Modifié par Travus, 29 janvier 2014 - 01:34 .
Companion air/animal domain (solved)
Débuté par
Travus
, janv. 28 2014 03:14
#1
Posté 28 janvier 2014 - 03:14
I made a cleric with the heal and sun domain in the toolset to be used as a companion in my test mod. When I add the companion to the party, the character screen (first tab) always shows air and animal domains, although he has the heal and sun domains in the feats tab. Why? And how do I fix it?
#2
Posté 28 janvier 2014 - 06:30
Not entirely sure, but i will say sometimes when examining other characters sheets that is a notorious liar. Hell, even examining your own can lie. So it may be a regular bug, especially if the feats are working as intended.
Try exporting the NPC as a PC, and see what it says when you play it. Or use DM client to possess the NPC and examine it first hand.
Note that the two it is showing is the first two domains (alphabetically)... so i guess it is just showing default values for whatever reason.
Try exporting the NPC as a PC, and see what it says when you play it. Or use DM client to possess the NPC and examine it first hand.
Note that the two it is showing is the first two domains (alphabetically)... so i guess it is just showing default values for whatever reason.
#3
Guest_Iveforgotmypassword_*
Posté 28 janvier 2014 - 01:12
Guest_Iveforgotmypassword_*
When he joins the party add the feats in the conversation after he's joined using the generic feat adding conversation script and you can also remove the others too. To find out the number of the feat go to the scripts tab and look through the list, I think it's in the global section but I'm not sure. Anyway when you find the feat you want click it and its number will appear on the screen at the bottom, this saves looking through the feat 2da.
#4
Posté 28 janvier 2014 - 05:18
IIRC, each of the domains has two special ability/feat slots. Presumably one is for the domain special ability and the other is for the bonus spells. Perhaps you need to select both to get the feat icons to show up?
#5
Posté 28 janvier 2014 - 09:42
One way to fix the domain bug is to assign them a cleric package that matches the domains you want, then relevel them via an OnSpawn script. If there's no existing package that suits the companion (and there rarely is), then you can create your own package in packages.2DA.
I've got two cleric companions in a module I'm working on, and I had to create new packages for both of them for the domains to work. Once they've been releveled, it's just a matter of removing feats you don't want them to have, and adding those you do, via the same OnSpawn script.
This is the OnSpawn script my halforc cleric with the Animal and Good domains is using. The levelup package number (205) is my custom entry in packages.2DA, where Domain1 = 1 (Animal) and Domain2 = 8 (Good).
void main()
{
//Only do this once per game
if (GetLocalInt(OBJECT_SELF, "LevelledUp") == 1) return;
SetLocalInt(OBJECT_SELF, "LevelledUp", 1);
SetLevelUpPackage(OBJECT_SELF, 205);//cleric animal/good package
ResetCreatureLevelForXP(OBJECT_SELF, 15000, FALSE);//6 levels
FeatAdd(OBJECT_SELF, 412, FALSE, FALSE, FALSE);//Zen archery
FeatAdd(OBJECT_SELF, 1720, FALSE, FALSE, FALSE);//Farmer
FeatAdd(OBJECT_SELF, 1114, FALSE, FALSE, FALSE);//Spell Prodigy
SetXP(OBJECT_SELF, 15090);//to level 6, plus a bit more
FeatRemove(OBJECT_SELF, 1338);//Divine Res
FeatRemove(OBJECT_SELF, 1116);//Track
}
I've got two cleric companions in a module I'm working on, and I had to create new packages for both of them for the domains to work. Once they've been releveled, it's just a matter of removing feats you don't want them to have, and adding those you do, via the same OnSpawn script.
This is the OnSpawn script my halforc cleric with the Animal and Good domains is using. The levelup package number (205) is my custom entry in packages.2DA, where Domain1 = 1 (Animal) and Domain2 = 8 (Good).
void main()
{
//Only do this once per game
if (GetLocalInt(OBJECT_SELF, "LevelledUp") == 1) return;
SetLocalInt(OBJECT_SELF, "LevelledUp", 1);
SetLevelUpPackage(OBJECT_SELF, 205);//cleric animal/good package
ResetCreatureLevelForXP(OBJECT_SELF, 15000, FALSE);//6 levels
FeatAdd(OBJECT_SELF, 412, FALSE, FALSE, FALSE);//Zen archery
FeatAdd(OBJECT_SELF, 1720, FALSE, FALSE, FALSE);//Farmer
FeatAdd(OBJECT_SELF, 1114, FALSE, FALSE, FALSE);//Spell Prodigy
SetXP(OBJECT_SELF, 15090);//to level 6, plus a bit more
FeatRemove(OBJECT_SELF, 1338);//Divine Res
FeatRemove(OBJECT_SELF, 1116);//Track
}
Modifié par DannJ, 28 janvier 2014 - 10:13 .
#6
Posté 28 janvier 2014 - 10:23
In your case, you're in luck - the default cleric package in packages.2DA is set to Healing (9) and Sun (17). So you wouldn't need to alter packages.2DA at all.
#7
Posté 29 janvier 2014 - 01:33
@DannJ
Thanks much! Your script works perfectly. Problem solved!
Thanks much! Your script works perfectly. Problem solved!





Retour en haut







