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NWN2 SCRIPTS

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Name  Creature Summoning Widget v0.24
Author  pelhikano
Submitted / Updated  04-26-2008 / 08-31-2008
Category  Scripting routines
Type  Type - Unique Items
Format  Module and Code
Patch  1.13
NWN2Game  NWN2:MotB
Description
The Creature Summoning Widget is meant for player use on PWs. I wanted a way to summon interesting looking creatures for roleplaying purposes, but which can not be used for grinding XP. The creatures have their AI disabled and will never fight back when attacked, instead they despawn instantly should they be attacked or damaged. They can not be killed though, since they are set immortal, so there can be no problems from gaining XP by killing them.

This item creates up to 3 creatures. Creatures can be anything from farm animals to large monsters and undead. First select the summon slot (1-3), and you are then given a menu what to do with that particular summon: destroy it, rename it, resize it, summon another creature in its stead, apply visual effects (more than 1 is possible), and set its follow distance. The creatures do not become members of the summoner's party. It is also possible to let the creatures speak, the summoner will be prompted with an input box.

If anyone wants to reuse this on their own world or modify it for other purposes, be my guest, I'd appreciate a notice what you did with it.

New in 0.24:
- fixed a bug where creatures would not speak any more once a follow command was given

New in 0.23:
- Resize and Rename options added
- Speak now works immediately, no more delay

Files

NameTypeSizeDownloads
Cswidget024_testmod.zipCswidget024_testmod.zip
Submitted: 04-26-2008 / Last Updated: 08-31-2008
zip1.6Mb209
Cswidget024_testmod.zip

Creature Summoning Widget v0.24 test mod. The item is lying on the ground.
cswidget024_erf.zipcswidget024_erf.zip
Submitted: 04-26-2008 / Last Updated: 08-31-2008
zip80.89Kb242
Creature Summoning Widget v0.24 .erf file. Contains all needed scripts etc.
SCORE OUT OF 10
7.67
3 votes
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SCREENS

A shot of 3 summoned creatures with several visual effects on them. The mindflayer just said "Creature Summoning Widget v0.21".


Second screen (after choosing summon slot) on activating the widget.


First screen on activating the widget.





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Comments (20):

Posted by LISA100595 at 2012-11-02 05:42:05    Voted 10.00 on 11/02/12
I've used this on a PW for RP of my Spirit Shaman and it works GREAT! Loved it.. Thank you Pel !
:)
_________________________
DM DragonClaw (AKA Character names - Elvina Aira-S'effaro, Angelina Northstar, Sophia Songheart, Salaria Unknown, Zil'vyrae Rahn, Matilda Stonehold, Razilli Rae, Alea Dy'nesh, Loriah, Sion Tir'ein, Zarael, Joy Lovingston and Salazar.)

Posted by pelhikano at 2008-10-03 04:00:51    
It would mean a lot of work to do that I think, and it's not really the point of this item. You are better off using custom summon spells and such I think.

Posted by PoeticDreamer at 2008-10-03 02:50:38    
can you make a version that enables the creature ai, like to make it a companion for characters that don't have one. Like i would like to have a worg to be my rogue's companion. And perhaps to level with the PC. I'm doing a persistant world and i want to have this for myself.

Posted by pelhikano at 2008-06-16 07:19:33    
Thank you very much, Cyric_the_Dark, I replaced as you said. I didn't actually encounter any problems myself, so if someone who did have the problem could test the new version 0.22 I'd appreciate it.

Posted by Cyric_the_Dark at 2008-06-16 04:36:56    
I found the error.

You must replace all instances of GetObjectByTag with GetNearestObjectByTag when determinig the creature.

In that way it work.
_________________________
Reami Perduti - PW Italiano Full-GdR(www.reamiperduti.it)
The Dark Armory: Link
My other works on the Vault: Link

Posted by pelhikano at 2008-04-27 16:32:44    
(Last post for today) I frankly have no idea why this should fail, but it doesn't bode well for usage on the PW (and I really want this for myself, so I'm interested to know under what circumstances it doesn't work).

The speak function simply looks for the tag of the currently selected summon, and if it exists, i.e. the summon is there, it opens up a standard input box. There you should at least be able to enter text. Why even that shouldn't come up could only be if the summoned creature's tag isn't found, and I can't see how that could be.

Is anybody else experiencing this problem? Anyone got a clue what it could be?

Posted by over_my_head at 2008-04-27 16:10:19    Voted 3.00 on 04/27/08
Yes, exactly what I am doing, but they just do not react. I think we should search in the direction of the GUI screen (speak option) not showing up. What would cause the GUI screen to not appear?

