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Familiars and Companions


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#1
Zeidae

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Greets.

I had tried importing an ERF that had new Familiars. It, however, it only went up to L20, and i'm not even sure that it even worked.

I know that I cannot directly edit the famliar and companion creatures, but what I thought I  might do to make them a bit tougher is to edit their onspawn script.

Can anyone tell me what scripts familiars and companions use? specifically the OnSpawn script.

Thanks :)

#2
Shadooow

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nw_ch_acani9

#3
Lightfoot8

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ShaDoOoW wrote...

nw_ch_acani9

??
nw_ch_ac9 ?

#4
Shadooow

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Lightfoot8 wrote...

ShaDoOoW wrote...

nw_ch_acani9

??
nw_ch_ac9 ?

ac9 is used by henchmans

check any familiar/animal companion in nwnexplorer (hotu main data): their resref starts with nw_ac_ or nw_fm_

#5
Axe_Murderer

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How To Guide- Custom Familiars and Animal Companions

You can edit them if you import them into your module. You have to import them to get them into the custom palettes. Use nwexplorer to get them out of the Bioware data files then throw em into an erf and import. After that you can edit them just like any other critter. It's quite a few blueprints however (40 blueprints for each familiar/animal companion type).

Modifié par Axe_Murderer, 12 octobre 2011 - 02:36 .