rogueknight333
Arbiter
- Joined
- Jul 31, 2017
- Messages
- 370
...Only suggestion I’d make at this stage is improving the summoning system by adding variety of summons perhaps by alignment. The old default summons are dull. There must be a summoning system on the vault that is already balanced.
Well, it is just using Bioware's default summoning spells. Obviously it would be theoretically possible to improve these in numerous ways, but I have mostly left the game's default systems alone since 1) doing anything else would be too much work and 2) I do not think players should be expected to learn a completely new system every time they download a module. That said, I did make some modest improvements to many summoning spells and powers in later chapters (mostly making summons powerful enough to last more than a few seconds against Swordflight mobs).
Also, though there may be some exceptions I have forgotten about, Clerics should normally be able to cast Summon Creature spells from scrolls themselves, without relying on an arcane-capable companions, since most summoning spells show up in both the divine and arcane spellbooks. Unless you meant that you were summoning a creature yourself and also having Zarala do so, for even more summons, in which case kudos for coming up with a clever trick.
rogueknight333 It looks like I lost Zarala's scimitar in the third chapter, is there a console command for it?
Depends on the specific item. Typically yes, but there are some cases where there is an item in one module but no version in others (so you could only have it by importing it along with your character). You could spawn in any item present in the specific module (or any default Bioware item) by using the "dm_spawnitem [resref of item]" debug command. That requires the item's resref, and I would have to know the specific item to tell you what it is. Alternatively, you could open the module in the toolset and look up the item's resref yourself (if you are familiar with using the toolset). I believe Lilura's blog also has an entry somewhere giving item codes for some Swordflight specific things.
You actually can console in custom items (including ones you make yourself) not present in a particular module, but the procedure is rather complicated and perhaps too tricky for someone not accustomed to using the toolset. Basically, you would have to open a module containing the item in the toolset, then, while the toolset is open go to the "temp" folder in your NWN/Modules folder and find the item file somewhere in there (IIRC the file would be [item resref].uti) and copy it to your override folder. It would then be possible to console in the item in any module.
And he's still out there somewhere...
Adventurers get to reload or respawn when they get killed, so in keeping with my design scheme for the hobgoblin bosses, they get to have similar capabilities.
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