Em ( ..xxx.xxx ) at 2003-10-22 21:35:00
Have you had a chance to look at summons yet? Some of my female PCs have requested an Incubus for the Planar Binding spell; I'd like to humor them with a scantily clad male human appearance change of the Succubus with all the same stats, but I can't figure out how to get the summouned version of it back into the toolset for editting after extracting the utc. Recreating it from scrtach with all the right spells and other details is a bit uncertain, to say the least.
Any help, advice, etc. appreciated, or a file similar to this one for summons (or just the nw_s_succubus) would work too. }>:-)
Thanks,
Em
Posted by kama ( ..xxx.xxx ) at 2003-10-21 15:04:00
thanks much - not too sure why that stuff was showing up on the fam PC either - huh... but N.E.way i must say thanks this is an awesome tool. YOU ROCK!!!
Posted by shadguy ( ..xxx.xxx ) at 2003-10-17 18:58:00
Alec,
I've seen "large" size summons cause troubles - including Earth Ellies and Balors. Dunno if they're still a problem or not, but that may be why Earth Ellies weren't in the original scripts. Large pets like Earth Ellies can be a real pain in tight underground passages with a party too, so I leave 'em out of dungeon-crawl heavy mods.
shadguy
Posted by Alec Usticke ( ..xxx.xxx ) at 2003-10-16 12:02:00
I just reviewed the scripts and pulled out the summon blueprints used. They're listed below by script. (Some blueprints are used by multiple scripts.)
Scripts not included, because they're not really used:
nw_s0_summon1 - nw_s0_summon9
nw_s0_shadconj
nw_s0_shades
nw_s0_grshconj
Posted by whistler ( ..xxx.xxx ) at 2003-10-16 10:01:00
Thanks for the info, I wasn't aware.
I'll poke around a bit tonight with the summons.
Posted by shadguy ( ..xxx.xxx ) at 2003-10-16 08:57:00
OMW,
Actually, a number of the basic Summonable creatures are not available in the toolset by default either. The utc's need to be extracted with NWexplorer to be directly manipulated.
This has been an issue, for example, in some PWs where kind-hearted builders decide to improve summons a bit to mirror boosted monsters in the mod. This is a problem when they assume the only Hound Archon in the toolset is the one you summon. It isn't. The summonable one has many more levels, spell abilities, and 4x the hit points. I've seen the thing nerfed while trying to improve it. I've also seen people summon a Slaad, which in turn summons another slaad - since someone editted the wrong (ie. default) version of it.
Anyway, it's confusing enough for some that packaging up the default summonables would have some value, IMHO.
My 2 copper pieces.
shadguy
Posted by whistler ( ..xxx.xxx ) at 2003-10-16 08:21:00
You don't need it for summons. You can just modify the summon spells to summon anything you want them to.
Where as, the familiar summoning system is more complex.
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