Werewolf and Vampire Models
#1
Posté 16 septembre 2012 - 08:23
I tried to beef up the very weak werewolf shapechanger that comes with he NWN2 toolset. Werewolves can only be hurt by special weapons (silver is the traditional metal). But I thought I could at least add a special ability that would make the werewolf immune to normal weapons (you would need a +1 or better weapon to even wound him). I am sure there was a setting like that in NWN1 but I can't find it in NWN2, unless its built into the shapechanger designation.
The vampires that come with NWN2 are a puzzle since the Elite Vampire has the same asttributes as the Male and femal vampire, so much for being elite. I seem to remember that vampires could not be harmed unless you had at least +2 weapons. But these vampires can be hurt by anything, unless there is something in the Vampire designation that accounts for their immuniy to regular and +1 weapons.
Any help would be welcome.
#2
Posté 16 septembre 2012 - 09:51
As for as the blueprints, I think what you're missing is the creature skin item. Many blueprints have creature skins where all their special properties are stored. For example, a werewolf might have DR 10/alchemical silver* and Regeneration +5. A vampire might have Undead Properties and so on.
If you don't like what creature skins are available (look under Creature Items on the item blueprint tab) you can always make your own.
* Damage Reduction can either be placed on the skin (less preferrable) or on the Damage Reduction property on their Properties tab.
#3
Posté 16 septembre 2012 - 10:47
There's a robe blueprint (adventurer's robe?) that has a damage reduction item property, but it doesn't show up on the item description in the game, and seems to cost only a couple of gold coins.
Some skins have a damage 'soak' property, but I'm not entirely sure whether it does anything in the game. It might be a leftover from NWN1.
#4
Posté 17 septembre 2012 - 12:27
Vampires have vampiric properties and werewolve have shapechanger properties. Unfortunately I have not been able to find any information on what those properties entail. I did think of using damage reduction, it might work. Thanks for the info.
#5
Posté 17 septembre 2012 - 01:29
#6
Posté 17 septembre 2012 - 08:18
2) In the toolset go to the Module Properties and associate the hak with the module
3) Save & exit
4) Restart the toolset & see your new things
There is the point that you might not want ALL of the creatures in the hak so judiciously choose what you want and export everything else to a backup folder somewhere - this will cut down on unnecessary junk - for this you will want NWN2Packer from the Vault.
The 2da's can be the full versions as the size difference is compromisable
good luck.
:innocent:
Modifié par Morbane, 17 septembre 2012 - 08:25 .
#7
Posté 17 septembre 2012 - 08:29
if you do - just ask again for a quick way to add the info you need into one 2da - for this you will want NWN_2daEditor; also on the vault
#8
Posté 17 septembre 2012 - 04:11
#9
Posté 17 septembre 2012 - 06:05
#10
Posté 17 septembre 2012 - 08:49
right-click in the creature list to make a new blueprint
select your new blueprint
look in properties and find the appearance list - it is the top one
scroll through the list until you find your new creature appearance
Modifié par Morbane, 17 septembre 2012 - 08:53 .
#11
Posté 17 septembre 2012 - 09:06
#12
Posté 17 septembre 2012 - 09:31
#13
Posté 17 septembre 2012 - 09:57
#14
Posté 18 septembre 2012 - 08:03
PAIN's pack complies with the reserved 2da row method so you might have to scroll down quite a ways to see the rows you want...
Modifié par Morbane, 18 septembre 2012 - 08:05 .
#15
Posté 18 septembre 2012 - 08:09
Best to check I think...
If you do there will be a conflict and things wont work
Modifié par Morbane, 18 septembre 2012 - 08:10 .
#16
Posté 18 septembre 2012 - 02:29
Morbane wrote...
Also - are you quite sure you dont have duplicate appearance.2das? in the override or in another hak?
Best to check I think...
If you do there will be a conflict and things wont work
The appearance.2da for Pain's isn't in the individual haks (for good reason, of course) but I'm having trouble finding it. JR probably doesn't have the 2da at all. There should be better instructions on that page for finding the merged 2da.
#17
Posté 18 septembre 2012 - 06:28
There are no listings in the 2da appearance table. I checked and I cannot find any duplicate 2das in the override or the hak folder or anywhere else. I do not have the 2das associated with Pain's hak anywhere. I looked over the 2da appearance table from item 1 to item 1051 (which happens to be the snake hak). It seems I am missing a step here that was not included in the instructions. Any ideas?
#18
Posté 18 septembre 2012 - 09:56
Damn - I cant find the 2da either!MasterChanger wrote...
Morbane wrote...
Also - are you quite sure you dont have duplicate appearance.2das? in the override or in another hak?
Best to check I think...
If you do there will be a conflict and things wont work
The appearance.2da for Pain's isn't in the individual haks (for good reason, of course) but I'm having trouble finding it. JR probably doesn't have the 2da at all. There should be better instructions on that page for finding the merged 2da.
I forget what I did when I used one of the packs in terms of 2da...
I'll try to help figure this out but here in Aus it is just before work-time - so it will be a bit late for those in America by the time I have the chance to search effectively...
:innocent:
#19
Posté 18 septembre 2012 - 10:06
That should do it
Modifié par Morbane, 18 septembre 2012 - 10:16 .
#20
Posté 19 septembre 2012 - 02:30
#21
Posté 19 septembre 2012 - 02:54
#22
Posté 19 septembre 2012 - 09:27
#23
Posté 20 septembre 2012 - 02:43
#24
Posté 20 septembre 2012 - 09:07
Do not put them into other haks, all in a single hak with nothing but your 2da's in it, trust me you will get confused other wise, and it will save a lot of time in nwn2packer when you open/save this very small 2da focused hak file. Think you can drop them in your module as well.
The pains monster pack files, if you change them, rename them. --- actually don't even change them, remember if a player has played other modules that use the haks then they don't need to download or upload anything. Those are pretty much community standard at this point for what they cover.
If you just need one creature which is very small, put it in a hak named for you module. If it's more than half of what is in the hak, just use the hak - otherwise you are being penny wise and pound foolish - to save a few megs you are going to make players have a few hundred extra megs in duplicate files. This is a judgement call, but the goal is to let players who have trouble downloading, to read your module or PW uses pains monster pack, for them to know they downloaded that pack a year ago and that any PW or SP module which uses it - they have that much less to download - but this does not work if you don't use the haks as is.
If they go on a PW, it should update said haks to the current version. I have seen players basically redownloading the same content over and over again due to minor changes done to the haks which shared the same name. And if they are on a PW and play your SP module, they will redownload the correct version next time they join their PW, forcing another download of something they had prior to playing your module.
Modifié par painofdungeoneternal, 20 septembre 2012 - 09:08 .
#25
Posté 20 septembre 2012 - 09:21





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