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NWN SCRIPTS

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Title  Rebuke/Command Undead for Turn Undead
Author  Wes Baran
Submitted / Updated  11-29-2003 / 11-22-2006
Category  Spells
Expansions  HOTU-1.62
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Other
Includes  BioWare Standard
Description
This script allows evil clerics to rebuke (stun) or command (dominate) undead instead of turning and destroying as good clerics do. An evil cleric can only control a total number of undead with a combined HD equal to or less than the clerics level. For instance, a level 5 cleric can control 2 zombies (2 HD each) and a skeleton (1 HD) for a total of 5 HD. Oh, and yes, you DO control all of them. Good and neutral clerics turn and destroy undead as usual. Rebuke/Command also works for Blackguards (anyone who is evil and can turn undead). This script has been updated to 1.61 (HotU compliance, but should work for any 1.61 version. Added to BioWare original script. 1.62 update: Fixed an issue where undead players (shifters, etc.) were not being targeted. Update April, 14th: Added .ncs file to the .zip for players to use in their override folder - no script changes though (see readme txt included in the .zip for more information)

Files

NameTypeSizeDownloads
turndead162a.zipturndead162a.zip
Submitted: 11-29-2003 / Last Updated: 04-14-2004
zip4.86Kb986
--
SCORE OUT OF 10
10
5 votes
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Comments (33):

  1  2 Next>

Posted by The Thayan at 2008-11-09 12:07:11    Voted 10.00 on 11/09/08
Just added to the Thay PW and I have to say I LOVE this. Excellent job. Thanks for getting it out for everyone to use.
_________________________
Thay - Realm of the Red Wizards
A NWN persistent world found under the Roleplay section of Gamespy.

Posted by The Amethyst Dragon at 2008-10-05 09:16:27    Voted 10.00 on 10/05/08
I like this and use it in my PW. Sorry for the delay in voting. :)
_________________________
World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)

Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)

---------------------------- Neverwinter Nights Community Site: The Unofficial Homepage for NWN ----------------------------

Posted by jGGG at 2004-04-22 04:56:16    Voted 10.00 on 04/22/04

Posted by Ebonith at 2004-04-21 06:10:47    Voted 10.00 on 04/21/04

Posted by Ebonith at 2004-04-21 06:08:00    Voted 10.00 on 04/21/04
Awesome Brand! I am definitely going to use this in my PW. Cheers!

Posted by Brand at 2004-04-14 19:12:00    
I've just updated the .zip file and added a .ncs version of the script for those who want an Override folder version of the script. This means that you can put the .ncs file into your Override folder and it will use that script for all single player modules without having to edit the modules.

Remember, thoguh, that this is not recommended by BioWare. Please read the small readme included in the .zip if you plan on using it. Thanks. :)

Posted by Primogenitor at 2004-03-01 11:07:00    
Never mind that. Ive spotted it now.

And the problem with PCs is in the original bioware script too BTW.

Posted by Primogenitor at 2004-03-01 07:52:00    
This is probably rather dumb, but I cant see where the updated lines are. Any chance of a pointer to the right line no? I know I could just import it and overwrite, but I might need to change this for compatiability with the Prestige Class Corsortiums hak (liches) and other things (are tieflings outsiders?).

Oh, and is that bug in the original bioware script too?

By the way, this rocks!

Posted by Brand at 2004-02-28 17:38:00    
Updated the script today! (February 28, 2004).

Fixed an issue where Player Characters who were undead (custom characters, shifters, etc) were not being targeted with a turn attempt.

Update is important for multiplayer, really. Singleplayer modules don't really require the upgrade if you have the previous version.

Posted by Brand at 2004-02-28 17:37:00    
Updated the script today! (February 28, 2004).

Fixed an issue where Player Characters who were undead (custom characters, shifters, etc) were not being targeted with a turn attempt.

Update is important for multiplayer, really. Singleplayer modules don't really require the upgrade if you have the previous version.

Posted by Old_Scores_Transfered at 2004-02-20 10:29:33    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 7 that made this score of 9.57 then rounded to 10.

Posted by Anonymous ( ..xxx.xxx ) at 2004-01-29 06:33:00    
This is oh-so-cool! Thanks for the script, one of my favorite characters is an evil cleric, I can't wait to add this to the next module she plays in!

Posted by Brand at 2004-01-15 14:04:00    
To the person who voted and gave this script a 7, I'm curious as to why? What was wrong with the script? Please, please, please do not vote without explaining why.

Posted by Brand ( ..xxx.xxx ) at 2003-12-29 16:12:00    
Ask and you shall recieve. At least for the HotU version. :)

HotU version is up. This new version adds the changes to account for the planar turning feat. There is also a change in Blackguard turning power, as done with the new 1.61 BioWare original script.

Posted by gnomes ( ..xxx.xxx ) at 2003-12-28 17:06:00    
Any eta on the HOTU version?

Posted by Brand ( ..xxx.xxx ) at 2003-12-07 22:22:00    
The default script in HotU was changed slightly, but it wouldn't have overwritten any custom scripts (which this would be counted as). So, if you have this script in a module, it will use this one instead of the default one (which is what the game always does with scripts with the same name as default ones).

