*** Designed to be persistent using Bioware DBs and to work with any module which contains all expansions.
*** No module wide heartbeat events used.
This module and erf set has the following features:
1. Vuldrick's Lycanthropy (somewhat based on the NoData's Lycanthropy System)
Applying these scripts to your module will allow you to place a
new custom Werewolf. This new Werewolf will infect PCs with a Curse
of Lycanthropy, changing them into Werewolves on the days of the full moon!
This code sets several variables on PCs to account for phases of the moon,
and the state of the curse. Also included is a tool given to the PCs that allow
them to attempt to control their shape when in their normal state and trying to
assume the form of the Werewolf or a wolf. The character will recieve this tool
only upon waking up from the change, and succeeding a WIS check (DC 15). This
tool cannot be dropped or destroyed, and is removed upon the curing of the curse.
As per the 3rd Ed. DnD Monter Manual: "Any voluntary change into...hybrid form
immediately and permanently adjusts the PCs alignment to that of the...lycanthrope."
There are several spell changes included in the scripts that allow the HEAL,
MASS HEAL, REMOVE CURSE, and REMOVE DISEASE spells to have a chance to cure
the infected PC. If you have made any previous changes to these spells, you MAY
need to reapply your changes after having imported these scripts.
CURING LYCANTHROPY: There are several ways to cure the Curse.
1. Belladonna: Eating or having someone with the HEAL SKILL use, Belladonna on
the infected PC within ONE DAY of the infection, will allow a chance for the infected
PC to shake off the curse. HOWEVER, whether on not the curse is removed, Belladonna
is HIGHLY Poisonous and may have adverse effects on the patient. As per the PHB,
only the first use of belladonna has a chance to cure the disease and all further
attempts will be futile.
2. Remove Disease or Heal: If a Cleric of at least 12th level casts either of these
spells on the infected PC within 3 DAYS of the infection, then the curse will be lifted.
3. Remove Curse: If a Cleric casts this spell on the infected PC DURING the days of
the full moon, then there is a chance the curse will be lifted.
*** ALL DCs are set to that established in the monster manual section on lycanthropy! ***
It is adviseable to remove any armor you are wearing before the transformation!
Most types of armor (unless Magical) will give way to the pressure of the change ... shattering before the PC's very eyes!
Also included is a way for module builders to add silver weapons to their game that
can be used to strike the Werewolf without a +1 or better weapon. Just make sure
the silver weapon has the word "Silver" or "SIL" in it's TAG and it's ready to go!
I have included a silver weapon of each base weapon type for you in the items erf.
2. Vuldrick's Vampire PCs (somewhat based on Ercan's Vampire Subrace)
PCs can now become full fledged vampires with the proper abilities as per 3rd Edition DnD rules.
Check out the demo module by making your PC's subrace "Vampire" ...
I included a spells 2da file that allows many negative energy spells to be used on self
so vampires can heal themselves appropriately. Place this in your override folder
or use it to make a hak file.
3. Vampire Crypt - Vampire NPCs
The crypt, if you want to use it, has all parts included in the erfs. Just check the
demo module to see how I implemented it, it is fairly straightforward.
The cool thing about these vampire is that they use their coffin to revive after being
beaten into gas form. If you smash the coffin they pop back out at half HPs simulating
a partial regen/rest on the vampires part. IF you fail to smash the coffin, they respawn
in eight in-game hours at full health.
4. Ravenous Undead by Lupin III ... just seach for Lupin's scripts for the readme. I
did not change that much at all. Very fun little system that lets ravenous undead feast
on fallen NPC corpses to heal themselves ... gross stuff :)
The Ravenous Undead are in the erf and once you have them in your module, just go to the custom
undead and look for the "Ravenous" varieties. You must have NPCs that leave drop corpses
for the undead to "feast" upon them.
5. Random NPC spawning system
The spawning system by Gaermish is simple to implement. Just add, or merge, the population
script into the area onenter event and the depopulator script to the area onexit event for
each area in which you wish to use it. You can modify the code to give a different maximum
number of NPCs in each area, default is a max of 50 commoners. To add more NPCs, use the
naming convention already used and just adjust the script.
A seperate download is available for each system in case you want to use them individually. Simply
view my offerings on nwvault.com to see the other scripts sets available.
This file contains all the scripts, creatures, items, placeables, triggers, waypoints, etc that are needed for every aspect seen in the demo module. A copy of the readme and a demo module is also included for easy reference to the installation instructions.
