As long as the weapon is equipable in a creature item slot, the familiar will equip it. But I was unable to get the familiar to use it.
Innocuous Familiars
#26
Posté 12 septembre 2015 - 02:02
#27
Posté 12 septembre 2015 - 09:45
Hmm there might be in effect default AI and ranged setting, but if you put this item into familiar hand in blueprint and you won't give him other weapon it should work, at least with sling. Default AI is not able to use throwing weapons at all due to the bug in code so even if you put them darts into right hand he will unequip it anyway thinking "i don't have ammo for this ranged weapon"
- henesua aime ceci
#28
Posté 12 septembre 2015 - 09:52
I'd be interested in the nwnx version. I'd probably be interested in the version 2 you are not releasing too. But I can run with the other part. Does that version have the new familiars you've listed?
#29
Posté 12 septembre 2015 - 10:54
The Version 2 is just vaporware at this point, i've screwed around with the idea of it but not progressed. The goal would be to eliminate all the 2das and blueprints if possible. The plan is to stick a bound creature in the DB, spawning it when the familiar is "summoned". This would result in a very simplified advancement for familiars, but make familiar creation very easy since any creature on the palette could potentially be flagged as a potential familiar. But as I said this is vaporware.
As to the NWNXified alternate to what I am working on now, it does have changes to 2das and blueprints so it is not really comptible, but I will share it with you. Since NWNX_FUNCS allows you to adjust feats, skills, stats and hitpoints by script it really changed what I was doing with blueprints. In fact I think it is much superior for that reason. You don't need to load up a million bonuses to stats and skills on the familiar. You just adjust the character's stats directly.
#30
Posté 17 septembre 2015 - 12:21
This has taken longer than it should because I've been doing other things. But I've worked these out and done some testing. Any comments on the abilities and benefits? Note that special familiars are not balanced because it is up to the builder to make them available. The player can not select these at level up. Instead they must find them in play.
Special Familiar List:
- Creature Master's Benefit [Special Abilities]
- Dire Rat +2 move, and hide [Disease causing bite]
- Parrot +2 bluff, persuade [Flies, Bite]
- Viper +2 bluff, persuade [Pass Door, Poison Bite]
- Falcon +2 spot, intimidate [Flies, Claws, Bite]
- Imp +2 Intelligence [Flies, Magic Missile*, Invisibility*, Poison Sting]
- Pseudodragon 18 SR [Flies, Poison Sting, Hide In Plain Sight, True Sight]
- Pixie See Invisibility [Flies, Sleep Dagger, Hide In Plain Sight, Confusion*, Dispel Magic*, Knock*]
- Hell Hound 8 DR Fire [Fire Breath*]
- Panther +2 move, and hide [Sneak Attack, Claw, Bite]
- Raven +2 lore, spellcraft [Flies, Bite]
- Quasit +2 Charisma [Flies, Fear Gaze*, Invisibility*, Poison Claw, Bite]
* - Spell like ability which draws on creature's spell pool. Size of spell pool varies per familiar. Pixie and Imp use spellcraft ranks or charisma bonus, Hell hound uses discipline ranks or constitution bonus.
I am still thinking about making some more such as a panther (stealth and sneak attacks), a quasit (causes alignment shift like the Imp but is CE), faerie dragon (confusion breath),
- KlatchainCoffee aime ceci
#31
Posté 17 septembre 2015 - 12:41
Looks good. Do you have a similar table for the basic familiars? Might be nice to see here for comparison.
A couple of those are pretty powerful. I think the parrot is too much. The +2 to ability should be for the really high-end ones. Maybe +2 to a couple of skills (appraise and something?). Faerie dragon maybe +2 charisma for example.
But I like these and would certainly like the others you mention. Looking forward to pulling this into my code base!
