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NWN CREATURES

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Title  Easy Familiars and Animal Companions Starter Kit 1.00 - modifying the Bioware familiars/companions for custom content newbies
Author  OldManWhistler
Submitted / Updated  10-15-2003 / 10-15-2003
Category  Animal
Class3  Fighter /
Properties  #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

Files

NameTypeSizeDownloads
OldManWhistler15efacsk100.zipOldManWhistler15efacsk100.zip
Submitted: 10-15-2003 / Last Updated: 10-15-2003
zip68.59Kb2938
--
SCORE OUT OF 10
8.63
4 votes
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Comments (20):

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!

Posted by Old_Scores_Transfered at 2004-02-20 10:33:03    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 9 that made this score of 9.22 then rounded to 9.

Posted by adolf102_2 at 2004-02-13 05:44:00    
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.)

Spell scripts
-------------
> nw_s0_animdead
NW_S_ZOMBTYRANT
NW_S_SKELWARR
NW_S_SKELCHIEF

> nw_s0_crgrund
NW_S_VAMPIRE
NW_S_DOOMKGHT
NW_S_LICH
NW_S_MUMCLERIC

> nw_s0_crundead
NW_S_GHOUL
NW_S_GHAST
NW_S_WIGHT
NW_S_SPECTRE

> nw_s0_gate
NW_S_BALOR

> nw_s0_grplanar
NW_S_VROCK
NW_S_CTRUMPET
NW_S_SLAADDETH

> nw_s0_lsplanar
NW_S_IMP
NW_S_CLANTERN
NW_S_SLAADRED

> nw_s0_mordswrd
NW_S_HelmHorr

> nw_s0_planar
NW_S_SUCCUBUS
NW_S_CHOUND
NW_S_SLAADGRN

> nw_s0_summon
NW_S_badgerdire
NW_S_BOARDIRE
NW_S_WOLFDIRE
NW_S_SPIDDIRE
NW_S_beardire
NW_S_diretiger
NW_S_AIRHUGE
NW_S_WATERHUGE
NW_S_FIREHUGE
NW_S_AIRGREAT
NW_S_WATERGREAT
NW_S_FIREGREAT
NW_S_AIRELDER
NW_S_WATERELDER
NW_S_FIREELDER
NW_S_AIRELDER
NW_S_WATERELDER
NW_S_FIREELDER
(Earth elementals aren't included oddly enough, but here's the templates for those of us who've fixed the script: NW_S_EARTHHUGE, NW_S_EARTHGREAT, NW_S_EARTHELDER)

> nw_s0_summshad
NW_S_SHADOW
NW_S_SHADMASTIF
NW_S_SHFIEND
NW_S_SHADLORD

> nw_s0_summshad02
NW_S_SHADOW
NW_S_SHADMASTIF
NW_S_SHFIEND
NW_S_SHADLORD

> x0_s0_planar
NW_S_SUCCUBUS
NW_S_CHOUND
NW_S_SLAADGRN

> x0_s2_blkdead
NW_S_DOOMKGHT
NW_S_GHAST

> x0_s2_fiend
NW_S_VROCK
NW_S_SUCCUBUS

> x0_s2_shadsum
X1_S_SHADOW
X1_S_SHFIEND
X1_S_SHADLORD


Non-spell scripts
-----------------
> nw_s1_summceles
NW_S_CLANTERN

> nw_s1_summmeph
NW_S_MEPSTEAM

> nw_s1_summslaad
NW_S_SLAADRED

> nw_s1_summtanar
NW_S_SUCCUBUS

> nw_s3_slaadegg
NW_SP_SLAADRED

> x0_hatch_dam / x0_i0_deckmany
x0_wyrm_good
x0_wyrm_evil

> x0_s3_prayer
beats me

> x0_s3_summonelem
X1_S_AIRSMALL
X1_S_WATERSMALL
X1_S_EARTHSMALL
X1_S_FIRESMALL


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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