I would use it in multiplayerâŚand no I donât use NWNX
I have a hard time accepting that there are scripts used currently in NWN:EE that allow familiars to be possessed YET those canât be replicated as a spellâŚlogically one should be able to use the same scripts youâd think to create a sort of familiar temporarily as a spell.
I know that there is a familiar 2da (called hen.familiar.2da)âŚwouldnât replicating a similar 2da called say: âWizardEye.2daâ and then have a spell access that 2da work?
I mean sure butâŚnot this? AFAIK the familiar possession is very specifically coded and a complete spaghetti code mess (like DM possession which is even worse) so itâs unlikely to be easy to have in the game available for other uses.
What about a normal summon creature script that calls on one of the current familiars resref so when summoned it has invisibility on it and all the associated familiar scripts. Closest thing one could do to simulate a wizard eye. If even possible have the script polymorph the familiar into a flying eye model? Just thinking out loud.
The hardcoded functionality of possession is linked to the summoning of a familiar only, which is also mostly hardcoded (you can only alter the resrefs in the 2da really).
The preview patch has camera attachments which probably will be enough to do a âWizard eyeâ style summon.
LOLâŚI am a diehard fan of NWN:EEâŚdonât even own NWN 2. I played it once at my buddiesâŚwhen it was first releasedâŚso many bugsâŚIâm sure it is much betterâŚbut I enjoy NWN:EE because I have had it for years and know the toolset well.
It calls a second one âyy_summon_dbâ, which creates a invisible creature with a BIG sword (the Dancing Blade).
void main()
{
location l = GetLocation(OBJECT_SELF);
int d = 10;
effect e = EffectSummonCreature("dancingblade", VFX_FNF_SUMMON_MONSTER_1);
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, e, l, TurnsToSeconds(d));
}
The attributes of the summoned creature are completely under my control, it might be any creature on the roster. So the on spawn script has some âSetAssociateStateâ-statements etc. and the blade is of course a Hackmaster +12
Now Iâm looking for a script to âsummonâ a exact copy of the PC (a clone) as familiar
That it had. Still is a bit buggy. Was also (at least I thought so) quite ugly compared to NWN1 back in the day, but now with all the new faces, animations and outfits/armors available it looks really nice (and far better than NWN1 IMHO). Thatâs what made me go with NWN2 for my first module, and Iâve stuck with it ever since. I never saw the point with NWN EE. Sure, apparently they have improved upon NWN1 but I hear that NWN EE has plenty of bugs too. Almost sounds like NWN2 in those regards. Thatâs why I never bothered buying NWN EE. I felt that I had already played tons upon tons of modules for that game and was done with it at that point.
Sorry, enough rambling. @Imtherealthing - I hope you get this familiar possession sorted out.
Out of curiosity I tried your scripts @Mmat but they didnât work in NWN2. Even when I removed the variable X2_L_LAST_ITEM_EVENT from the item, it wouldnât spawn. Using my own script as the second script made it work sort ofâŚbut then the familiar again wasnât controllable by the PC. Ah, well, since I have a working version of this for NWN2 anyway, Iâll leave it to you to continue to help @Imtherealthing since your method might very well work with NWN1 (I mean, you said you tested it, so it should work).
So do you have a script Mmat that works? If so, could I have it please so I can create that âWizard Eyeâ Spell to release to the vaultâŚcredit going to youâŚand some credit to you too andgalf for your help too in brainstorming this also.