#32
Posté 17 septembre 2015 - 03:01
Basic Familiars:
- Bat [Flies, Blindsight, L11:Immune Fear]
- Cat +2 move, and hide [no s.a.] Perceptive, Stealthy, 5hp/lvl, Bite d4-2/L8:d6-2
- Dog +2 search [no s.a.] Perceptive, 8hp/lvl, Bite d6+1/L5:2d4+2, L11:knockdown
- Snake [Pass Door, Immune Knockdown, L11:Immune Poison] Stealthy, 6hp/lvl, Constrict d4-2/L5:d6-2
- Rabbit Lucky charm: +1 saves [Burst of Speed, L11:freedom of movement]
- Frog [Pass Door, Freedom of Movement, Immune to Drown] Perceptive, Stealthy
- Weasel [Pass Door, +3 vs traps L11:+6] Stealthy, 5hp/lvl, Bite d4-2 L5:wound 1
- Crow [Flies] Perceptive, Taunts, 5hp/lvl
- Seagull [Flies] Perceptive, Picks Pockets, 5hp/lvl
- Lizard +2 concentration, discipline [Immune Knockdown, L11:Immune Mind Affects] Stealthy, 6hp/lvl, Bite d3-1, L5:poison
- Mouse [Pass Door, Hide in Plain Sight, Immune Knockdown, L11:Immune Disease] Stealthy
Note: all familiars give their master +2 spot, listen when spawned and have the mark target ability which is useful for Bestow Curse, and Teleportation spells (as well as Scrying but Scry spells are beyond the scope of this package). All familiars receive evasion and so those with high dex like the cat are particularly evasive. At level up all familiars gain and advance in spell resistance, natural armor, and intelligence. All flying familiars have dodge, mobility, spring attack, and can "fly" to locations clickable in line of sight.
- Shadooow, CaveGnome, meaglyn et 1 autre aiment ceci
#33
Posté 18 septembre 2015 - 10:59
I uploaded a Beta of version 1.2 for testing purposes to the vault. If you are interested take a look and let me know what you think.
I'll port over the improvements using nwnx_funcs as a separate download ASAP.
- KlatchainCoffee aime ceci
#34
Posté 22 septembre 2015 - 05:49
I uploaded beta versions of 1.2 and an nwnx version. For the time being this will just have to be as is.
Sorry, Meaglyn, and anyone else who was interested but I need to move on to other stuff. I won't be around to support this for the time being. I hope its good enough to make use of. Seems to work for me on my end.
You can check them out at the vault.
- Tarot Redhand, yetanothername et meaglyn aiment ceci
#35
Posté 22 septembre 2015 - 07:25
Thanks Henesua. I've been busy and have not had a chance to check it out yet. I'm sure it will be more than "good enough". I'll be re-jiggering things anyway so would not be expecting support...
#36
Posté 05 octobre 2015 - 02:32
Henesua, I've got this merged in pretty completely at this point. It's excellent and I'm enjoying it. Thanks for all the work you put into it!
- Zwerkules, henesua et KlatchainCoffee aiment ceci
#37
Posté 05 octobre 2015 - 10:13
Thats good to hear. Thanks.
I'd be curious to hear what you think of the system's flexibility to make your own familiars, and what if any familiars of your own you have created.
Another thing that I was not confident about was the balancing of the expanded list of familiars I created. Any comments on this would be appreciated.
Thanks.
#38
Posté 07 octobre 2015 - 01:24
I haven't made any new ones yet. I think I will replace the frog with a rat (probably using the little mouse model since all the other rat models are just way too big).
I don't have any players...
So I haven't got any "real world" testing on how it plays. But it looks good so far. DId you edit that list with the parrot or did I totally misread it when I saw +2 CHA for the parrot? Anyway, the abilities look pretty good to me.
You've got mounted familiar effects in there but I can't find an original package for that anywhere. I wanted to see if there was some scripting in that so I can get an idea of how it is intended to be used. Do you have a pointer to the original?
#39
Posté 07 octobre 2015 - 03:42
Familiars Presets:
Yeah, the frog was a difficult choice to keep in because without a swim skill or rules for terrain and underwater movement/breathing, amphibious creatures are not special. With them however, I think it was a useful addition, especially given that you could give aquatic bonuses to the wizard when the frog is summoned. Without all that, I agree that frogs are "MEH".
If you do make any special familiars, I'd be interested in hearing about it. Mostly for a critique on whether I was successful in making an easy to extend system or how I failed and what could be improved.
