OK, as far as I can see, it should be a relatively easy and straightforward fix if I use a campaign version of the nw_s2_animalcom script. This was just a quick test (which worked), which I can expand upon … i.e. I will use the refs/code from KevL script and just apply directly within the specific script. (i.e. All the checks for specific creature and level based on PC.)
I finally reached the result I wanted … See screenshot for more info. Not only have I fixed the issue for my wife now being able to switch the animal type after levelling, but it can now be done at any time. NB: The Dinosaur does not appear in the list unless you have the feat. And the Dragon does not appear in the list at all, as that is the default Animal Companion called if you have the ability. You can “downgrade” to normal from there.
Thanks all, and especially to KevL who saved me some time searching with his scripts.
LOL! It was a panther and I just quickly wanted a different name to test … It looks worse than it is …LOL! It was in reference to panting! LOL! Still chuckling to myself here!
I can post the scripts (below), but there a couple of campaign functions, which I am sure you can replace … let me know if you need anything else.
Scratch that … I was on about my fourth script and it started to get messy. So, I would recommend downloading my campaign folder when next released (hopefully soon) and grab from that. Unless there is any particular bit of code you would like me to paste here now. The whole process involves 3 XML scripts and all accompanying gui_feedback scripts.
No, I had no idea … But then again, having just looked at it, I am not looking at “increasing” on what is already available, but making better use of what we already have. i.e. The list I have is of the “normal” choices, but now the player has access to any of them, and the dinosaur/dragon as they acquire the feats. And to be honest, if I live long enough to finish it, my campaign will unlikely need any more than we currently have. My concentration (apart from fixing and maybe slightly improving what we already have) has to be reserved for actually building the story for the modules.
This, I hope, will be helpful to allow the player a better choice dependant on environment and need.
Yes, as you probably guessed, my checks were fewer because I did not need to include all the other new companion types. It would be easy enough to add them as far as I can see, but it is not something I would do, but my scripts could be adapted to do so.