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NWN2 SCRIPTS

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Name  The Dead Walk
Author  Oni5115
Submitted / Updated  12-24-2006 / 02-13-2008
Category  Spells
Type  Type - Combat
Format  Code Only
Patch  1.11
NWN2Game  All
Description
Notes on Old Version
v0.2 is out dated and not really needed anymore. If you are using the Combined Works pack, it is quite pointless since similar changes are already included there.

New Version
The new version is simply The Dead Walk. It's an override script designed to work with the Combined Works pack.

The Dead Walk
Control up to 4xCL in undead.
Summon up to 2xCL per cast.

Casting on a summon can make it permanent for the cost of 25 GP per HD of the summon [as per PnP].

To simulate finding corpses of different quality to raise, it automatically levels the summons to a random value between CL and 80% of your CL.

Note:ALL of those options are highly configurable in the inc_summon.nss file. You can easily change CL to HD, or even to a specified value. The script was made with players and module builders in mind.

I do plan to add some more things to this script, but wanted to get a version out there for people to check out.

Installation Instructions
1) Extract into the override folder.
2) Summon hordes of Undead

The folder has been named z_The_Dead_Walk, so that it should be placed last in your override directory, to overwrite other packs versions of the spell.

Future Ideas
Possibly adding in more templates. At the very least a few more skeleton/zombies because 3 looks is dull. Possibly, adding in the option for the spell to actually summon other undead types as per Create (Greater) Undead [might not be PnP, but would be an OPTION!].

Curse form of the spell. When casted on a living target they are cursed. When they die, they become your new pet. [A fun way to simulate needing a corpse.]

Add other summon undead spell, and potentially other summons.

Possibly add duration values, summons could all be configured to have custom durations in the include, instead of having to edit all the scripts / recompile them for a server.

Files

NameTypeSizeDownloads
warlock_fix_0.2.zipwarlock_fix_0.2.zip
Submitted: 12-24-2006 / Last Updated: 01-04-2007
zip40.39Kb1059
Added some additional bug fixes.
The_Dead_Walk_0.1.zipThe_Dead_Walk_0.1.zip
Submitted: 12-24-2006 / Last Updated: 02-13-2008
zip13.33Kb273
An update to The Dead Walk with highly configurable options described above.
SCORE OUT OF 10
9.25
2 votes
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Comments (21):

Posted by Blaster2k at 2009-02-11 20:27:43    Voted 9.50 on 02/11/09
The Dead walk is GREAT!!! just needs a little tweaking.

Posted by wannablessedbe at 2008-08-07 18:45:24    
Better late than never, I suppose. Hexidous, do a Google search for "All Your Base" and Oni5115's sig quote should make more sense.

Posted by Hexidous at 2008-02-19 10:16:19    
A bit off topic, but it's bugging me. Could you explain you're quote and whom you're addressing?
_________________________
Societies monomania of sanity is a plethra of madness in the mind of the miserable, but a manifested magnificence in the eyes of the mad.

Posted by Hexidous at 2008-02-19 10:09:55    
Wonderful concept, look forward to your future work. A quick question however, I cannot seem to 'unsummon' these dominated minions and should I rest the horde turns on me and my comrads. If this is intentional, I would almost applaud it as the irony and concept behind that thought is beautiful indeed.

But I somehow think it's not supposed to work that way, or at least there is an option to unsummon this undead legion without paying them for their loyalty. I'm sorry but I have saught for a solution in your notes and scripting, but can't find a reference to unsummon, or that such betrayal is indeed how you envisioned this mod to be.

Thanks for updates I see you've made, again I look forward to more of your work.
_________________________
Societies monomania of sanity is a plethra of madness in the mind of the miserable, but a manifested magnificence in the eyes of the mad.

Posted by Oni5115 at 2008-02-09 18:07:42    
Karl, I would suggest contacting the PrC actually. I know they have been adding some additions to the combat engine while working on the Tome of Battle material (adding in grappling I believe). I personally don't have a problem with others using it, but it is part of the PRC and other members have also contributed, so I would suggest asking them for permission. Sorry, I have not really responded, I stopped playing NwN2 a long time ago since there was no way the PRC could actually implement many of its features in the initial, bugged release (and by bugged I mean in game functions not doing what they should have, or did in NwN1).
_________________________
"Someone set up us the Prestige Class. What you say? We get classes, nwnmain.exe turn on. How are you gentlemen all your Prestige Class are belong to us. You are on the way to destruction, make your time. hahaha." Oni5115

Posted by karlhunt at 2007-04-26 19:11:52    
Oni5115, would you be so good as to drop me an e-mail at [email protected]? I am hoping you will let us use your combat simulation system for a mod we are doing. Just a simple feel free or go away will suffice.
_________________________
There are 10 types of meople in this world...
...Those that understand binary and those who don't.

