Unmodified original upload updated to 1.10: 40 creature and 17 item BPs in an .erf file that can be imported into any module.
The creature BPs open up in a this folder: Creatures/Humanoid/Custom Lizardmen. The item BPs open up in this folder: Items/Armor/Shields/Hide Shields folder.
There are 10 Bps for each of the following races (4 each of 2 different troop types and 2 characters each):
Sea Lizardmen are small, slightly narrowed and bluish colored. They only inhabit salt water and roam coasts and island. They don't have gills though and live in caves washed out by the sea. They wear a special kind of flexible armor made of some unknown sea beasts hides. They only use piercing weapons and no ranged ones.
Wood Lizardmen are slender and greenish skinned. They wandered in from the subtropical forests in the south and are trackers and ambushers. They wear little primitive leather armor and use slings and bows as their favourite weapon. NOTE: slings dont show up properly in the toolset, they display as a black/read questionmark-box. However they are displayed properly ingame.
Desert Lizardmen are are the most advanced race of their species. They craft their own Leather armor and shields and trade with other humanoid races like kobolds or goblins. They live in dry areas and are at constant war with the humans inhabiting the Desert Empire. They are nearly as tall as Swamp Lizardmen but somehow squat and from a dirty orange color.
Stone Lizardmen are the largest of their race. They are strong and bulky and usually heavily armoured. They inhabit the mountainous regions, dwelling in derelict mines and forts and plundering ancient tombs where they find the unusual fine weapons they often carry. They are sometimes accompanied by so called Magma Lizardmen, who are able to breath and throw fire while being immune to most of its damage themselves.
The regular Lizardfolk from the toolset represent the race of �Swamp Lizardmen� in my classification
Each race has its own scaling scheme based on the environment it lives in(see the comparison picture), in addition the 2 different troop types of each race represent younger(smaller scaled)and older(larger scaled)individuals and each SINGLE BP is differently scaled within these parameters. For each race at least 5 different skin shades have been used, the Magma Lizardman uses an fx_effect. NOTE: The armor pieces are only tintable to about 35% which reflects in the missing variety of shades
All troops have half HP while characters have max HP. Some have magic weapons or shields. There is no actual armor equipped, AC is calculated appropriate to appearance and included in the natural AC.
CRs are as follows
Sea Lizardmen 0.45 to 3.15 (troops have 1 or 2 HD)
Wood Lizardmen 0.95 to 4.30 (troops have 2 HD)
Desert Lizardmen 0.95 to 4.45(troops have 2 HD)
Stone Lizardmen 1.55 to 5.10 (troops have 2 or 3 HD)
DISCLAIMER: Caster AI is still bugged, most of the times I tested the casters,they did nothing. The Magma Lizard at least uses its Fire Cone(special ability)
**UPDATE** For those who need a large Lizardmen tribe for a whole dungeon or similar I uploaded this .erf file. It includes all the customized Lizardmen (except for the Magma Lizzie)renamed, retinted and (partially)re-equiped as the standard Lizardfolk included in the TS. They have a standard localised description and slightly altered AC and CR. These BPs open up in the existing "Lizardfolk" folder.
Posted by jrscherzi at 2012-09-02 12:50:34 Voted 9.75 on 09/02/12
It seems almost all of my mods have lizard men in them ranging from a small extent to large extent. Storyteller's lizard men are great. I have been comtemplating a mod that centers on the Lizard men and their distance relationship to dragons. I think its time we had a mod featuring an ambitious lizardman leader. Equal villain rights for Lizardmen.
Posted by Thelasia at 2010-05-17 16:05:13 Voted 10.00 on 05/17/10
I use them in my PW, really useful and made me spend less time in creating creatures. _________________________ Thelasia, a PW in French.
Posted by Wyrin at 2009-09-09 01:20:56 Voted 9.00 on 09/09/09
great flavour to the tribes _________________________ Wyrin
Posted by Dragonsbane777 at 2009-07-14 07:05:41 Voted 9.75 on 07/14/09
Excellent critters, and nice time saver. Forgot to vote long ago when I DLed them. _________________________ Talernon3 - Age of Dragons Link
Talernon Team Submissions: Link
3C Music Compilation: Link
Thanks for the voting! Unfortunately I have less and less time to work with the TS (I am working on 3 NWN2 projects atm but very slowly PLUS I do a lot with the FPSC).
But seeing that my stuff is still in demand will probably make me reserve a little more time for NWN2 :) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by Cladius at 2009-07-08 00:34:46 Voted 9.00 on 07/08/09
Great work, the diversity on offer in the standard toolset is greatly improved with this. A massive time saver for me, more humanoids for my PC's to harass !
Posted by [MD]Sephiroth at 2008-09-30 01:25:23 Voted 10.00 on 09/30/08
Great stuff! thanks! _________________________ Serveur Action/Rôle persistant : FR] Les Terres dechirees
Electro-pop Music : Shed
Posted by barfubaz at 2008-06-09 13:37:08 Voted 10.00 on 06/09/08
I use in my PW. Is great!
