*** 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.
i hope a ravenloft setting system with a complete help for nwn2.good work
Posted by Vuldrick at 2006-01-2503:53:59
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 at on01/24/06
As already mentioned great scripts
Posted by Crawling at on01/24/06
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!
Posted by Vuldrick at 2006-01-2207:22:48
Please give me some feedback/votes folks. Nothing is quite as discouraging as seeing a lot of downloads and no comments. It tells people we are either perfect or we suck as scripters. _________________________ Vuldrick Garrison
Posted by wwdragon at on09/25/05
Awsome! :-) This has very few flaws and works better than the others I've tried. Keep at it! :-D
Posted by Vuldrick at 2005-09-0316:08:14
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
Posted by Vuldrick at 2005-07-2215:44:09
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 on07/20/05
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 on07/20/05
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.