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Name  Universal Companion Database v. 0.9
Author  AlanC9
Submitted / Updated  06-11-2007 / 01-07-2008
Category  Other
Format  Various
NWN2Game  All
Description
This mod lets players add characters of their own choosing to any module that uses the standard party roster. In other words, you can create your own party.

This is a beta. Use at your own risk.

Files

NameTypeSizeDownloads
UniversalCompanions.zipUniversalCompanions.zip
Submitted: 06-11-2007 / Last Updated: 08-17-2007
zip6.29Kb5696
Version 0.9b. Companions now wait offstage until you use the Roster.
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Comments (30):

1 2 3

Posted by Zhandigal at on07/06/08
Nice tool. But my companions don´t follow me when I move, I have to ask him every time I change of scenario. Is it normal? Is there any solution for this little problem?

Posted by UncleGerhardt at on06/07/08
I don't know, since I have the english version installed. Usually such mods work, but give english texts when messages of the mod are concerned. The Rest of your Game should stay german. When errors appear, just delete the files in the override-folder and the one file that is created by the mod in the Database-Folder. Only some empty lines in the "eye-menu" might remain (happens to me when I use a clean override for some modules). You can always reinstall the game if it doesen't work as intended :)

Posted by Kipferl at 2008-06-0803:39:54    
Does this work with the German game version? Will the game be in English when I install this?

Posted by UncleGerhardt at on06/07/08
Perfect 10; thanks to this mod I can play NWN 2 like an old-school RPG ;)

Posted by glass_heartz at on04/30/08
I second Zonzai. This is truly a masterpiece. 10 out of 10. Keep it coming!

Posted by Lariam at 2008-04-2723:43:42    
Thanks for the responses! _________________________ Forgotten Realms Weave

Posted by hahntsak at 2008-04-2406:55:10    
when preparing for a module: 1.erase database to start fresh 2.get all characters to proper level and place in database. 3.at the end of each campaign chapter save each companion to the database. 4.at the start of next chapter load database into roster and into party. remember if your party is above a limit, then you need to run the limit change script again ` DebugMode 1 rs ga_party_limit(##) DebugMode 0 ` where ## is number of companions. in the OC it's chapters, in other campaigns it may be modules, in modules w/o campaigns [seaside, midpoint, etc] use it for modules.

Posted by Dorateen at 09:45:25    Voted10.00
Lariam, I believe you would just need to save those charatcers at the end of the module to the database. Just click on each one so that it is the Active character, bring up the menu, and sve to DB. It worked for the OC party I had, and then brought them into MotB.

Posted by Lariam at 2008-04-2301:58:01    
This seems great, but I have a question: If one creates a party for some module, can one, then, at the end of that module, export all the characters that one has used (and thus continue with them in whatever mods one wishes to, later on)? Cheers! Lariam _________________________ Forgotten Realms Weave

Posted by TopAceOfEarth at 15:49:18    Voted9.50
There seem to be problems with this mod using RDD chars and some other multiclass chars. The Strength and other Stats get set up to double of what they should be, up to lvl 50 for my Str 34 RDD char. Only universal companion and Tony K's 1.8 AI, MotB as well as the newest patch are installed. Any Idea what this could be? _________________________ EPIC CAMPAIGN 3.00 My builds are at nwn2.wikia.com and at nwn2db.com

1 2 3

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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