Mounted VFX:
The mounted familiar affect scripts were not included? Crap. Sorry. I forgot about that in my rush to get back to real life. I am very sorry. For Rolo's mounted familiar scripts go to the January 2013 CCC. His stuff is there.
#40
Posté 07 octobre 2015 - 05:18
Well, I do have a pseudo swim skill (I have not wanted to add them as real skills yet to avoid crashing clients). And waterbreating spell and feat. So there is some value although I think giving water breathing would be too much. But if there are only a few places to use it I suppose that would balance out. Maybe I'll toss the seagull. Is there a fixed limit to the number of basic ones?
Ahh, in the CCC... that's why I could not find it. Thanks! If you do have an integrated set of scripts and time you could send them to me if you want. Otherwise I'll work these in and see what it takes to extend it to pocketing the smaller ones like the mouse and aforementioned frog.
#41
Posté 07 octobre 2015 - 06:10
Numbers of starting familiars:
I went with 11 this time because that is the default number with vanilla NWN. If you want less you will need to edit both 2das. You can have any number you want as far as I am aware.
#42
Posté 07 octobre 2015 - 06:47
Thanks! Then I'll just add a rat and keep the frogs for those so inclined...
#43
Posté 07 octobre 2015 - 07:31
Henesua, I found the scripts for the mount VFX. You did have them in there, just in an erf not in the demo module so I had overlooked it... my bad.
#44
Posté 07 octobre 2015 - 11:27
I hope you are using the NWNX version. Now that I have made that I despise the earlier version. ![]()
#45
Posté 08 octobre 2015 - 01:02
Yep. I'm not getting to fully experience it because I wrap all the nwnx functions so I can run single player. When possible I do a work around but many of the calls don't have meaningful workarounds. There are more places to go with it to as you said. I'll be trying to make it work for Animal Comps (using a subset of the ifam capabilities). And may explore the object saving model. The issue with that is determining what master benefits and such would be for any random creature.
I hit a couple of bugs you may be interested in. They are both related to unsummoning and the MasterHeartbeatEvent. I don't know if you want me to give you details here or email.
#46
Posté 08 octobre 2015 - 01:39
Feel free to post bugs here.
#47
Posté 08 octobre 2015 - 02:06
Sure...
In MasterHeartbeatEvent the check for oFamiliar being valid needs to be (GetIsObjectValid(oFamiliar)), not (oFamiliar == OBJECT_INVALID) since this is the code which will delete the stored object variable. It will come back with an object reference that is invalid but is not equal to OBJECT_INVALID. Otherwise the despawn handler does not fire.
In the despawn event handler DoFamiliarDespawnEvent I think the call to DismountFamiliarVFX(OBJECT_SELF, TRUE); needs to be before the stored familiar variable is cleared. I have not tested that this fixes the problem yet. But I'm assuming that the stored object reference, even though now an invalid object, will match the effect creator still. As is the VFX does not get removed when the familiar is unsummoned. I'll test it this way later to see. Otherwise I'll just add an effect generator object to the DM area and use that.
Needed, but pretty minor to fix both of these.
But I'm liking it a lot. Aside from the above hooking in the vfx scripts was trivial ![]()
Anyone know of a side pouch VFX? A shoulder bag sort of thing?
I'm going to extend the mounted familiars to handle the small things (rodents and frog etc) this way. I can do it without a VFX, but would like something on the PC to indicate the familiar is present.
- henesua aime ceci
#48
Posté 29 octobre 2015 - 03:20
I've got Companions working now too. They don't work the same way with regards to the summon feat which is a little annoying. Familiar changes to unsummon once you summon it and you can't summon it twice. But Companion doesn't... go figure.
Anyway, I hit another minor bug, this time in the mounted VFX. The visualeffects are numbered with Half-Elf before Halfling but the RACIAL_TYPE constants do it the other way around. That may well be in Rolo's original, I did not look.
In the nwnx version ifamaliar.2da is not needed except that it has the MTVFX column. Moving that to hen_familiar_x allows the removal of the old 2da.
Thanks again.
- yetanothername aime ceci





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