This is a project that I originally developed for my own module in NWN 1.
It is 'very loosely' based on the work of Distorted Shadow.
This system allows users to change what creatures they summon using the
summoning spells 1-9, if they have them.
It allows users to attempt to capture and store creatures for
summoning later.
CAPTURING:
The capture attempts are, by default, made to use a creatures spell resistance (SR)
vs the player's caster level, when determining the difficulty class (DC) to succeed.
It was difficult to come up with a logical way to figure out which spell level a creature
should be stored at; given that NOT ALL modules make use of (CR) Challenge Ratings with their
encounters, nor do ALL custom blueprints have proper (CR) challenge ratings set.
There are numerous settings that can be changed within the coding to allow developers
to set the system up to their liking. (See Readme for details.)
I've provided as much documentation or instructions as I can think of toward configuring
the system, however it could be that the system simply does not have the options you want.
I attempted to make something that would work for most modules and tried to make it adhere to
the general rules or policies found in DnD with regards to binding and summoning.
However, the practical needs of NwN means that things needed to be changed to make things viable.
So it is my hope that I have come up with something that, at the very least, offers a good
foundation for custom summoning.
PERSISTANT STORAGE:
I decided to use local variables rather than campaign variables or other database functions,
for performance reasons. I figured, many modules may already have alot of other systems making
calls to other databases, and so, for their sake and given the nature and simplicity of this
system; having it run off a database seemed a bit like carving a steak with a chainsaw.
However, any competent scripter should be able to convert this system to use a database with
relative ease.
NOTE: The summons will reset to default over module resets and log outs, though the creatures
stored on items will persist. Thus the intended summons for each level needs to be
reassigned in these cases. This is intentional.
SCRIPT OVERWRITES:
It is important to know that there are a handful of default NwN scripts that are overwritten when
installing this system. This was necessary for two reasons:
- To alter the summoning spells so that they will actually summon the chosen creature rather than
the default. (the default can easily be restored using the GUI)
- To alter the behaviour of the summoned creatures so that they act and react like henchmen should,
rather than being mindless zombies that follow a player around.
The scripts that are overwritten in this system are:
It may be a good idea to cache (previously compiled) these scripts in your module to improve performance.
NOTE: This system is designed for modules with 'tag based scripting' enabled.
If your module does not have this enabled, you will have to add your own
line of code to your OnActivate script to make the item work.
THANKS AND CREDITS:
I'd like to thank KEMO and TAMONS for their support with regards to XML, for answering
questions and providing excellent projects for the community from which to draw knowledge from.
Thanks to DistortedShadow for his work in NwN 1.
Thanks to all the folks at bioware and obsidian for the original system and the great game we all
enjoy.
Thanks to the community of players, DMs and developpers for making a great game even greater.
Thanks to the folks that created and maintain the NwNVault that help make the community thrive.
If you use this system in whole or in part, kindly list me in the credits.
EXTRACTION:
Files are compressed in 7z format. Use Winzip or similar program to extract the files.
See Readme file for intructions on installing the decompressed files into your module.
USAGE:
To open up the summons manager GUI, a player need only click on themselves.
To assign a creature to a summon spell, they need to select the creature and click on the 'APPLY' button. Once the creature is assigned to the spell, when the spell is cast, it will summon that creature.
To attempt to capture a creature, a player simply targets the creature with the item.
******* UPDATE 1.1 26/05/10 *****
- Added Will Save to Summoning Spell for the custom creatures. Creatures now rebel if they make their saves.
- Fixed minor issue related to storage
Afterthought: I do not think this system could work as a 'plug and play' override, without actually changing a given module with the toolset.
If I understand your question correctly..
Is there any chance of you making an override version of this for SP ?
I am assuming by SP you mean singleplayer, and it should still work for that, though in truth I mod entirely for multiplayer and am not familiar with how the two would differ in terms of modification.
If you wanted this in your own SP campaigns, it should work the same as if you were to add it to a multiplayer module. You would import the scripts into the module, compile them. Drop an instance of the item for the player somewhere in the module and then save.
Using the override folder is generally a last resort tactic or for testing purposes only. It may be that for singleplayer, you DO need to use overrides.
The graphics requirements also means it will be missing textures if you do not have the expansion packs. This can be corrected easy enough.
Back to your question, the answer is no. I expect people will alter this to suit their modules or needs, but I cannot do this for everyone.
Feel free to email me questions though, thru this site, should you get stuck or are wondering about something. I will try to help if I can.
I've decided to add a WILL save as suggested. It will happen during the summoning rather than the capture. If the creature does succeed it's save, it becomes hostile to the player. This is, as far as I know, how proper binding works in DnD, in so far as is practical in NwN.
Zentari2238: I'll have a look at Kaedrin's work. I am sure it is certainly possible to expand on this system to include functionality where you can possess the summoned creature like a familiar. So far this is just expanding one's repertoire of summons, since the same old dire boars and bears etc.. can get a little boring.
Another thing to note. This item should work with npcs as well as player characters. So for example:
You could make a blueprint called 'Master Ninja' and he could use this system via an item to summon other types of ninja cohorts.
This is really just a general system that can branch off in all kinds of directions.
What kind of creatures can one "capture" with this ?I might just go for a summoner build if this is powerful enough :p .Also, if in the future you implement other things can you make an options file to control them (see kaedrin's pack)?
Why not have the creature roll a will save to avoid being captured?
I had considered that actually. What I was originally going to do was have it so that upon summoning, the creature would make a will save to see if it would actually cooperate with the player, which would be more similar to DnD.
I visualized the capturing being a physical thing, rather than a mental one, however when summoning: a will check would make sense to see if the creature will serve it's new master. NwN sort of assumes the creature is subservient with it's summon spells.
Definetely a good idea. The design of the capturing is certainly open to improvement and suggestions.
I will makes changes and fixes as more feedback comes in. Thank you.
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