I plan on adding the extra bit that HotU put into the script (it deals with giving planar creatures turn resistance based on their SR, but otherwise doesn't change anything else). So, for now, it works pretty much as it should, except planar turning (epic feat) would be easier than it would with the default turn script.

If that doesn't clear up your questions, please let me know.

Posted by godbreaker ( ..xxx.xxx ) at 2003-12-07 18:01:00    
question, i loaded this then got hordes and overwrote, so did the script return back to default or did hordes change it in anyway? Will the new update interefere with this script as well or should I wait till update before overwriting with this.

Posted by Brand ( ..xxx.xxx ) at 2003-12-05 14:23:00    
Well, as far as multiple cleric/blackguards go, while an undead has been dominated, no one else should be able to dominate it. That's just the way the NwN engine works. However, I have not been able to test this yet, so if it works differently, I apologize. :)

And if you have other dominated creatures (say, through the animal empathy skill) they will become undominated. That's just another way the engine works. "Normal" domination goes away when another creature is dominated. Sorry if that causes further problems for cleric/druids or cleric/rangers. Your normal animal companion will remain uneffected though. One thing to note: IF you dominate the undead FIRST and then dominate the animal (etc), you won't drop any of the dominated undead AND you'll still have the dominated animal.

Posted by Primogenitor ( ..xxx.xxx ) at 2003-12-05 05:53:00    
I havnt tested this yet, but Ive looked through the code and have a few questions.
How do multiple cleric/black guard players interact? If another PC has controled undead, do you steal them? Are controlled undead still hostile towards other PCs? I can see that it works by using a dominate effect, does this cause a problem with the ranger dominate animal skill?

Incidentally, it would be easy to make your own override file. I TAKE NO RESPONSIBILITY FOR THIS WORKING OR NOT OR ANY OTHER CONSEQUENSES!!! Just put this into a module, load it into the toolset, without closing hte toolset go into the nwn\module\temp directory and copy the nw_s2_turnundead.ncs file into your override. Then it SHOULD work, in theory. I havnt tried this yet cos im not at home. If anybody else has other suggestions/corrections add them!

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-12-03 11:18:00    
No I think thats it, I dont remeber ever getting more then one at a time.

Posted by Brand ( ..xxx.xxx ) at 2003-12-03 11:11:00    
Other than this just being a standard script (non HCR) I think that the difference may be that you actually control ALL the undead that you successfully command instead of just one of them.

Of course, someone who uses HCR could answer this better. :)

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-12-03 10:35:00    
There was a rebuke undead in the HCR 2.1 code before, so (not a flame) whats different in this script? (beside support for black guard)

Posted by AgroTheAxe ( ..xxx.xxx ) at 2003-12-03 06:11:00    
TY so much to both Wes and RichardCranium, for this incredibly cool script and the HCR conversion-NICE!

Posted by Brand ( ..xxx.xxx ) at 2003-12-02 15:02:00    
Yes, you actually can dominate that many undead at once. :) That is a level 6 cleric, so that is the maximum HE can control, but a level 20 cleric could control 20 skeletons at once... and control them for a longer time!

And you can give them individual commands (hold position, guard me, attack nearest) by using the radial menu on each of them individually. If you give a command with the radial menu on yourself they will all follow the command, but if you give a command using the radial menu on a single undead only that undead will follow the command.

Posted by godbreaker ( ..xxx.xxx ) at 2003-12-02 13:57:00    
Im looking at the pic, can you really dominate and control that many undead??? Do they just attack who you attack or can you actually tell one to block door, move there, attack that mage, etc.......

Hordes of underdark 29.99
NWN community vault free with purchase of game
This script.............................PRICELESS

Posted by Brand ( ..xxx.xxx ) at 2003-12-01 19:31:00    
Thanks for the comments! I've just updated it (very slightly) to change the VFX to the one I stated in a comment below (if you already did the change manually, there is no need to get the new script).

Posted by Richard Cranium ( ..xxx.xxx ) at 2003-12-01 16:00:00    
Superb idea Wes! I responded to AgroTheAxe via email about merging the script into HCR3. I did the conversion but have not been able to test it yet (once again) since I am at work. I just couldn�t resist the temptation since I use HCR3 on my mod. I submitted the HCR3 version and it should be posted the next time the NWVault refreshes.

Kudos on an exceptional idea!

Posted by Joe ( ..xxx.xxx ) at 2003-12-01 15:56:00    
oh god someone give this guy here a hand this is soo monumental!!!

Posted by Brand ( ..xxx.xxx ) at 2003-12-01 15:43:00    
I haven't seen the HCR 3.1 script... Where can I find that script itself? Perhaps you could email it to me and I can see what I can do with it.

Also, does anyone know how to do an "override" version of this script? All my attempts have met with failure so far...

Posted by Joe ( ..xxx.xxx ) at 2003-11-30 17:45:00    
Hey I am a complete newb to scripting(actually i don't have a clue!) but i was wondering is there an easy to understand way to use this in the main nwn modules and other modules? maybe an override possibility?

help me plz my black guard is a black nobody without controlling the undead! :s

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