Title | shadguy's Easy Edittable Summons Starter Kit 1.03 |
Author | shadguy |
Submitted / Updated | 11-05-2003 / 12-04-2006 |
Category | ALL |
Class3 | Fighter / |
Properties | #1: Open up the toolset and use the File/Import menu to import esummon_X_XX.erf into your module. (X_XX is the version number, ie: esummon_1_02.erf) #2: It'll ask you if you want to Override Existing Resources. Choose 'Select All'. #3: You can now find all the summoned monsters in the game under Creatures/Custom/Special/Custom 5. All of the summon specific creature items are in the usual places under Items/Custom/Creature Items. #4: Right click on creature/item you want to edit and choose Edit. All the regular options for modifying creatures are there. That's all there is to it. You can now modify the summoned monsters like you would any other custom creature. Have fun. Note: editted version of OMW's original perl script included. |
Class2 | Fighter / |
Class1 | Fighter / 01 |
Levels | Various |
Level1 | 01 |
AC | N/A |
NPC | Yes |
Attacks | N/A |
HD / HP | N/A |
Damage | N/A |
Feats | NA |
Scripts Included? | Yes |
Dialog Included? | No |
Gender | Male |
Abilities | NA |
Initiative | N/A |
Skills | NA |
Size | Various |
Description | |
I see people asking questions about how to modify the Bioware summons; it is hard to explain because it really is a pain to get the blueprints into your module in a form you can edit. So I created a prefab of all the Bioware summoned monsters. Just import it into your module and you can now edit and tweak the summons just like you would any other creature... No hak pak required. v1.01 Fixes a bug with the default Bioware Elder Air Elementals - they had the nw_g_animal conversation attached, allowing players to heal the summon as if it were a familiar by speaking with it. v1.02 Adds some 1.61 (hotu compatibility) summons. v1.03 Adds missing Elemental Swarm summons |
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