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NWN HAKPAKS

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Title  Celestial Companions for Paladins
Author  Barry Scott Will
Submitted / Updated  03-02-2003 / 03-02-2003
Category  Code Modifications
Expansions  NWN - 1.29 or lower
Description
WHAT Celestial Companions for Paladins allows paladins to summon a celestial companion. There are four types of companions, chosen by which spell the paladin casts. Also included is a new class skill list for paladins that gives them Discipline as a class skill, and removes Parry as a class skill. This is version 1.0 of this Hak and is the first release, it is current as of version 1.28 of NWN.

WHY Because paladins, in the transfer to NWN, lost their special mount (very similar to the ranger's animal companion). This is a temporary way to work around that loss and give paladins meaning in NWN again. Also, paladins are usually STR-based, heavy armor fighters and Parry is useless to them, while Discipline is not. The new class skill list for paladins affects this change.

HOW IT WORKS Paladins are given the ability to cast Summon Creature I - IV (it is added to their allowed spell lists via spells.2da). The Summon Creature spell (nw_s0_summon) has been modified so, if a paladin of appropriate level casts the spell, a celestial companion is summoned. These companions are: Summon Creature I: Lantern Archon (requires paladin level 6+) Summon Creature II: Hound Archon (requires paladin level 10+) Summon Creature III: Half-Celestial Warrior (requires paladin level 12+) Summon Creature IV: Celestial Avenger (requires paladin level 15+) These are not the standard creatures. They have all been beefed up a little so they are appropriate companions for a paladin of that level.


Files

NameTypeSizeDownloads
paladinfix.zippaladinfix.zip
Submitted: 03-02-2003 / Last Updated: 03-02-2003
zip76.81Kb1561
--
paladinfix.README.txtpaladinfix.README.txt
Submitted: 03-02-2003 / Last Updated:
txt--1479
External Website Beyond Our Control
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Comments (19):

Posted by Tekidek at 2012-09-01 18:01:02    
This file can be used nowadays? Last post is from 2003; AFAIK, SoU was still new back in those days.

So if I use this, will it work? I'm very interested on these summons, but I don't want them to mess the modules/campaigns.

Posted by Old_Scores_Transfered at 2004-02-20 10:04:25    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 1 that made this score of 10.

Posted by BSW ( ..xxx.xxx ) at 2003-09-14 12:26:00    
Sorry for the really late reply, but No. While you could use this with SoU, it would make all SoU spells (and thus most new SoU feats) inaccessible, because it has a revised spells.2da included.

Posted by CoJoe ( ..xxx.xxx ) at 2003-07-04 11:35:00    
Sweet .hak, love the concept, but will it work with the SoU expansion???

Posted by BSW ( ..xxx.xxx ) at 2003-04-15 09:52:00    
Yes, I do want to make a Hak using one of the horse models that have been released. However, I first wanted to put something together that could work in any module by going in the override directory. I don't know if a horse Hak could do that (possibly, if you put all the .mdl, .tga, etc. files in override). Also, I'm kinda waiting around for the jousting models that (I think) DLA is working on. :)

Posted by Abaddon ( ..xxx.xxx ) at 2003-04-13 23:44:00    
This is a great idea, as you were saying paladin loses the special horse in Nwn, have you thought about creating another version of this where included the horse models available on nwvault? I cant remember who stated but Yibble posted a good compilitaion hak of rideable creatures.

Posted by BSW ( ..xxx.xxx ) at 2003-04-10 21:57:00    
mrdisco: I am thinking about modifying this Hak in accordance with user suggestions, including adding the blink dog as the first level of summons. As for using CHA for spellcasting, that's not a 3E rule--or, at least, it is neither in the d20 SRD or the 3E PHB--both of which list WIS as the spellcasting ability for paladins (as it is for all divine spellcasters). In any case, I think that would be a game engine change, or, if it's in a 2da, I haven't found it yet.

Posted by mrdisco ( ..xxx.xxx ) at 2003-04-08 04:09:00    
Is it possible to change paladins so they use charisma to determine what bonus spells and what level spells they can cast instead of wisdom, in accordance with 3E rules?

Posted by mrdisco ( ..xxx.xxx ) at 2003-04-08 04:02:00    
I agree, first summon should be a blink dog.