Posted by Oni5115 at 2007-01-21 06:08:27    
Hmm, that is odd Lastofthelight. I've never had that problem. Those both sound like potential 2da issues. The cast per day limit sounds like a 2da issue for sure. The melee charge being broken could possibly be the spell not being targetable on self? (another 2da issue). In either case, this release uses no 2da's at all, it is only scripts. I have not seen those issues in my testing so far, so I am not sure what would cause them.
_________________________
"Someone set up us the Prestige Class. What you say? We get classes, nwnmain.exe turn on. How are you gentlemen all your Prestige Class are belong to us. You are on the way to destruction, make your time. hahaha." Oni5115

Posted by lastofthelight at 2007-01-15 12:51:52    
I like the mod...except for two things.
1. I now only have 4 uses per day of my eldritch blast.
2. It changes the default ability to use the 'eldritch melee power up' ability once in advance, then charge into combat. So essentially, you have to use it right beside an enemy, which provokes an AoO, since all the invocations count as spells, and you have to make a concentration check, etc. Not really worth it. It was a nice 'they are about to charge me' ability before.

My main problem is the first, which is exceedingly annoying.

Posted by Oni5115 at 2007-01-04 06:55:50    
Special thanks to Altaem. :D Finally, got around the leveling up issue. Ran into about 2-3 more unfortunately. Mostly dealing with trying to get multiple summons working. I am releasing an initial version for now, while I try to get the rest of the bugs fixed on all the highly configurable options for the spell. (The options will be very detailed in the read me file).

Sadly, my release only makes those small fixes for this release. I've wasted a lot of time The Dead Walk because of all the issues. But if you actually look at the script and see all the options I am putting into it... :D I hope someone apreciates it.

Anyways, I will certainly be looking at Tenacious Plague and Curse of Despair, as well as all the invocations. I have contacted Evenflow and Pixxee on the NwN2 forums as well as on the 3.5e pack about collaborating warlock bug fixes. I am hoping to make sure both mods play together, as well as advance the bug fixing extravaganza.
_________________________
"Someone set up us the Prestige Class. What you say? We get classes, nwnmain.exe turn on. How are you gentlemen all your Prestige Class are belong to us. You are on the way to destruction, make your time. hahaha." Oni5115

Posted by HonshuHigamori at 2007-01-03 15:25:24    Voted 9.00 on 01/03/07
Well, it seems that the latest version of the 3.5 PNP mod does pretty much everything listed here in the module, save for the bug fix for Devil's Sight. Due to this, I'll just be voting on the merits of the bug fix it gives for DS.

I would consider taking your code over to the guys who do the PnP mod and helping them fix Devil's Sight, as it would definitely get that awesome bug fix out to a lot more people. Anyway, regardless, great job on fixing Devil's Sight. Even if I don't use your entire mod for fear of it conflicting with PnP, I'll definitely be trying to squeeze in the files for your DS bug fix ::) Thanks for making it!

Posted by Zonzai at 2007-01-02 15:42:53    
Nice attempt at fixing up the much gimped warlock class. I'm not reserving my vote in hopes that you will fix up some other stuff for locks too.
_________________________
NWN2 Voting Standards - Tattoo it on your forehead.
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

Posted by HonshuHigamori at 2007-01-02 14:58:00    Voted 9.00 on 01/03/07
First of all, I'd like to thank you a bunch for making something like this. Seriously, it's wonderful to see someone finally fix some of the major bugs/problems with the Warlock, such as Devil's Sight. I'm also glad you made Chilling Tentacles and Wall of Perilous Flame more defined; Chilling Tentacles keeps enemies away because of the threat of it paralizing and slowing them, WoPF keeps them away because it'll actually do somewhat noticable damage to them. Perfect! ::D

I'm gunna get to making a new campaign Warlock to play with the changes here some and report back later for recommended balance changes. Not yet rating it because I haven't seriously played around with it, but I will once I get back in a day or two.

Again, thanks for trying to fix the bugs and overall crappiness of the Warlocks! And just wondering, but do you have any intention of taking a look at Tenacious Plague? As it stands now, it becomes quite useless against anything with half-decent AC ::/ Also, it might be worth looking at Curse of Despair. Presently, that spell is pretty much never worth casting ::(

Posted by Altaem at 2007-01-02 06:17:31    
ok, that didn�t format too well, email me if you want my original file.

Posted by Altaem at 2007-01-02 06:14:17    
strange... can't post logical AND
You should be able to patch this together.

