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NWN2 PREFABS: BLUEPRINTS

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Name  Hellfire Skeletons
Author  K2
Submitted / Updated  01-30-2007 / 12-02-2007
Category  Creatures: Undead
Forum Thread  Link
Patch  1.10
NWN2Game  All
Description
This small undead creature pack was inspired by all the recent Ghost Rider movie previews I've been seeing on the tube lately. While I'm not too impressed with how the movie is coming about, I used to read and collect the original Ghost Rider comic book as a kid over 25 years ago. THAT Ghost Rider was a bad-ass, hands down. That's the impression I am attempting to convey with this undead pack of Hellfire Skeletons.

There are three types of Hellfile Skeletons in this pack - a baseline creature, a warrior version, and a warlock version. The baseline is a 6HD undead creature, the warrior an 11HD undead, and the warlock variant is 1HD undead/6HD warlock. CR adjustments and save bonuses were derived mostly from what info I could find about the skeleton creature from the DnD 3.5 d20 System reference Document ( Link ). All three variants can claw their opponents, doing physical plus fire damage (same as a Fire Mephit plus whatever STR bonuses that may apply). All three variants share the same resistances that the default skeleton in the OC has, with one exception - cold damage immunity has been replaced with fire damage immunity. Makes sense... you're dealing with flaming demonic skeletons here.

None of the variants wear any type of armor (although the warrior type looks as if it's wearing half-plate). Only one type carries a weapon (warrior variant); the baseline uses claw attacks, and the warlock variant uses Brimstone Blast, but can switch to claw attack if the AI in effect deems it to do so.

A note about the warlock variant - its invocation list has been dumbed down on purpose. The only invocation I wanted it to be able to cast was Brimstone Blast. Being able to do anything else on top of that would make it too powerful in my opinion. Plus I wanted it to have an ability/spell that it could use an unlimited amount of times, without being too powerful - this warlock blast type seemed to fit the bill.

The visual effect used to make these skeletons look like the Ghost Rider (heh) is fx_creature_onfire.sef - I added a light emitter to that effect so make the appearance look more realistic. This is the exact same light effect found in my 'Light Emitter in Spell effects' pack found on NWVault ( Link ).

Play around with these, mix and match abilities, etc as you see fit. These should provide a nice little addition to whatever haunted/undead/evil module or PW you may be planning to build in the future. So enjoy ;)

Update history:

v2.0 - December 2nd, 2007

Added a few more variants - Hellfire Necromancer, Hellfire Priest, and Hellfire Death Knight skeletons. The cleric/priest type is rather powerful, wielding a +2 Flail (4HD Undead/8HD Cleric). The Wizard/Necro is about the same level as the sorcerer variant, but this one can also wield a scythe (1HD Undead/8HD Wizard). The Hellfire Death Knight should be avoided at all costs (6HD Undead/10 HD Blackguard/4HD Fighter) - this one is decked out in full Death Knight plate armor and wields a Darksteel Bastard Sword.

The Hellfire Sorcerer and Warlock variants received a visual overhaul, and fit their roles much more closely.

Update to the visual flame effects - all Hellfire skeletons now cast shadows given off by their flaming bodies.

Because of the additions/changes to this blueprint package, this will only work with the Mask of the Betrayer expansion pack installed.


v1.2 - February 10th, 2007

Added three more variants - Hellfire Fighter, Hellfire Archer, and Hellfire Sorcerer Skeletons. The fighter wields a cold iron scimitar and duskwood large shield, and uses the tattered chainmail appearance type, while the archer wields a duskwood bow and shoots fire arrows. The sorcerer variant is a lot like the warlock type - it's been 'dumbed down' to use only one or two spells that keep it inline with the theme. In this case, the sorcerer variant uses only Burning Hands and Combust. It has no other weapons other than its claws.

I've tweaked all of the Hellfire Skeletons as well, adjusting levels/hit dice/natural AC to keep it closer inline with it's level and abilities. Here's the breakdown:

Baseline Hellfire Skeleton - 6HD undead
Hellfire warlock - 1HD Undead/6HD Warlock
Hellfire Sorcerer - 1HD Undead/6HD Sorcerer
Hellfire Fighter and Archer - 6HD Undead/2HD Fighter
Hellfire Warrior - 6HD Undead/5HD Fighter

You're gonna notice that the Warrior variant just got a lil more challenging, and the spellcaster types, while having the same amount of hit points, are slightly harder to hit.

All variants that wield a weapon can also be disarmed if your PC/NPC has the disarm feat.

v1.1 - February 8th, 2007

Made a custom .sef file specifically for this creature, combining elements of fx_creature_onfire and fx_hellhound_eyes, and then modifying them further. End result - Hellfire Skeletons now have flaming orbs in their eye sockets, and the flame that surrounds them is about 10% greater than previously (source: hands). Light emitter for the new .sef package has been toned down a bit from the original release - range is shorter, intensity is 10% less.

Files

NameTypeSizeDownloads
hellfire_skeleton_v2.erfhellfire_skeleton_v2.erf
Submitted: 01-30-2007 / Last Updated: 12-02-2007
erf189.15Kb613
ERF file
hellfire_skeleton_v2.ziphellfire_skeleton_v2.zip
Submitted: 01-30-2007 / Last Updated: 12-02-2007
zip54.52Kb600
Zip archive + readme
hellfire_readme_v2.txthellfire_readme_v2.txt
Submitted: 01-30-2007 / Last Updated: 12-02-2007
txt5.29Kb581
Readme file
SCORE OUT OF 10
9.25
6 votes
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SCREENS

Sorcerer and Archer variant.


