NWN doesn't have much in common with a first-person-shooter, but that doesn't mean you can't face the same enemies as the marine from Doom3! Starting with the enemy guide found here http://ucguides.savagehelp.com/Doom3/enemies.htm - I did rough translations of the all the non-boss enemies into NWN. I also scripted their special powers - the archviles summon, the wraiths teleport.Read script d3_lostsoulbite to see how get them to posess victims. Custom fireballs and flame streams are included - so when importing the ERF you should answer 'Yes' when it asks you if you want to overwrite the x2_s2_gwburn and nw_s0_fireball files - the only changes made to them are to call a different script if cast by a doom3 creature. For Hp and damage, I started with the fact that in D3 a pistol does 15 damage, wherein By D&D rules it would do an average of 5.5. So I just divided everything by 3. This is all vanilla Toolset - no hak required. Zombies:[Undead][Zombies]Demons: [Planar][Fiendish]
Posted by Sphax at 2006-01-30 15:32:26 Voted 1.00 on 01/30/06
Hohoho ! It's only an ERF... No new content... _________________________ Aventuriers de Troy - French module in the great World of Troy with Lanfeust and co ! Link
I agree, they act well and there is a minimum amount of effort in incorporating them.
Want new skins? Go and upload some models, it's so easy (COUGH COUGH) to do
Posted by >_ ( ..xxx.xxx ) at 2004-12-17 13:35:00
@ Doom Fan; Cool it, moron. I'd rather have some decent new scripts so that enemies at least act like their Doom counterparts, than some poorly done reskins that just act like the creature the original skin belonged to.
Posted by A Doom fan ( 217.95.xxx.xxx ) at 2004-10-13 10:01:00
Well, this isn't a new skin or model - I used standard NWN appearances for all the Doom demons. So you've already seen what they look like if you've played NWN. If you want to use a different appearance, all you have to do is switch them.
For zombies I used the zombie appearances.
For flaming zombies I added the "Inferno" effect to a zombie.
I used Gargoyle appearance for imps, Grey Render for Pinky Demons, wererat for maggots, Vrock for wraiths, etc.
I mainly just set them up with appropriate statistics, wrote a simple new combat AI for them, and coded some of their special powers - like the archvile's summoning ability and the wraith's tendency to teleport.
Posted by Anonymous ( 207.195.xxx.xxx ) at 2004-09-17 15:41:00
can you give us a screen shot of it. Personally I will not download any creature / creature pak without one.
Posted by Author ( 24.93.xxx.xxx ) at 2004-08-31 00:09:00
OK, I was a little happy with the upload trigger. I have discovered 1 small and 1 large bug in the pack. I will be re-uploading the pack, but in the mean time:
(1) If an archvile has decided to summon, and wants a Pinky Demon, the resref is wrong. Change line 34 of d3_combat_ai from
sResRef = "pinky";
to
sResRef = "pinkydemon";
(2) This one is big. If a creature has been set up to be a victim of a lost soul, and it is bitten by 2 or more lost souls in the same round, it will produce more than 1 "possesed" creature. Don't use the lost souls until I post a note saying that the corrected version has been uploaded.
Thanks.
Posted by Author ( 24.93.xxx.xxx ) at 2004-08-31 00:08:00
OK, I was a little happy with the upload trigger. I have discovered 1 small and 1 large bug in the pack. I will be re-uploading the pack, but in the mean time:
(1) If an archvile has decided to summon, and wants a Pinky Demon, the resref is wrong. Change line 34 of d3_combat_ai from
sResRef = "pinky";
to
sResRef = "pinkydemon";
(2) This one is big. If a creature has been set up to be a victim of a lost soul, and it is bitten by 2 or more lost souls in the same round, it will produce more than 1 "possesed" creature. Don't use the lost souls until I post a note saying that the corrected version has been uploaded.
Thanks.
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