Revision 1: Many new updates to the vampire scripts as well as adding importible erfs. See the f_vampireupdates script file for a full list of changes. Vampiric abilities: Bat form - flutter around Wolf form Mist Form - slip through that doors or by those enemies! Coffin - Pick it up, sleep in it...etc Eternal life - if you die you will regenerate in your coffin, but wooden stakes are bad... Blood! - drink or bottle it for later. Spells - you are now treated as an undead vampire, some spells are rather nasty if they hit you now.
Werewolf Abilities: You may be stronger, faster and meaner...but fighting those instincts can be a pain. Potions of moonlight will allow you to become a werewolf for a short while when the going gets tough.
There are many other little things that are not mentioned here, but exist (ie silver, garlic). They are covered in the module. Have fun and good luck! -Fallen
I can finally get access to nwnvault again! Yay! For some reason I could not get access to this (and many other) site yesterday, something to do with that email virus clogging the lines I bet. I am uploading the new version today, but not as an update to this page. This is so people who want access to the old werecreature system still have this file available. Anyone that has left a note on this page or sent an email to me about the vampire subrace system will receive an email from me when the new page is put up. I will also leave a note here with a link to it.
All: Sorry for all the delays, real life decided to smack me around a bit =/
Aronman, TaliaK and Longstar71: Thank you for the kind comments on the werecritter side, I may re-release the werecreature part as a seperate script once I integrate it with the new underdark commands (null polymorph should take care of the ghost, somewhat at least).
Longstar71: The heartbeats are gone in the version I am developing, I expect it to be out early next week. I am 80% done now and will begin testing soon.
DW: Version 2.0 is scheduled for early next week. It won't have the radials or new feats developed by Scorpio_518 unless I get to look at his revisions first, but it will have full persistancy support and a very nice shop system to pull into your modules.
Scorpio_518: I've responded to your email, but if you check here first it is fine to post it. I like the idea of the radial feats and have been playing with that myself, but having someone elses to...'borrow' would be wonderful! =) Don't worry I'll give credit if I decide to use any of your ideas and thank you for asking!
Everyone: All neverwinter scripts can be modified and re-distributed as stated in the bioware license agreement and I don't mind anyone changing and re-posting my scripts. Just please give a little credit where it is due is all. =) The more people that work on making the community grow the better.
Posted by Scorpio_518 ( ..xxx.xxx ) at 2004-01-15 22:07:00
I have recentally updated this script and am waiting for Fallen to get back to me as to whether or not it is okay to post it.
I have added Children of the night and Dominate
And all of the abilities are not in the Class Abilities Subradial, rather than having items in the inventory (although this can be enables, and the radial feats can be disabled)
Posted by DW ( ..xxx.xxx ) at 2004-01-12 08:50:00
Any news on when version 2.0 will be out? Will it support HotU? I'm gagging to use this in my persistent world...
DW
Posted by Anonymous ( ..xxx.xxx ) at 2004-01-04 07:09:00
Well yes this a daboulous script, maybe u could do somethong about that nasty heartbeat script thats part of it as it eats of cpu usage, as for the werepart aspects pf it well oldman whistler has a wonderful werewolf script, just that u cant inflict anyone with it but maybe worth alook
Posted by Talia K ( ..xxx.xxx ) at 2003-12-08 11:22:00
I kind of like the werecreature part. The ghost image does not distract me and my mod could use it if it was persitant.
Posted by Aronman ( ..xxx.xxx ) at 2003-12-02 04:06:00
These scripts is one of those I keep most track of. Really interesting! I don't lack any interest in the werecreatures-portions, if it make any difference... :) Anyway, keep up the ggod work. This is very useful for us!
Posted by Fallen ( ..xxx.xxx ) at 2003-12-01 12:48:00
Everyone:
So you know here is the to do list for version 2 so far. Please email me any needs or ideas that you come up with!
