The moment you've been waiting for has arrived, Ver 2 is finally complete, after constant email questions such as 'when's ver 2 coming out??' it's finally here it took a while cos like i say i'm still learning, all i need to add now is the blood golem and the 2 missing spells that i still intend to add: Corpse explosion and Disiesed Corpse, for all that don't have a clue what i'm rambling on about read the following Ver 2 includes raisable skeletons both warrior and mage, which level up when you level up (every 5 levels) Summonable Golems A level up system for the necromancer (evil Wiz/Sorc) Curse Iron Maiden Simular to Elemental Shield Necromatic Regeneration, adds a ability/skill increase depending on what creatures corpse you use it on
Posted by Brutalicus at 2006-12-11 23:21:44 Voted 10.00
I have been working on some modifications of the script for some of my own ideas. I have tested them in my mod an will use them in my pw. So far I have the
WolfLord(summons up to 4 wolf companions)
RavenMaster summons 2 raven henchmen & several weaker ones to harrass the enemy.
ManticoreMaster-you got it-summons only 1 Manticore but he is quite powerful & a sight to see.
I still use BlackHowlings necro set as well but limited the summons since I felt he was a bit overpowered.
I have more on the way-see my link under my hak paks for my pw. ~Cheers _________________________
Posted by rm at 2005-12-18 02:29:41 Voted 10.00 on 12/18/05
good work!
Posted by rm at 2005-12-18 02:29:13 Voted 10.00 on 12/18/05
This is truely a great loss, as this system is a good piece of scripting. I'll use it in my module condasil-the island.
Posted by Mystra ( 210.49.xxx.xxx ) at 2004-06-28 03:45:00
BlackHowling's, there is no need to apologise for something you have no control over, it is a great loss to the community that you will be leaving us. Hope that once things settle down you will be able to start scripting again, seems you have a talent for it.
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-04-06 10:33:00
Dear NWN community,
I regret to inform you that due to my epilepsy i have to discontinue with my scripting projects due to the stress incured because of them, this is noone's fault in the community but my own, scripting is rather stressful to me it always feels like work but the end product is always worth it. but because of my condition i have to cease all scripts, my doctor tells me that my epileptic condition will get a little worse up till the age of 24 (which is a big downer because i'm 20 4 more years to go :( ). So i guess i have to apologise to the community. Don't get me wrong i'm not dieing, just laying low till i get better, till then the world of NWN will always keep getting better with the releases of DLATeam and CODI and pleanty of other talented scripters. so i guess this is farewell for now, i'll still be playing NWN but not creating anything.
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-03-21 10:20:00
The Blood golem heals it's master per amount of damage inflincted upon an enemy, ( having trouble scripting this so it may be a set amount of hp regen per kill ),
The Druid will be able to turn into a werewolf and a werebear, (won't be exactly like the werebear in D2 but it will do) will be able to summon 6 wolves in total 3 normal 3 spirit, 5 crows (the crow can only hit a monster x times per day before vanishing into the mist).
i've been a bit lax lately so not much has been done, got plenty of projects under development for other games also but that's another story, will get my act togeather this week and work my butt off for ya'll.
I'll work on my D2 characters first then work on the D&D chars and the subclass system.
having never played diablo 2, will the blood golem heal the master for every creature it kills?
Also, I've heard that the druid in diablo 2 is similar to the necromancer. Will you create one for druids/shifters as well? Having a pack of wolves around to take care of troublemakers sounds like fun. _________________________ "There is no knowledge that is not power" --- Ralph Waldo Emerson
having never played diablo 2, will the blood golem heal the master for every creature it kills?
Also, I've heard that the druid in diablo 2 is similar to the necromancer. Will you create one for druids/shifters as well? Having a pack of wolves around to take care of troublemakers sounds like fun. _________________________ "There is no knowledge that is not power" --- Ralph Waldo Emerson
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-03-10 13:39:00
Sorry guys i've got some really bad news for everyone waiting for my next release, I just bought a mmorpg the other day and it may be a long time till i release anything. i'll still be making the ver2xtra but it will be some time when it will be released.
I'll make it up to you guys by totally blowing you all away with my newest release, one huge project for almost all prestiege classes and something i like to call the subclass system. i won't let you guys down. Hopefully this will make up for my lack of releases and commitment towards the NWN community.
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-03-10 00:55:00
"I thought it might be cool if you could pick up the bones of skeletons you kill and carry them in your inventory until you needed them."
That's a great idea, i'll get to work on that soon for ver 2xtra
Posted by donnykrun at 2004-03-08 18:00:27 Voted 10.00 on 03/08/04
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-03-08 00:09:00
I took this outta the Forums for the palemaster and i will be starting a project simular to this for the prestiege class, i will try and get it as close as i can,
Pale master PnP
Abilities
Boneskin (Level 1): +2 to natural armor class. Every four levels this increases by an additional +2.
**Exactly the same as PnP except its called bonemail
Animate Dead (Level 2): Once per day can summon an undead servant.