NWNHaven.com
- Bar
Posted by barfubaz at 2008-01-22 11:13:59 Voted 10.00 on 06/09/08
Use all the time in our persistent world, NWNHaven.com
Great Stuff
- Bar
Posted by AnthroPlayer at 2008-01-01 10:57:20 Voted 10.00 on 01/01/08
I love reptilian beings, and the idea to make a ton of them made me happy that stpryteller did so.
I became even happier when noticing the update to include a bunch of regional lizardfolk, a must have for those who like lizard people. _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
@===============================================@
Posted by GrinningFool at 2007-12-29 00:37:48 Voted 9.00 on 12/29/07
Oops, seems I forgot to vote. Just as good as your other creature/NPC packs, and equally a timesaver :) _________________________ The Grinning Fool The World of Khalidine, a unique RP PW.
I am looking forward to it @Mr. Drake. Glad you have use for one of my packs :) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by Mr_Darke at 2007-11-19 14:29:29 Voted 9.00 on 11/19/07
I'm now officially using this prefab in my first module (release date in January). I just want to let you know how much I appreciate this work - great job! Keep it up!
Posted by Hardolaf at 2007-10-23 18:21:59 Voted 9.75 on 10/23/07
Good job mate, i love your prefabs they rlly make little home modules look better. Especially when you kill them.
Unfortunately there is no new content for Lizzies in MotB - but at least everything still worked when I tested the BPs under MotB. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
I finally have MotB and will both check the BPs and update with any new stuff that's usefull. I allready have some ideas but since I'll have to take care of all my uploads it will take some time.
If any of you allready encountered some errors since running MotB, please let me know (email in my profile).
Thanks for your patience. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Since the 1.05 patch creatures appear wrong sized if you have an appearance.da file in your override folder.
I had this problem and I checked my uploads after deleting the appearance.2da - and as far as I tested them, they all appear right sized :) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
I'd be more than happy if I'd had at least ONE single snake and lizard to work with :( _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
lizardmen are the main bad guys in my mod, so more variety is a DM send
now all we need is more dragons so the lizardmen can grow up
Posted by Arvirago at 2006-12-15 03:37:29 Voted 9.00 on 12/15/06
Thanks again, storyteller, these look really nice. I was already planning on having a whole lizardmen race in my module (instead of those aasimar and tieflings) and this comes in very handy! _________________________ Reino de Aldor
I thought you liked some of my creatures too much to have them slaughtered eternally ;o)
Amyway - how's work going with your module? There's still not much on the vault so far and I am looking forward to yours :o) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by Altaem at 2006-12-12 00:50:28 Voted 10.00 on 12/06/06
I should clarify that my first module is focused on characters between levels 4-8. I figured I�d use those Stone Lizardmen as level 12 opponents.
It�s not that I don�t want to use your creatures � it�s just that I�m setting the scope of the first module very small � and you�ve already supplied me with more creatures than I planed to use.
Of course I could have followed after my NWN1 Dungeon Spawner series and just thrown any monsters I could lay my hands on into any random dungeon. But this time I�m choosing races that fit my current theme needs.
**UPDATE** It seems the custom shields (and weapons) now work properly. I still cant see any AC equipment bonus in the "Statistics Tab" of a creature but when I equip a PC with a shield the AC is taken into account.
Therefore I had to lower the AC of all Lizzies with custom shields - just to make sure no one plants 24 AC killers into a dungeon in the future.
This matter is still not solved properly, any feedback would be helpfull. I excpect having to update everything after 1.04 again :/ _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
but you can probably work around the crash if you import the .erf and save the mod. After opening the mod again you should get no more errors. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
And yes, the 4 hatchlings only differ slightly in size and skin tone and are only equipped with 3 different daggers. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Finally the custom equipment works as intended, no need to import-save-close-reopen mod any longer :))
One thing is still bugged - custom shields do not give ANY AC as an equipment bonus. Since I usually dont "equip" armor but just give my NPCs and creatures the appearence and manipulate the natural AC in the end it would only matter if you'd make the shields droppable. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
INFO:
I will patch up to 1.03 today and then check all my uploads - you might want to wait until this is finished before downloading anything.
thank you! _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Thanks for the compliments, @Ridge and Altaem - but I sincerely hope, that my contributions are not discouraging anyone uploading his or her creations to the vault!
Apart from creating stuff which I personally missed (like the hobbits) my uploads are just meant to take work away from those, who are skilled where I am not: building mods and PWs (so I can probably faster get to play them *lol).
and @Altaem: It seems you got a serious problem with killing my creatures - if you'll find the undead horde I will make over the weekend still not suitable as cannon fodder then I don't no WHAT to make for you ^^ _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by Altaem at 2006-12-06 02:48:58 Voted 10.00 on 12/06/06
Once again you have met and raised our expectations. There�s more Lizardmen here than I know what to do with. A truly fantastic effort.
I may have spent 5 minutes admiring your Halflings, but that�s nothing compared to these Lizards. I�m very tempted to build a module around these guys as NPC�s, companions and opponents.
Of course by the time I�ve built it, you�ll have released something even better!
Love the Stone Lizardmen so much I couldn�t use them in my module, as it would be a crime to let adventurers kill them.
I�m getting worried about the snowballing quality and quantity of your submissions. You�ve set the standard so high; if someone were to submit something roughly equal to your Norse or Desert Folk, it�d only be worth a 7.
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