Vampire Update Notes: v2
Todo:
Vampire bite permission token
persistant coffin references
persistant vampire references
persistant blood need reference
onrest hook
option to turn on/off all item aspects (silver, garlic, etc)
example vampire merchant
vampire 'cattle' script
ability to only drain what you need
switch to change between aura or gaze attack charm
optional negative level item and/or bite
window scripts
make sure vampires cannot catch red slaad eggs from diseased blood...bad bad bad.
put in door script for invitations
make a high charm % on 'dire' animals
option to require holy ground for resting
add vampire checks to spellabilities (holy and negative pulse so far)
-Fallen
Posted by Fallen ( ..xxx.xxx ) at 2003-12-01 12:10:00
DrEszterhazy:
Your right, the not being able to touch silver is not a part of the original vampire mythology. I actually put that in after watching Hellsing. ^_^;;; I should make an option to turn it off and will for the next version.
-Fallen
Posted by Fallen ( ..xxx.xxx ) at 2003-12-01 12:05:00
Longstar71:
Please stick to email or board postings so I don't have to reply twice ;-). Here is what I emailed you in case you check here first:
It almost sounds like you are using a custom henchman system (in your override directory?) that does not support the commands I am trying to use or that you need to run a critical rebuild. The onrest hook that will be put in for the next version should fix the henchmen compile error as well as making things nicer for the PW that are using this.
As for the respawn button not appearing, If you were killed while in mist form, by being staked, or while at rest it is considered permanent death. Just a penalty for the power. I plan to make a couple more options so you will have greater control of what happens on death.
The werecreature portion is going to be discontinued due to some graphical flaws in NWN (things cannot stay invisible in certain situations) and general lack of interest by the community.
Hope this helps,
-Fallen
Posted by Longstar71 ( ..xxx.xxx ) at 2003-11-28 15:14:00
fiddling with it more the mod_onrest is which causes the oops, so if u dont use it your vamp will be able to rest outside the coffin but it wont cause any comppile errors either
Posted by Longstar71 ( ..xxx.xxx ) at 2003-11-28 12:17:00
Well great work shame it doesnt import, as for some reason it causes an error in the henchman x0_i0_henchman file, maybe if u bypassed so it didnt use the henchman....that would be truly super :)
Posted by DMistress Jess ( ..xxx.xxx ) at 2003-11-26 05:50:00
I just want to say thank you Fallen for breathing life into the vampires in our world. Your scripts are sensational and provoke fear and loathing in all who meet our denizens of the dark. I will be interested in the persistant update whenever you have time. I know there is such a thing as RL, even though I've never seen it I just hear about it on TV *she grins*
Again, thank you for making Kallus a very special place for Kindred. Come on by and visit when you get time and we'll demonstrate your work in action.
Posted by DrEszterhazy ( ..xxx.xxx ) at 2003-11-25 05:21:00
In your sample module, your vampires cannot pick up a silver ring. Is being unable to touch silver items part of the vampire lore? I've never heard of such a thing, but I'm not a vampire expert either :)
Posted by Fallen ( ..xxx.xxx ) at 2003-11-24 10:38:00
Brick Thrower & Lord Blood Lust:
Looks like I was wrong on the persistancy thing. I talked with Mhzentul from the Dor Maeglin PW and I've learned that I need to put in a persistant database hook so it is stored. I am testing a persistentized version now and should be releasing it in a day or two.
Posted by Brick Thrower ( ..xxx.xxx ) at 2003-11-21 10:11:00
Lord Blood Lust, read further down and you will see that Fallen has the pseudo code for your solution...
I am also looking for a vampire set of scripts. Thanks to everyone who has posted responses or provided a rating of this product. It makes it so much easier to choose.
Brick
Posted by Lord_Bloodlust ( ..xxx.xxx ) at 2003-11-20 22:15:00
Kool man,im glad you keep a open mind to ideas and stuff..guess its the only way you can truly grow..well anways,thx for an awesome system,only thing i gotta figure out now is how to make it to where when my chr logs out,abd back in..he remains a vamp.
