This Prefab is a demo module and an ERF to add into any module the quick and fairly easy ability to add items that can summon/transform or take a life of their own and become henchmen to the PC. Included is a readme file.
err testing :)-Merentha _________________________ Currently awfg and deep into cyberpunk of AO, but I'll eventually come back to NWN :)
No wait, playin' DDO! But I've got a copy of NWN2 to load up and play ><
Posted by Merentha ( ..xxx.xxx ) at 2003-12-25 20:27:00
Always a pleasure :)
My only worry now is if anyone would find it worthwhile for me to update this with the xp2 versions of the scripts :)
Only big difference was to take the contents of mut_magic_item and place that inside the template of the x2_it_example's on_activate portion and from there to resave and compile it w/ the original name (to prevent having to retag all existing critters and items). Then of course you'd have to use the xp2 event hooks scripts (or use them as templates). Hmm, I guess if anyone is interested I can repost it with an xp2 version of the erf and mod.
*awaits requests*
Posted by mynameisjam ( ..xxx.xxx ) at 2003-12-12 14:36:00
Wow... haven't checked back on the vault for a long time, but now I see that I should have. It's really nice to see someone else furthering my work like you have, Merentha. :)
I have to thank you. And then I have to find an excuse to work these in to the module I'm in the process of creating. ;)
Posted by Merentha ( ..xxx.xxx ) at 2003-11-02 07:27:00
Err a note of warning if you change the magical henchmen to use the xp1 script sets...that will allow henchmen inventory to work with them. IF you do decide this is ok in your mod, keep in mind that when the creature dies the items on them will and should most likely hit the ground (minus worn/equiped, b/c that's on a percentile drop chance), also if dismissed there is no feature in this prefab to save those items and cause them to still be on the magical henchmen when resummoned...although in the months to come I *may* look into something like that.
Posted by Summer ( ..xxx.xxx ) at 2003-11-02 06:16:00
Thank you, that worked for me :)
Posted by Merentha ( ..xxx.xxx ) at 2003-11-01 19:27:00
Ignore that. If you are worried about it interfearing load the set_xp1_henchmen script set and add the death line to the end of it..that should make a clean version w/o the nwn:oc toolset version..that was me trying to make the erf backwards compatible part way through creation...try one of the premade magical item/henchmen they should work fine.
Posted by Summer ( ..xxx.xxx ) at 2003-11-01 19:10:00
I'd really like to be able to use these, they would make great henchmen for evil folks, but when I try to import the .erf I get a message saying nw_ch_aca.nss is missing from the file.
Posted by Merentha ( ..xxx.xxx ) at 2003-10-29 04:56:00
Oh another thing..since as I remember that I posted this right before bed :)
To create more items using this system. The creature to be spawned in and the item that will spawn/become them must share the EXACT same resource references and the tag of the creature must match those too (case AND spelling). The tag of the item must match the same tag as the example ones I've included. This causes the correct wrapper script to fire from the On_Act wrapper :) If anyone needs clarification or just wants to know what in blazes inspired me to do what I did..feel free to ask.
Posted by nice work ( ..xxx.xxx ) at 2003-10-28 14:28:00
this is worth it! and it is origional! All you people out there take a lesson from this author and make more origional stuff, cause there is so much to do in regards to this game that is missing on biowares part and the comunity should bring to biowares attention
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