Raising The Bar - What Sorts of "Outside the Box" Ideas Work or Don't Work for You?
#26
Posté 27 mars 2013 - 08:34
#27
Posté 27 mars 2013 - 09:17
Morbane wrote...
Shaughn78 wrote...
For werewolves, I have done a bit with making a playable werewolf character. I would suggest that you look into custom feats if the player is going to get infected. One thing I found with being a template is it effects ability scores. If you use a skin or item to add these increases to the character they loose the ability to augment their abilities with other items. I would suggest using the Set Ability Function to increase their scores. It will make them an illegal character but they will still be able to use ability increasing items. For the change look at custom feat that causes the character to polymorph into the werewolf, 2da editing will be needed. Ignore the toolset werewolf and go with Ree's werewolf (Pain's monster pack has it).
I have gotten great results with using a custom polymorph to make the PC become a werewolf - i was able to set the ww stats that way and i have found that, as you suggested, enabling the polymorph with feats - along with other surprises that a werewolf might experience.
Morbane, have you gotten around the problem of restricted item and feat usage while polymorphed? While it may be okay to forbid these while shapechanged, if it's a semi-permanent state in an adventure it could get kind of annoying. Maybe this is something could be solved via some UI changes but I don't really know how you'd go about it.
#28
Posté 27 mars 2013 - 10:06
Kaldor Silverwand wrote...
If that is the case I may have to use a custom clock or use something else to indicate time. Haven't gotten that far in development. It's only been 6 years since I started working on it.
Looking at the NWN Lexicon, it seems that SetTime can only go forward (which I've confirmed in a previous module), but there's no such restriction mentioned for SetCalendar. You might be able to reverse the year, month and/or day successfully after all. It's not something I've ever tried either.
I don't know how far back the game allows you to set the year though. Surely there's a limit to how many years the game is able to name (Year of Wild Magic, Year of Risen Elfkin, Year of Living Dangerously, etc).
#29
Posté 27 mars 2013 - 10:34
Shaughn78 wrote...
Morbane, have you gotten around the problem of restricted item and feat usage while polymorphed? While it may be okay to forbid these while shapechanged, if it's a semi-permanent state in an adventure it could get kind of annoying. Maybe this is something could be solved via some UI changes but I don't really know how you'd go about it.
All of the werewolf feats are granted by script and so far they all work as long as they are active afaik - generally though my ww feats control a hb that is operative on the pc - so the feat that controls the involuntary change to and back from the ww state works fine - i also have a bloodlust feat that seems to work while in ww form along side the lycanthropy feat (curse).
did that make sense?
Modifié par Morbane, 27 mars 2013 - 10:35 .
#30
Posté 27 mars 2013 - 10:36





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