Posted by Fallen ( ..xxx.xxx ) at 2003-11-18 10:25:00
Saben:
Considering my only source for vampire powers was the original book "Dracula" I did not really have any more ideas. I would be glad to listen to anyones ideas though and I may even implement them if they seem interesting enough =).
K'orwyn:
Thanks! I actually ended up with 3 A's and a B. =) ...only 2 weeks till finals though *shudder*...
Llaethias:
So do I! =)
Lord_Bloodlust:
The level drain has been suggested before as an alternative to killing when you are draining blood, but not as an item. It would be rather powerful, but I could easily add it. As for the 'live' npc vampire, it sounds feasable, but would require a bit of coding by the module creator even if I put one in the erf. I will do some testing when I get the time to see how easy I can make it. Turning into the werecreature is not a problem with the polymorphs, but since a person can always cancel their polymorph it would require a constant check to re-apply the effect which could slow the systems down. I am actually thinking of dropping the werecreature portion as it seems unpopular and has some inherent problems with custom scripts =(.
Posted by Saben ( ..xxx.xxx ) at 2003-11-17 18:03:00
Great work, just started to search for some usefull vampire scripts for a small mod and then I stumble on the almost perfect fit. The Bat part of vamps especially took me back to the legacy of kain first game ;)
Do you have any plans to include more powers, and if so, wich ones?
Posted by K'orwyn ( ..xxx.xxx ) at 2003-11-17 11:35:00
Stupid lag....
Sorry about the double post..... ;-)
Posted by K'orwyn ( ..xxx.xxx ) at 2003-11-17 11:34:00
Fallen, you rock! Thanks much! I have no idea how you do it, but I'm glad you do. Hope all went well with your classes! Thanks again.
K'orwyn
Posted by K'orwyn ( ..xxx.xxx ) at 2003-11-17 11:34:00
Fallen, you rock! Thanks much! I have no idea how you do it, but I'm glad you do. Hope all went well with your classes! Thanks again.
K'orwyn
Posted by Llaethias ( ..xxx.xxx ) at 2003-11-17 08:19:00
I like this one :)
Posted by Lord_Bloodlust ( ..xxx.xxx ) at 2003-11-16 10:19:00
Thanks for the ERF. Fallen.Hey..i got to thinking fallen..ever thought about making a level drain attack beam like the other vampires have in game?that would be kool.And maybe make some NPC vampires and Were creatures that can infect the players in the game instead of just drinking the blood or using the lyconthrope idol..just a few ideas there.And maybe make it to were you can actually control the werecreature..but when you transform..your factions change you to hostile so the baddies leave you alone..but good folk try to kill you...and add in some special attacks for them making it more intresting to become a werewolf r whatever..just a few ideas..anyways,thx for this work man..it rocks
Posted by Fallen ( ..xxx.xxx ) at 2003-11-13 10:09:00
Oh, I forgot to mention it, but the updated revision 1 has an erf to make life easier. =)
-Fallen
Posted by Fallen ( ..xxx.xxx ) at 2003-11-12 21:53:00
Everyone:
Revision 1 is up and has quite a few new features on the vampire side.
K'orwyn:
For the persistant worlds you will need to assign an isVampire variable to your persistant database for that character when the person becomes a vampire, then on client enter you will need to read your persistant database and set the proper localint on the entering player (don't have the code on this machine so I don't remember the exact localint name [it can be found in the GetIsVampire function in f_vampire_spls_h though]). Hope this helps and I will try to make it more PW friendly in the next revision!
-Fallen
Posted by K'orwyn ( ..xxx.xxx ) at 2003-11-11 19:13:00
Wow! This is entirely an awesome demonstration! This will fit perfectly in with the PW I'm working on (should I figure out how to export correctly from the mod--it keeps asking for things I'm not finding, though I've set everything but the areas to export).
I too would be very interested in an update, particuarly if you figure out how to ensure that the players stay vamps or werecreatures between sessions (i'm not much of a scripter, but I'll do my best to study what you've put in below).
I'll keep a close eye on this one. Fantastic work! and good luck on your mids.