**Same as PnP
Darkvision (Level 3): Able to see in the dark
**They would have had to work hard to screw this up.
Summon Undead (Level 4): Can summon more powerful undead.
**PnP version allows you to summons two undead at once.
Deathless Vigor (Level 5): Gains three additional hit points as per the feat Toughness.
**Same as PnP
Undead Graft (Level 6): Replaces arm with an undead version that twice per day can paralyze opponents. At level 8 an additional use per day is gained.
**Big diversion from the PnP here, in the PnP version the graft confers a:
+4 str modifier
paralyzing touch as described above
weakening touch (creature takes 1d6 of str dmg)
degenerative touch (creature recives -1 level dc to remove is 14)
Destructive touch (living foe hit makes a fort save vs dc14 or takes 1d6 permanent constitution dmg)
Commanding touch (succesful touch attack vs an undead with HD equal to or less than your caster level comes under your command for equal turns to your caster level)
Tough as Bone (Level 7): : Immune to hold, paralyze, stun.
**PnP is only immunity to stunning and subdual, I guess seeing there isnt subdual they had to spice it up a bit.
Summon Greater Undead (Level 9): Can summon a very powerful undead creature, once per day.
**Same as PnP
Deathless Mastery (Level 10): Immune to critical hits.
**PnP version has an addition where the palemaster gains an undead vassal (sorta like a druids animal companion) the vassal is has a total hit die no higher than the palemasters caster level.
Deathless Master Touch (Level 10): The undead arm graft is replaced with this more deadly arm. It can kill with just a touch. This ability may be used 3x/day.
**PnP version of this differs only that the living creature slain by the death touch animates 1 round later and is under the palemasters control and does not count towards the amount of undead the pale master can summon.
Every 2 levels, the pale master gains additional spells per day, as if they had leveled in their previous spell caster class. This gain only applies to spells per day and not caster level.
**This is a bit vauge and can lead to thinking you cant advance spell levels as a pale master hopefully it is more like the PnP version, "At every second level gained in the pale master class, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class"
Thank you Sanguinius_nz for posting this in the forums, i now have an idea on what i should do.
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-03-07 01:48:00
Actually come to think about it, last year while i was on holiday i noticed a D&D pnp rulebook and story for Diablo 2 so i suppose, the golems are also following D&D rules in a way, but still like i say Necromatic Regeneration is one of my own, and i believe that a necromancer should be able to heal him/herself via a corpse.
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-03-05 10:03:00
ssrasmussen:
To be truthful the only things that i believe to be anywhere close to that of the D&D pnp rules would be the skeleton summons,
Necromatic Regeneration is just an innovation i came up with during the project, it act's like Heal but has an added affect, stat/ability/damage/etc increase depending on what race the corpse is.
the rest, golems and curses are just rip off's from diablo 2, but it is my dream to reacreate the Diablo 2 world through nwn, i believe it is possible so i will be working on a diablo 2 world for PWStory, wont be released for aaages since i'm in a Modding team for another mod, it will be my bit on the side.
i hope i have answered your question ok.
If anyone wishes me to make a necromancer that follows the pnp necromancer more clearly let me know and i will look into it.
always working hard for the community
BlackHowling's
I think you did a cool work, making the necromancer a much more interesting charecter to play..
I have one question tho'
The skills you added from the Diablo world, are they far off' what is possible for a Necromancer recording to the D&D world' and rules ??
Keep up the good work :o)
ssrasmussen
Posted by BlackHowling's ( ..xxx.xxx ) at 2004-03-04 22:49:00
Fleshmelter: the script no longer uses the subrace option, you just need to be any evil wizard/sorcerer to use each time you level up you will gain more abilities (mostly every 5 levels, there's a full list in the readme but i'll type it out:
Level 1
Summon skeleton once per day
Level 5
Summon Skeleton 2 times per day
Summon Skeleton Mage once per day
Summon Clay Golem once per day
Level 10
Summon Skeleton 3 times per day
Summon Skeleton Mage 2 times per day
Level 15
Summon Skeleton 4 times per day
Summon Skeleton Mage 3 times per day
Use Necromatic Regeneration Ability
Level 20
Summon Skeleton 5 times per day
Summon Skeleton Mage 4 times per day
Use Iron Maiden Curse
Level 25
SUmmon Skeleton Mage 5 times per day
Level 30
Summon Fire Golem once per day
Level 40
Summon Steel Golem once per day
I'm not completely happy with it so i'm going to break it down a little bit better and tweak afew things, for example i didn't want player's to have more than 1 golem at the same time(they're really powerful) so in Ver3 on the items you use to get the components needed to summon it will check if you have any other golem conponents so this will fix that, also blood golem is nearly ready, and i'm learning how to do area of affect spells as we err speak/type.
Posted by ArtemisJ at 2004-03-04 13:21:00 Voted 9.00 on 03/04/04
:O I wanna do one! Hmmmmm...Scripter and Assassin.. Just Turn Around And keep Walking. _________________________ For Your Area Creation Needs: Fairy Jar Toril Globe Extensive Placeble List
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