Thanks for the continuous support though. I appreciate it.

Posted by pelhikano at 2008-04-27 15:22:27    
You are summoning the creature first, right? And then reactivating the item, choosing the same summon slot you used when you summoned it, and then using all the other options?

Posted by over_my_head at 2008-04-27 15:13:31    Voted 3.00 on 04/27/08
Hmm, it is strange. It simply does not work for me. I don't any files in my override directory, and have MoTB installed (patched to 1.12).

I am not sure what is going wrong, but it does not work for me. When I select the speak button no bar entry appears to add text in. What would the problem causing it? I am starting from a fresh install of NWN2.

Posted by pelhikano at 2008-04-27 14:51:51    
Another quirk: speaking through a creature only seems to work when you actually click OK after the text is finished, pressing Return alone doesnt seem to work. Also sometimes the text gets swallowed somewhere and the creature "says" an empty string. I'm still working on that.

Posted by pelhikano at 2008-04-27 14:48:10    
Oh, and the effects can only be applied AFTER the creature is spawned. You first summon it, then add the effects one after another. You can not choose effects beforehand, they must be applied on the already summoned creature.

Posted by pelhikano at 2008-04-27 14:42:18    
The screenshots posted here are from this mod, running on a NWN2+MOTB with the newest official patch without any other overrides or haks. I am not making anything up, this thing does in fact run.

I don't know why it behaves so oddly for you, over_my_head, I'd appreciate any hints what kind of system differences might lead to the problem.

Anybody else for whom it doesn't run, please post the problems here.

Posted by MammothTruk at 2008-04-27 13:48:26    
I like the idea of this mod. I can see two paths that it should take. Combat and Non-Combat. I havent tested it out yet, but I wanted to drop by and show some support on the project.

@Over_My_Head:People can vote however they want. Get over it.
_________________________
Baldur's Gate: The Sword Coast Chronicles

Posted by over_my_head at 2008-04-27 13:03:33    Voted 3.00 on 04/27/08
Hey Pelhikano,

My apologies for the delay. I indeed tried the .mod file after having tested the .erf files, taking into account there'd be a difference, but both did not work as intended.

Even in the provided mod, the creatures can be spawned, but that's it. They cannot be destroyed, nor do they follow, spawned with a special effect, etc. I'm not sure what, but it is clear the system does not work as intended.

Hope to see this fixed soon, as it certainly has potential.

Yours sincerely,

Over My Head

Posted by pelhikano at 2008-04-27 12:50:21    
over_my_head, if you tried using the routines "pure", i.e. without the conversation, then it wont work. The functions need some local variables set to indicate which summon slot is currently being used etc. and it might not work well if those variables (which are set inside the conversation) do not have sane values. The system is meant to be used by calling upon the book item's unique power.


Posted by pelhikano at 2008-04-27 09:28:55    
Very odd. Did you try the test module with the item on the ground? That doesn't work either?

Posted by over_my_head at 2008-04-27 09:22:01    Voted 3.00 on 04/27/08
Had a go at it, but after 30 minutes of tinkering, I found that the scripts do not work. I first edited the system reflecting my own preferences, but had to conclude in the end the summons did not follow nor did they spawn in with an effect, or follow, etc.

I then used your scripts and conversations, left them unedited, but had to conclude as well the script did not work. The creatures do not follow, the effects are not created, and the summons cannot be destroyed resulting in a massive group of spawns.

For now I consider this system poorly executed, and potential unrealized. I like the system though, and would like to use it as a pet system. I will of course raise my vote once the system gets updated/fixed.

Thanks in advance, and I hope to hear from you soon!

Yours sincerely,

Over My Head

P.S.: Proves again in what manner Nicethugbert reviewed the system, and cast a vote based on his findings. I find it sad, why're given NWN2 voting standards any way?

Posted by over_my_head at 2008-04-27 08:15:49    Voted 3.00 on 04/27/08
I am getting annoyed by the ever same post being made by nicethugbert voting a 10. Not everything that is neat deserves a ten.

I like this snippet though, and will tinker a bit with it. I find it a very interesting script for summoning pets. I will have a look at it and return with a vote. Thank you in advance for submitting this interesting script.

Yours sincerely,

Over My Head

Posted by nicethugbert at 2008-04-27 06:53:16    Voted 10.00 on 04/27/08
Neat!


_________________________
NTB's Hills and Valleys Vol. 00

Posted by pelhikano at 2008-04-27 04:19:22    
Minor update, added some "go back" options to the menu conversation.

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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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