Some of the fighter-type Hellfire Skeletons.





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Comments (19):

Posted by Shayd3000 at 2011-04-25 07:36:10    Voted 1.00 on 04/25/11
ERF Does not work in v 1.23.

Posted by K2 at 2007-12-02 11:09:41    
OK... got an update knocked out. Be sure to view the readme file for complete details, but in a nutshell: added a few more variants, gave a visual tweak to a couple existing variants, and these beasts flaming bodies now cast off shadows. CR's were updated as well.

You're going to be required to have MotB installed to view/see the changes to this package.

Lemme know whatcha think :P
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

Posted by K2 at 2007-12-01 00:38:33    
Oh snap... been awhile eh? ;)

I really need to update this. Got some ideas to really freshen these up a bit, and to add some new classes, especially with MotB being out. An update will be forthcoming.
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

Posted by SirNugz at 2007-08-14 20:57:05    
I've downloaded these tonight. Please update! :D
_________________________
"Chance favors the prepared man" - Pasteur

Posted by GrinningFool at 2007-08-13 14:42:42    Voted 9.00 on 08/13/07
Very nice; any news on that update?
_________________________
The Grinning Fool
The World of Khalidine, a unique RP PW.

Help Wanted

Please remember that I vote according to the published scale.

Posted by K2 at 2007-02-27 15:30:54    
Heh ;)

Been working on an update... right now I got 'em casting off shadows, and it looks rather good imo. I'm also hashing out a cleric variant, but I wanna wait until the 1.05 patch comes out before I submit a new update.
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

Posted by Ishan at 2007-02-26 15:46:57    Voted 9.50 on 02/26/07
These look HOT like hellfire!
Placed in a proper dark environment, these hot, walking bones will toast wannabe heroes for breakfast!
They could even be used as infused victims of these Effigy undeads from MM2.

Can�t wait to see �em burning and broil my characters in upcoming modules!

Posted by Flibustier at 2007-02-18 04:37:45    Voted 9.00 on 02/18/07
The warrior's hell is watching you.

Posted by K2 at 2007-02-11 08:04:52    
Version 1.2 is out, see the description/readme for details.
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

Posted by K2 at 2007-02-09 04:43:40    
Thx for the feedback Corgano... I went thru the same steps you did, and it worked no problem. That's really odd. So maybe it IS an issue with the toolset and not my erf. I'll send a bug report up to OEI and see what they say.
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

Posted by Corgano at 2007-02-09 04:00:58    Voted 9.50 on 02/06/07
FYI: Did the same thing right away though, so I'm not sure if you can import them and place them right away in 1.04. Otherwise, above solution ^^ works fine.
_________________________
Website: Link
Markshire is building in preparation for NWN2

Posted by Corgano at 2007-02-09 03:58:48    Voted 9.50 on 02/06/07
Imported ERF w/out errors in 1.04.

I had the inital problem when I imported the file (1.03) and then tried to place the creatures or modify them right away.

To fix that, I saved the area, closed it, and came back in then placed the skels. Works w/out errors.

Peace.
_________________________
Website: Link
Markshire is building in preparation for NWN2

Posted by K2 at 2007-02-08 20:36:54    
I just posted an update to this custom creature pack. Like the readme says, I made a custom sef file, which adds glowing embers for eyes, and the flame effect on the body has been tweaked.

I uploaded a zip archive as well as a new erf package. To use the zip archive, just unzip the contents to your override folder, and you're all set. The reason why I added an archive - since yesterday's hotfix to the toolset, I keep getting errors importing erf files to a new module. It will import, but when you try to select custom content, I get a 'exception OEIShared' resource error, and the toolset crashes. I tried a couple other erf packages that dont use any custom sef files, and saw the same behavior. So I'm pretty sure it's not a corrupt erf file, and that it's an issue with the toolset itself, but just to be on the safe side, ya got the zip to play with.

If any of ya have the same problems importing *only* this erf file, please let me know. Thx folks and enjoy.
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

Posted by K2 at 2007-02-07 18:24:16    
Thx! I've got another submission to make regarding this pack here soon, just trying to find the time to do it.
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

Posted by Corgano at 2007-02-06 01:20:06    Voted 9.50 on 02/06/07
Very nicely done! I will have to investigate that Light Emitter variant pack. That made the skeles IMHO. *Small nod of head*

Peace,
Cor
_________________________
Website: Link
Markshire is building in preparation for NWN2

Posted by commiebob at 2007-01-31 05:55:22    
while i couldnt care less about ghost rider, these seem like quality models. ill check 'em out and vote later
_________________________
Village of Silence NWN2 PW
Link

Posted by Anda at 2007-01-31 03:15:56    Voted 9.75 on 01/31/07
Really cool. I was always a Ghost Rider fan too.
_________________________
I see repented people

Posted by nux2000 at 2007-01-30 20:46:04    
I am looking forward to trying them out, keep up the good work. Just looking at the pictures, I think they could be CEP good. (Will vote after I check them out.)

Posted by K2 at 2007-01-30 20:09:50    
I just got through making a sorcerer variant that casts 'Burning Hands' at you... I think between it and Brimstone Blast, that's about as close as it gets to how the original Ghost Rider would shoot flame at you. I'll add it after I finish tweaking it.

To really do it right, I'd need to have two versions of a fire attack... one that does normal fire damage, and another that 'burns the soul' without doing any physical damage. Hrm...
_________________________
- K2
- http://www.hardfought.org
- [ Light Emitters in Spell & Magic Weapon Effects ] | [ Creature AI Test Module ] | [ Hellfire Skeletons ] | [ The Rabbit of Caerbannog ]

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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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