Experimental! So far it's working flawlessly, but I didn't have the time to test every single companion ;-) Here's a video.
WHAT:
This mod enables editing the companions of the original campagin in the most simplistic and uncomplicated way I could come up with. No Java-based program, just the standard NWN2 Toolset.
WHY:
Every time I play the campaign I want to strangle Sand with my own hands for being the most worthless wizard in Faerun. The spell choice in his package is a joke. It also pisses me off that Shandra chooses to specialize in short sword... like really? Out of all weapons? Also, according to the lore, Ammon Jerro is supposed to be an Elminster-level mage. Just saying. This mod pretty much solves all those problems.
HOW:
Download the .rar. Unpack the files into the right folders. Open the "mod_companions" module in the Toolset. Copy the companion you wish to edit into the campain files (right click->copy blueprint->campain). Make sure that both the ResRef and the Resource Name say "xxx0" (e.g. co_casavir0)*. Don't change the Tag! Edit the copied object however you like. Start a new game.
Enjoy ;-)
*Exceptions: for Bevil it's "npc_bevil0", for Amie "0_amie0"
I need feedback on this one! Let me know if something breaks during gameplay :-)
Attachment | Size |
---|---|
![]() | 714.77 KB |
Looks interesting but i'm not playing OC in this moment. You should make the same for MotB ; I'd like to have Safiya as a Diviner or Necromancer.
I'd have to buy MotB first :-/ But the general idea should be the same - it's a matter of finding the script that adds the templates to the roster.