To Vidorin: I have thought about doing a bat form tool, but I did not know if it would be that useful/wanted by players and builders. I would consider doing it if there is a call for it.
I do not have any info on vampire advancement or vampire lords in my books, so I can't really make the system change for that without the rulesets. I also wonder if this is something a DM or builder could take care of outside the system?
Vampire are hurt in daylight, there are triggers you can place to keep them from passing over moving water, and scripts to control if they can enter a door or not (based on the invitation to private estates criteria). There is also a special outfit and helm that a vampire can wear to be able to go out in the daylight. _________________________ Vuldrick Garrison
Another thing I had forgotten to add.. Lets hope the third time is the charm. I didn't see anything with vampires being hurt in daylight and such. Is that included and I'm missing something or is that also planned for a future update?
Something I had forgotten to add to my previous comment. Perhaps for the vampire lords you can have a DM controlled item or somesuch to activate said powers on the PC. For PW's when vampires are rare and so on.
I'd like to say that your system is pretty cool for the vampires. I haven't tested the werewolves as of yet. But I've noticed your system is missing a couple of things. Perhaps you have them planned for a future update or such but you're missing a batform for vampire PC's also I see there is no real vampire advancement. Such as vampire lords which is a wizards supplement for 3.x dnd. Do you plan to add these into a future update?
It is in my universal base module already. _________________________ Vuldrick Garrison
Posted by crazedmages at 2008-06-09 12:48:28 Voted 10.00 on 06/09/08
As always a great little gift for us all. I do have a question though and that is about the population engine. Is it also in your other prefab mod? And if not, how hard do you think it would be to combine those two into one workable base? _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
Posted by Michele Magus at 2007-08-18 08:43:41 Voted 10.00 on 08/18/07
A hint on keeping a creature hide equipped even on an exported character:
Place the hide under "Creature Items" "Skins/Hides"
When placed here, the skin is always in place when a game is loaded or a character imported without needing to force it in by script. Handy for operation in modules lacking such support scripts.
Update: Removed any use of module wide heatbeat events, Used a better naming convention for ease of removal from modules, Simplified implementation into module events. _________________________ Vuldrick Garrison
Posted by diavlen at 2006-08-02 19:40:10 Voted 8.50 on 08/02/06
Nice work on the scripts! I've played around with the same scripts, but ended up walking away from it. I was going to use a custom werewolf bite with the OnHit/Unique Property script attached to it.
I was hesitant to install this into my PW for a few reasons.
1) It would've been nice if all of the blueprints had a naming convention that would make updating/uninstalling easier.
2) It would've been nice to have cleaner hooks into the pre-existing module events. For example, just pop in an ExecuteScript for each of the addins.
I went ahead and installed it after loading it into an empty module to see what the process was like. I took a few notes and it went smoothly.
I really like the changes to the original script, particularly the three days of full moon and the persistance! (Big kudos on the persistance!). I look forward to more! _________________________ Borgo Pass PW Link
Posted by Anonymous ( 83.156.xxx.xxx ) at 2006-05-25 17:43:18
i hope a ravenloft setting system with a complete help for nwn2.good work
The random walking is controlled in the onspawn event of the NPCs. Go into that script and simply comment out the command for them to random walk, then they will stop walking around. _________________________ Vuldrick Garrison
Posted by Crawling Darkness at 2006-01-24 08:07:49 Voted 9.75 on 01/24/06
As already mentioned great scripts
Posted by Crawling Darkness at 2006-01-24 08:06:57 Voted 9.75 on 01/24/06
I totally love your system and put it into my mod only thing i am trying to figure why all my npcs randomly walk around after i put in the script might have been caused by the random commoner spawning. even if i dontg get it fixed I love your system!
This has been updated to include a new version of the werewoly/lycanthropy system as well as galaps resting system.
The new lycanthropy version uses a cloned PC object for the actualy polymorph into a werewolf. This basically means that the uncontrolled form of the werewolf has the same name as the PC, the same level as the PC, and the same classes, feats, etc as the PC.
Hope you like the changes. _________________________ Vuldrick Garrison
I already have some of it seperated out. The start locations package and the werewolves parts are packaged individually . . . just search for script sets under 'Vuldrick'.
I do need to update the werewolf system to my newest version in the individual package and this one . . . so an update is coming up.
I will try to get the vampire system in an individual package for you too.
