ZIP file contains ERFs for 66 custom creatures that I've created for my modules, all created with the default models in the Aurora Toolset and a bit of custom scripting. Includes custom humanoids (derro, kuo-toa, goblins, orogs, human cultists), an animated weapon, various undead, kir-lanan gargoyles, spiders and beetles with VFX skins, twig blights, cursed animals, and more!
This is a compilation of the old system into a single score. There were 4 that made this score of 7.50 then rounded to 8.
Posted by jGGG ( ..xxx.xxx ) at 2003-11-10 23:58:00
thanks much for this, saved me a lot of time, will give you credit on my server when i get the wretched thing finished.
Posted by Lazybones ( ..xxx.xxx ) at 2003-05-05 09:48:00
I just tested the link, and it downloaded fine for me; sorry it won't work for you (it's a 4+ MB file, might take a while on dialup).
Posted by yomystas ( ..xxx.xxx ) at 2003-05-03 06:10:00
I downloaded these but i can't it gives me an error i tryed dling it 2 times but it won't work am i doing something wrong?
Posted by whistler ( ..xxx.xxx ) at 2003-04-23 07:20:00
Yeah, I've been bitten on the +blocked+ with that one before, too, when it comes to creating .ERFs
The workaround I use for creating .ERFs that only have the scripts I intend, is to open up with ERF in a new/empty module, then delete anything that I don't want to use, and then re-export it.
That's what I did for my HCR death notification scripts so that the ERF does not contain any of the HCR files, just the three scripts I wanted it to contain.
Posted by Lazybones ( ..xxx.xxx ) at 2003-04-22 13:09:00
Ah, I see now what the earlier poster meant. These creatures were extracted from a mod that used HCR, so you don't want to overwrite any scripts (just click okay without selecting any scripts to overwrite). All of the scripts that I changed specifically for these monsters have specific new names and they won't overwrite anything in your module.
Posted by Mogney ( ..xxx.xxx ) at 2003-04-22 07:46:00
When you try to import them, it lists several bioscripts to overwrite, however if you tell it not to overwrite them, the monsters still work fine, kinda quirky, but you dont need to overwrite those bioware scripts.
- Mogney
Posted by Lazybones ( ..xxx.xxx ) at 2003-04-21 11:52:00
Actually they don't; I believe I renamed the scripts whenever I changed them, and the new scripts should import along with the creatures. Existing scripts for other creatures in your palette should not be affected.
Posted by Anonymous ( ..xxx.xxx ) at 2003-04-21 10:42:00
You should probably mention that these overwrite Bioware's default scripts too.
Posted by Lazybones ( ..xxx.xxx ) at 2003-04-21 08:30:00
Glad you guys like the stuff. To clarify: all of the creatures use existing models (to do a new model requires a hak pack). Most of the scripting is just minor tweaks to the OnSpawn to add a VFX effect to the creature.
Posted by Anonymous ( ..xxx.xxx ) at 2003-04-21 07:34:00
The kuo-toa is just a lizardman A.
Posted by hpapillon ( ..xxx.xxx ) at 2003-04-21 05:12:00
Can somebody post a screenshot of the kuo-toa? I want to see how it comes out with no haks. :)
Posted by Shinji ( ..xxx.xxx ) at 2003-04-21 01:52:00
Godbless Lazybones. As for any builder, I would highly advise downloading this pack and import the creatures. Very nifty stuff, you won't see elsewhere.
Posted by Kaileb ( ..xxx.xxx ) at 2003-04-20 16:23:00
Thanks Lazybones for the files! I'll be sure to give credit for any I use.
Posted by Rome ( ..xxx.xxx ) at 2003-04-20 15:49:00
Thank you for this...I am a great fan of yours now and will use your work in upcomming modules with credits - hope you noted your name in the scripts and that you make more.
The use of no new haks is great - it gives flexibility.
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