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.
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 on12/06/06
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.
Posted by TheStoryteller01 at 2006-12-0806:03:37
**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 ;-)
Posted by TheStoryteller01 at 2006-12-0708:20:41
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 ;-)
Posted by TheStoryteller01 at 2006-12-0708:18:56
This upload is not compatible with 1.02 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 ;-)
Posted by Fusil at 2006-12-0706:08:18
In my (german 1.02) toolset the captains, fighters etc create an unhandled exception error and crash my toolset. The hatchlings all look the same...
Posted by TheStoryteller01 at 2006-12-0612:50:58
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 ;-)
Posted by TheStoryteller01 at 2006-12-0611:33:27
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 ;-)
Posted by TheStoryteller01 at 2006-12-0604:27:36
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 on12/06/06
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