Neverwinter Nights
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THE MAGUS' INNOCUOUS FAMILIARS
__QUICKSTART USER GUIDE__
v1 January 2013 CCC release
by The Magus aka [email protected]

SET UP
1. Unpack the archive. (you've likely already done this. hooray.)
2. Open the "NWN" directory.
- note that the subdirectories of "NWN" are named according to the conventions used in your NWN installation.
3. Copy everything in the "erf" directory to NWN's "erf" directory
4. Copy everything in the "hak" directory to NWN's "hak" directory
5. Copy everything in the "modules" directory to NWN's "modules" directory
6. Copy everything in the "tlk" directory to NWN's "tlk" directory

FIRST RUN
1. Open ifamiliars.mod
2. Select the "Build" menu and then the "Test" option
- (pressing F9 in default configurations has the same result)
- IMPORTANT: If your test character is not a wizard or sorcerer, "use" the well and level up as a wizard or sorcerer.
3. Use the placeable named "READ ME"
- This provides a list of things to try in the module.
- You can also try some of the suggestions spelled out below
4. Experiment and play


Some Experiments for your First Run:

Bind Familiar
- Cast this spell on a prospective familiar. Intelligent targets (Parrot and Imp) will consider this a hostile action unless the caster gains their consent prior to casting it on them. Experiment with the Imp to see how a bulder might set this up. Since the Imp is "sticky", you'll need to restart if you want to try the other familiars.
- For more info see script: aa_s0_familiar

Master Benefits
- Different kinds of familairs provide different benefits for the master when they are summoned. All Familiars provide the equivalent of alertness, but some have additional advantages. Try a few different familiars.
- For more info see scripts: aa_s0_fameeffects and GetMasterBenefits() in ifamiliar_custom

Share Spells
- Cast a buffing spell on yourself such as Mage Armor. As long as your familiar is nearby and visible, the two of you will share the spell.
- For more info see scripts: _spellhook and _mod_userdef

Cast Master's Spell
- Cast a hostile spell on your familiar. Possess the familiar. Access the class radial menu for the familiar. Use the ability "Cast Master's Spell". Select a target (like the READ ME or the guys on the castle walls). Enjoy. Notice that the ability disappears after the spell is used up.
- For more info see scripts: _spellhook and aa_s2_famspell

Fly Ability
- When you have a familiar which can fly (any of the birds or the bat), possess it. Access the radial menu, use the icon which looks like a bird in flight. Then target a location to fly to. One limitation of this ability is that you can not target a location which you can not see. Nevertheless you can still fly to the top of a cliff or the castle if you get close enough to it and click a location at the wall or cliff's edge. Also, you may target items, placeables or creatures with this ability to fly to them. Sometimes these are more visible than the ground so it can be handy to use them when you want tog et to the top of the castle tower or wall.
- For more info see script: aa_s2_flight

Pass Door Ability
- When you have a familiar which can slip under a door (rat or viper), possess it. Access the radial menu, use the open door icon. Select a door. The only place to do this in the demo is at the gate under the castle wall. It will work across transitions as well. (I've tested extensively in Arnheim :) )
- For more info see script: aa_s2_passdoor

Mark Target Ability and Spell Focuses
- Possess your familiar. Access the radial menu, use the target icon (looks like a cross). Click on a creature or a location. A Spell Focus will be created in your familiar's inventory. Unpossess the fmailiar. Get your PC to talk to the familiar. Select the conversation option to retrieve a spell focus. It should now be in your inventory.
- Level up your character to 7, 8, 9 or 10. Along the way ensure that you select the following spells: Bestow Curse (lvl4), Dimensional Jump (lvl4), Dimensional Portal (lvl5).
- Cast one of those three spells on the Spell Focus.
- For more info see scripts: aa_s2_marktarget, _spellhook, spellfocus_inc, and aa_s0_dimhop, aa_s0_dimdo, and nw_s0_bescurse
- To enable a spell be castable on an item see des_crft_spells.2da

Spell-like Abilities and Spell Pools
- Bind the Imp as your familiar. Possess the Imp. Access the Imp's radial class menu. There should be a Magic Missile ability. At higher levels the Imp will also have Invisibility as a spell-like ability. Experiment with these. Notice that the spell pool runs out quickly. Rest to replenish. Level up to higher levels to have a bigger pool - try level 20.
- Spell pools for imps are based on the higher of either their Spellcraft skill or Charisma modifier. This is the default set up for a familiar's spell pool, but may be configured for Special familiars to be based on any skill and/or ability.
- For more info see scripts: (examples of spell-like abilities) aa_s2_imprinvis, aa_s2_invisib, aa_s2_magmiss. (giving spell-like abilities) FamiliarInitializeSpecialData() in ifamiliar_inc, and FamiliarLevelUp() in ifamiliar_inc
- These are applied as bonus feats so you need to look at iprp_feats.2da
- To make them usable in the class radial menu look at cls_feat_ifam.2da