{
// Zombie
eSummon = EffectSummonCreature("c_zombie", VFX_FNF_SUMMON_UNDEAD);
sTag = "c_zombie";
}
else
{
// Skeleton Warrior
eSummon = EffectSummonCreature("c_skeletonwarrior", VFX_FNF_SUMMON_UNDEAD);
sTag = "c_skeletonwarrior";
}

//Apply the summon visual and summon the two undead.
//ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation());
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eSummon, GetSpellTargetLocation(), HoursToSeconds(nDuration));
DelayCommand(0.1,LevelSummon(sTag));
}

Posted by Altaem at 2007-01-02 06:12:31    
sorry... too long a comment!

else if ((nCasterLevel >= 6) && (nCasterLevel

Posted by Altaem at 2007-01-02 06:11:07    
Cracked this one in under ten minutes!
replace your existing script nw_s0_ideadwalk with the following:

#include "x2_inc_spellhook"

void LevelSummon(string sTag){
object oCreature = GetNearestObjectByTag(sTag);
int nHD = GetHitDice(OBJECT_SELF);
while(GetHitDice(oCreature) < nHD){
if(!LevelUpHenchman(oCreature,GetClassByPosition(1,oCreature)
,TRUE,GetLevelUpPackage(oCreature))){
break;
}
}
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oCreature))
,oCreature);
}

void main()
{

if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}

string sTag;

//Declare major variables
int nMetaMagic = GetMetaMagicFeat();
int nCasterLevel = GetCasterLevel(OBJECT_SELF);
int nDuration = nCasterLevel; // AFW-OEI 06/02/2006: 24 -> CL

//effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
effect eSummon;

//Metamagic extension if needed
if (nMetaMagic == METAMAGIC_EXTEND)
{
nDuration = nDuration * 2; //Duration is +100%
}

//Summon the appropriate creature based on the summoner level
if (nCasterLevel = 6) && (nCasterLevel

Posted by Altaem at 2007-01-02 04:04:23    
I did it purely by accident in a test module.

I had set up a lever which ran LevelUpHenchmen() on the nearest creature to my character. I had been using it to check I could level up various monsters.

I had been mucking around with a warlock, and my summoned skeleton happened to be the closed creature. Had it level 20 in no time.

I have noticed that in order to work correctly; LevelUpHenchmen() requires all the parameters to be entered, even with those with default value.

If your problem is in correctly locating the skeleton, then I�m not sure I can help.

Regarding icy tentacles; I�ve had no problems killing creatures with AC 30+ using this spell exclusively.

Posted by Oni5115 at 2006-12-30 00:49:31    
The changes make them more powerful in general. The Eldritch blast has a very rare chance to crit 20x2, though I have not yet seen it happen in gameplay. The fire wall does a little more damage, a max of 2d6+20, as oppsed to 2d6+X. X being char bonus, which would likely be 3-10. Not a big difference, but a little improvement.

The big change is really icy tentacles actually using a grappling system. Default Obsidion spell tries to hit with 1d4 tentacles with a roll of 5+d20... max of 25, means it can't hit anything with more than 25 AC ever. If it hits, they get a fort save. vs. paralysis. The tentacles did 2d6 bludeoning damage and counted as a +2 magical weapon. PnP version uses a grapple check to grapple them (closest in game equivalent is paralysis). Grapple check is an opposed check of BaB + STR modifier + size modifier. In this case, the tentacles have BaB of Caster Level +4 STR mod + 4 size mod. Meaning, the spell now scales to caster level, and should have a fair chance to imobilize people. As per PnP, it slows all movement within the effect -50% (which was missing in the original spell). It also only does 1d6+4 bludgeoning damage (not sepcifed as magical in any way), and only if they fail a grapple check each round. Both versions of the spell do 2d6 cold damage as per PnP.

So now the tentacles do considerably less physical damage (1-7d6 less, supposing you actually managed to hit), however they are now better at immobilizing the targets or slowing them down. Making it a better battle field clogging spell than a damage spell.

Not sure how you're doing the Dead walk that actually works. I've been trying to follow what we did in NwN1, which compiles, but seems broken. We'd been running a loop over GetAssociate(ASSOCIATE_TYPE_SUMMONED, oCaster, i). If the associate is valid, and undead level it up. It always seems to come up invalid. I even tried putting it after a delay command to make sure the summon existed, same issue. I've rewritten the loop multiple times just to see if it was a faulty loop. Maybe in NwN2 the summons no longer count as ASSOCIATE_TYPE_SUMMONED or something, but that is the only way I can think of to properly loop through and obtain the object to level up.

Going to try a few more things as well, but I would certainly like to see what you did to make it work.

_________________________
"Someone set up us the Prestige Class. What you say? We get classes, nwnmain.exe turn on. How are you gentlemen all your Prestige Class are belong to us. You are on the way to destruction, make your time. hahaha." Oni5115

Posted by Brutalicus at 2006-12-27 19:13:00    
I haven't even installed nwn2 yet but your additions seem like a great improvement. I'm already looking forward to making my warlock.
As far as scripting multiple henchmen there is a way around it but you need to use another script set that maybe checks for class on enter. I have used blackhowlings set for a several of my projects. This is probably not what your looking for but thought i'd mention it.

_________________________


Posted by Slygar at 2006-12-26 12:49:10    
definately more. warlock spells are too spammable to be really strong imo, like Chilling Tentacles and Wall of Fire or whate'er.

Posted by Altaem at 2006-12-25 07:34:13    
I�ll take a look at this � I�ve got LevelUpHenchmen() to work on The Dead Walk no problems�

Do these changes make Warlocks more or less powerful?

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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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