Posted by starrchild ( ..xxx.xxx ) at 2003-03-07 17:44:00    
I reinstalled the Henchmen AI and Torias' Epic difficulty
for creature and char - my Paladin does have the Summon
Creature spell available, but.... the creature summoned is
*not* the Lantern Archon for level 6 and below, which it
was before I reinstalled those two hacks, but a badger. I
printed the nw_s0_Summon file for the paladin hak, and it
states that the badger was one of the creatures that would
be summoned. Hmmm, maybe I should uninstall one or both of
those two haks again, and see what's going on.....

Posted by BSW ( ..xxx.xxx ) at 2003-03-06 21:01:00    
I downloaded v0.9 of the Henchman AI mod and Torias' Epic
Difficulty mod and I don't see any conflicting files. You
say you restored your override directory. Perhaps there
was something left over in there that was conflicting with
my mod? Try re-installing the Henchman and Difficulty mods
and see what happens.

Posted by starrchild ( ..xxx.xxx ) at 2003-03-06 09:03:00    
Well, I went back in and deleted my modified override
folder, restored the original override, and reinstalled
your hak, and it looks like you were right. Either the
improved Henchmen AI or the epic creature and char was
interfering with your hak. Is there a way to look at the
nw_s0_summon spell files of those haks and see where the
conflict might be? Because I really like using those other
haks, and would like to use them in conjunction with your
hak. If so, please reply to me via e-mail (I have a feeling
the explanation of how to do this would be rather long, and
I'm a complete newbie at all this). Thanks for your help!

Posted by BSW ( ..xxx.xxx ) at 2003-03-05 20:21:00    
Well, first off, you don't need the palcomp.hak file in
your hak folder unless you're planning on adding this to a
module. :) Second, what are you loading your paladin in?
The module might have spell modifications in it that
override my override. Third, is your WIS 14 or higher
(dumb question, but I'm covering all the bases)? Fourth,
have you opened your spellbook and looked to see if Summon
Creature I-IV are available for memorization? Fifth, have
you memorized the spells?

If you're trying to use scrolls, the Summon scrolls are
limited to arcane spellcasters (bard, wizard, sorcerer).
You *can* use scrolls to summon the companions, but you
have to have at least one level of bard/wiz/sorc. If,
after all this, it still isn't working for you, then one
of those other Haks might well be interfering with it. It
works fine for me just putting the files in the override
folder.

Oh, one last thing, make sure all the following files are
in override:
cb_s_chound01.UTC
cb_s_clantern.UTC
cb_s_ctrumpet.UTC
cb_s_halfcel001.UTC
cls_skill_pal.2da
nw_s0_summon.ncs
nw_s0_summon.nss
spells.2da

Now that I think about it, either the Improved Henchman AI
or epic creature and character might have a modified
nw_s0_summon spell of its own.

Posted by Me ( ..xxx.xxx ) at 2003-03-03 19:47:00    
Since you seem content on making 4 summons perhaps there
first summon should be a blink dog. There loyal pets and
there lawful good.

Posted by BSW ( ..xxx.xxx ) at 2003-03-03 19:18:00    
Re: Half-Celestials--I'll keep that in mind. I would like
there to be 4 companions, of varying level; maybe I'll
replace them with a super Hound.

Re: Special ability--AFAIK, there's no way to add
abilities to PCs in this game. The best that could be done
would be to add an item with the Unique Power ability, but
that would then only work in modules that used this Hak. I
wanted a way to use this in (almost) any SP module,
including the OC. Doing it this way makes that work.

Posted by Anonymous ( ..xxx.xxx ) at 2003-03-03 18:59:00    
I would take out the Half-Celestail warrior because there
not like something you summon. There Aasimars (well not
really Aasimars are more like the grandfathers of them) not
magicals creatures. Also I would make this into a special
ability not a spell.

Posted by BSW ( ..xxx.xxx ) at 2003-03-03 12:32:00    
Well, I'm going by the CR listed in the toolset. Maybe
that's a poor way of handling it. The CR of a Celestial
Avenger is normally 13, I beefed this one up to 14, which
seemed appropriate for a level 15+ paladin.

Posted by Steven ( ..xxx.xxx ) at 2003-03-03 12:06:00    
Are you sure they're appropriate in their strength? I
mean with a lvl20 ranger i dunno if my animal companion
could dream of taking on a celestial avenger.

Posted by Charlotte ( ..xxx.xxx ) at 2003-03-03 10:45:00    
Wow, neat. I never realized such things could be done to
the code of the game till I started popping into the vault
alot more here recently. I hope to see more of this kind of
thing. A really great job keep the good work coming.
Maybe someone out there could find these kind of code
modifications and compile them into a single hak :)

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