With this script all humanoid (natural) creatures (Creatures, NPCs and PCs !!!) killed by an undead will be raised as an undead.
Fight undeads will never be the same.
These scripts are supposed to use in horror PW and Modules and need a little tweak to adapt to your onDeath scripts (for respawn, treasure and XP rules of your world).
You'll find in the readme all instructions to customize/adapt it to your module/persistent world.
A module with needed scripts, a testing area and simple onDeath scripts to look at. Read the readme for more instructions. To test the module just enter it as DM an look at creatures in Area1.
Note: if combat don't start just create a Defender creature (es. a dwarf)
Posted by lerathel at 2007-08-08 00:12:20 Voted 9.50 on 08/08/07
1-Yes it was one of my script that put item in inventorie to dropable 20% of the time :) sorry.
I have a suggestion. It would be nice if the raised undead could have a fraction of A: the creature raised or B: a fraction of the lvl of the master that raised him.. that sound strange lol but you know what I meen ?
Having a lvl 17 Undead Royal Guard raise a lvl 1 zombi from a lvl 18 player corps can be useless. It would be nice as an option :)
1 - raised PC's weapons are set to undroppable, they should not be dropped ... maybe something in your PW's treasure script ? - I'll fix it in next release
2 - the script check the race of the creature to decide if it can be raised (PC races + humanoid, external as thieflings ar not raised) or is an undead (if race is undead the script check the appearance type to choose the type of undead raised)
Posted by lerathel at 2007-08-04 02:23:24 Voted 9.50 on 08/08/07
I installed it on my persistent world, its nice :) but 2 things.
1-The raised player undead drop their weapons. creating copy
2- It does work on all NPC and not all my undeads seem to raise theur victims.
Sorry I have to post this here, but I could not pm or mail you because you didn't provide any mail adress. I have checked, and I haven't got any override files, which I think would override the default death system. I tried the system with your prefab module, and only have a changed nw_c2_default7 in my PW. Do you think it has got to do with this issue, if it would be I think the HCR2 is interferring, else I can't imagine which other system would ajust this script. Thank you in advance and for the quick response. Yours sincerely,
The attached module is working (I downloaded it and tried in an empty module folder) ... do you have a custom nw_c2_default7 in override folder ?
This script is supposed to be merged with the PW npc death system and PC respawn but it doesn't include them (each PW/module has his system) so if you want to use it you have to include the base function as in the readme.txt
Contact me if you need help.
I am not sure how this is supposed to work. I think this a marvelous idea, and I definatelly want to use this in my PW. But have been playing around with it, and checking the scripts but things worked out differently than I expected.
I tested this module being a DM, and as you expected every humanoid creature was killed, but that was it. Nothing else happened. Then I tested the module thought Single Player, and me too got killed by the undead creatures. And indeed, a mummy version of my character was created. But I could not respawn or something, and I was the only creature who did have an undead respawned after death, not the giants or gnolls, etc. Though when I look in the scripts, the // are deleted in front of the action which says that the particular humanoid creatures should leave an undead living body.
I would really like to use this in my PW, but I think this is quite impossible if the actual PCs are are not able to respawn or if there isn't some permanent death script active. But the idea is so nice, that I'd really like the other humanoid creatures to leave this undead creature aswell. Thank you in advance, and I hope to hear from you soon. Yours sincerely,
OMH
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