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NWN CREATURES

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Title  Doom3 Enemy Pack
Author  gotherthanthou35
Submitted / Updated  08-26-2004 / 08-28-2004
Category  Outsider (Evil)
Class3  Fighter /
Class2  Fighter /
Class1  Fighter / 01
Challenge Rating  10
Level1  01
AC  Varied
Race  Other
NPC  Yes
Attacks  Varied
HD / HP  Varied
Damage  Varied
Scripts Included?  Yes
Dialog Included?  No
Gender  Other
Initiative  Varied
Size  Large
Alignment  Chaotic Evil
Description
NWN doesn't have much in common with a first-person-shooter, but that doesn't mean you can't face the same enemies as the marine from Doom3! Starting with the enemy guide found here http://ucguides.savagehelp.com/Doom3/enemies.htm - I did rough translations of the all the non-boss enemies into NWN. I also scripted their special powers - the archviles summon, the wraiths teleport.Read script d3_lostsoulbite to see how get them to posess victims. Custom fireballs and flame streams are included - so when importing the ERF you should answer 'Yes' when it asks you if you want to overwrite the x2_s2_gwburn and nw_s0_fireball files - the only changes made to them are to call a different script if cast by a doom3 creature. For Hp and damage, I started with the fact that in D3 a pistol does 15 damage, wherein By D&D rules it would do an average of 5.5. So I just divided everything by 3. This is all vanilla Toolset - no hak required. Zombies:[Undead][Zombies]Demons: [Planar][Fiendish]

Files

NameTypeSizeDownloads
gotherthanthou3526doom3Enemies.erfgotherthanthou3526doom3Enemies.erf
Submitted: 08-26-2004 / Last Updated: 08-26-2004
erf212.47Kb995
--
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Comments (10):

Posted by Saduj at 2009-10-31 18:50:21    Voted 10.00 on 10/31/09
Not bad work, for its time, quite creative!
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Hihoshi [Aka:Ban3] at 2006-11-01 00:21:42    
Please explain how I can get my enemies to use this script, there is no explanation at all.

email me at lunarcry@webmail.co.za

Posted by Sphax at 2006-01-30 15:32:26    Voted 1.00 on 01/30/06
Hohoho ! It's only an ERF... No new content...
_________________________
Aventuriers de Troy - French module in the great World of Troy with Lanfeust and co !
Link

Posted by Terame at 2004-12-19 23:45:00    
I agree, they act well and there is a minimum amount of effort in incorporating them.

Want new skins? Go and upload some models, it's so easy (COUGH COUGH) to do

Posted by >_ ( ..xxx.xxx ) at 2004-12-17 13:35:00    
@ Doom Fan; Cool it, moron. I'd rather have some decent new scripts so that enemies at least act like their Doom counterparts, than some poorly done reskins that just act like the creature the original skin belonged to.

Posted by A Doom fan ( 217.95.xxx.xxx ) at 2004-10-13 10:01:00    
No new textures?! Just stats?!! Screw yo man!!!

Posted by gotherthanthou35 at 2004-09-18 15:04:00    
Well, this isn't a new skin or model - I used standard NWN appearances for all the Doom demons. So you've already seen what they look like if you've played NWN. If you want to use a different appearance, all you have to do is switch them.

For zombies I used the zombie appearances.

For flaming zombies I added the "Inferno" effect to a zombie.

I used Gargoyle appearance for imps, Grey Render for Pinky Demons, wererat for maggots, Vrock for wraiths, etc.

I mainly just set them up with appropriate statistics, wrote a simple new combat AI for them, and coded some of their special powers - like the archvile's summoning ability and the wraith's tendency to teleport.

Posted by Anonymous ( 207.195.xxx.xxx ) at 2004-09-17 15:41:00    
can you give us a screen shot of it. Personally I will not download any creature / creature pak without one.

Posted by Author ( 24.93.xxx.xxx ) at 2004-08-31 00:09:00    
OK, I was a little happy with the upload trigger. I have discovered 1 small and 1 large bug in the pack. I will be re-uploading the pack, but in the mean time:

(1) If an archvile has decided to summon, and wants a Pinky Demon, the resref is wrong. Change line 34 of d3_combat_ai from
sResRef = "pinky";
to
sResRef = "pinkydemon";

(2) This one is big. If a creature has been set up to be a victim of a lost soul, and it is bitten by 2 or more lost souls in the same round, it will produce more than 1 "possesed" creature. Don't use the lost souls until I post a note saying that the corrected version has been uploaded.

Thanks.


Posted by Author ( 24.93.xxx.xxx ) at 2004-08-31 00:08:00    
OK, I was a little happy with the upload trigger. I have discovered 1 small and 1 large bug in the pack. I will be re-uploading the pack, but in the mean time:

(1) If an archvile has decided to summon, and wants a Pinky Demon, the resref is wrong. Change line 34 of d3_combat_ai from
sResRef = "pinky";
to
sResRef = "pinkydemon";

(2) This one is big. If a creature has been set up to be a victim of a lost soul, and it is bitten by 2 or more lost souls in the same round, it will produce more than 1 "possesed" creature. Don't use the lost souls until I post a note saying that the corrected version has been uploaded.

Thanks.


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