Thanks for voting :) _________________________ Vuldrick Garrison
Posted by Lord_Fear at 2005-07-20 12:47:26 Voted 9.75 on 07/20/05
Great set of scripts....only thing that would make it better is if these scripts were separated so you could pick and choose.
Posted by Lord_Fear at 2005-07-20 12:46:12 Voted 9.75 on 07/20/05
I love the way this works but I have one request. In an update can you seperate the scripts into vampire, werewolf, so on... This way if we only want to use the werewolf or vampire system it makes it real easy for us to import only the stuff we need.
Great work though. Voting now.
Posted by Lord_Fear at 2005-07-20 12:41:06 Voted 9.75 on 07/20/05
I love the way this works but I have one request. In an update can you seperate the scripts into vampire, werewolf, so on... This way if we only want to use the werewolf or vampire system it makes it real easy for us to import only the stuff we need.
Great work though. Voting now.
One last thing . . . and this goes out to all of you that have downloaded and tried this stuff (nearly 700 of you I might add).
I don't get any feedback cause nobody votes. Can you guys/gals give me some votes so I know if this is good or not. I use it in my PW . . . Kingdom of Paramon which is number 5 in the worlds right now and we like it. But I want to know what you all think.
I am making more new systems now and am considering some releases . . . but only if it would be useful to you all. _________________________ Vuldrick Garrison
Oh, and lineage is quite simple too. A vampire need only use the lineage tool and target another vampire with it. It tells info about who is the master to the other vampire etc. _________________________ Vuldrick Garrison
Sorry it took me so long to reply . . . been real busy.
I am not sure what that function in line three is mate. Looks like you added my code to something of yours and out of context I can not really know what that is.
As far as making a PC a vampire yes easy to do. A vampire PC is made in two ways: either put 'Vampire' as the subrace or . . . have a vampire PC use their tool to drain a PC to death. Upon death of victim, the vampire need only bite the PCs body one last time. At this point the PC rises from death to a state of vampiric undeath :) _________________________ Vuldrick Garrison
You can check out nw_io_spells by making sure you select all resources in your script editor.
As far as the adding of code to the PC ondeath . . . you basically are trying to isolate what happens to a normal PC and what happens to a Vampire PC as the results of the death sequences are different.
Basically near the top of the void main () you need to put the:
object oPlayer as GetLastPlayerDied();
string sVamp = GetSubRace(oPlayer);
And then you put the normal death code you use in the:
if (sVamp != "Vampire")
{
*** Main Death Code for normal PCs goes here***
}
Then this:
if (sVamp == "Vampire")
{
ExecuteScript("vamp_died", OBJECT_SELF);
}
goes just after your normal PC death code.
I hope this helps you . . . if not just check out my code in the demo module and if all else fails you can send me your ondeath scripts and I can add stuff for you. _________________________ Vuldrick Garrison
Also....you mention to modify a spell script....:
------------------------------------
In the nw_io_spells script use this to replace the spellsCure section
-------------------------------------------
Where in the heck is the "nw_io_spells" script?? I couldn't find it even with a script editor search. Any help please?
-------------------------------------------
in the onclient death event add this at very top
add this at the top of the main script body, but after you define
object oPlayer as GetLastPlayerDied();
string sVamp = GetSubRace(oPlayer);
Then put this right before your main death code and the stuff after the main code lines
at the end of the script.
if (sVamp != "Vampire")
{
*** Main Death Code for normal PCs goes here***
}
if (sVamp == "Vampire")
{
ExecuteScript("vamp_died", OBJECT_SELF);
}
----------------------------------------
Um....add what at the very top? And what do you mean "define
object oPlayer as GetLastPlayerDied();".... when I change that at the top, it will not compile... any suggestions?
Hummm, if your merchants are going nuts it sounds like a faction issue.
If you are not using the commoner population system, then your merchants should be unchanged. I have no merchants in this script set. So sounds to me like you messed up your factions somehow.
If they started running around after you installed my system, it is likely that you replaced your onspawn event with mine, which has random walking in it. That is an event found in the NPC scripts.
All in all sounds like very simple implementation mistakes/issues and they are easy to resolve. Just check the merchant factions and the onspawn scripts for them.
Good luck!Vuldrick Garrison _________________________ Vuldrick Garrison
Posted by Anonymous ( 84.58.xxx.xxx ) at 2005-02-26 09:21:00
they even fight each others... *sighs* i guess i will strip the system out and go back to fallens system