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#1
UltraValefor

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I'm one of those people obsessed with pet games and raising monsters... and summoning familiars, summon creature spells, ranger companions... it's not enough, it's NEVER enough.

I actually made this mod (modification, not module, to clarify) way back in NWN1, (I don't have the NWN1 version of it anymore because of a hard drive failure, please don't ask for it  ^_^)  and used it for myself, never really thinking of sharing. "Who still plays this game?", I thought. "And who would want to play it like THIS?"

Then I decided it was time to remake the mod for NWN2, once I got the itch to play it again. And I did. And then a friend said... "Why don't you share that online, there's bound to be someone who will enjoy it.. right?"

Well I suppose it's time to find out. Anyway...

What this mod does, is implement a monster capture system in whatever module/campaign you put it in. The character gets 4 "Capture Rods", which they can use on any monster they see fit! (it actually works on anything, you can catch people if you're into that sort of thing, and you can CERTAINLY break the game with it, in MANY WAYS)

Once a monster is captured, it's transported to a special area that has 4 holding pens. The monsters wait patiently there until you pick them up and add them to your party. You can also go back there and leave them waiting there if you don't need them at the moment.

When the monster is added to your party, it's a loyal companion that fights for you and destroys your enemies! Monsters are given the scriptsets of a real companion, so they function just as you need them to.

The mod also includes a few extra items, such as a Level-Up item.. so that the monsters you catch can always remain competitive no matter how long you have them, and there's quite a few items that assist in the general stability of the process. (monsters decay and vanish on death, that combined with companion scripts make some weirdness happen, I made two items to handle this: one that makes your monster not-destroyable, and one that makes it destroyable again, if you want to get rid of it for something else)

But rambling aside, there is one thing  I can CERTAINLY say about this mod.. it's NOT done yet. I'm doing a playtest of the first campaign with it, finding bugs, fixing bugs, finding more bugs, finding oversights... Until I'm done with thie playtest, and clean the thing up, I won't be sharing this with the general public.

The purpose of this thread, is to make you guys aware this exists, show off some screenshots, and see if anyone is actually interested in this kind of thing. If not, I'll just keep playing with it myself.

And now.. for the pictures. ^_^

http://www.freewebs....anbeawkward.jpg (you have no idea how hard it was to get these things approved by the Nine)
http://www.freewebs....eandthecrew.jpg
http://www.freewebs....rerodsystem.jpg (first 4 items are capture rods)
http://www.freewebs....levelupitem.jpg (using this item gets the PC's exp amount and then reset's the target's level to whatever it would be with that amount of exp)

In closing.. this mod is something I've been enjoying working on, and it might be something you enjoy playing with in your campaigns/modules. It has MANY quirks and isn't exactly polished at the moment, but if you have any questions you can PM me and I will see if I have answers.

by the way, my roster is:
Elanee (I think I need her for something about saving druids, blah whatever tree worshipper)
A Lizardling Shaman from the Mere, he's a great wizard at this level
Qaggoth-yeg (spelling? Also he's catchable without breaking the plot, surprisingly)
A badass Iron Golem from the Gem Mines (ok I cheated a little to get him. He has a specific OnDeath script that you need for the plot to advance, I looked it up and rs'd it from the console so I could catch him, oh well, you guys can cheat too!)
An Adorable Dire Wolf Alpha from Duskwood

#2
kamal_

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Gotta catch em all! I can easily see how something like this could be incorporated into modules.

#3
rjshae

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Sounds like it could be an entertaining addition. What do you use to justify the "taming" of the captured monsters? Some form of magical indoctrination?

I had this notion for special elemental-spirit type creature companions that could periodically transform into their "Dire" forms a certain number of times a day; kind of like a druid or a shapechanger. (It's a very nature/fae-magic-rich setting.) Perhaps you could incorporate something like that into your system, if you are interested?

Modifié par rjshae, 09 septembre 2011 - 04:29 .


#4
Banshe

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Cool idea!

#5
M. Rieder

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That's really neat. Are you adding them to the party as a fully controllable companion or as a henchman type?

#6
UltraValefor

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M. Rieder wrote...

That's really neat. Are you adding them to the party as a fully controllable companion or as a henchman type?


Fully controllable companion. You can manage their inventory, click on them and control them, the whole thing.

Also earlier it was asked how I "justify" the capture of these monsters..? You mean lore-wise? I don't, really.

I suppose I could say maybe--these rods were crafted by, I don't know, some cleric of Ilsensine with too much time on their hands and a fixation on mental domination? But then it shouldn't work on constructs, should it? The best thing would be for the justification to be left up to the individual.