I would use it in multiplayer…and no I don’t 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 can’t be replicated as a spell…logically one should be able to use the same scripts you’d think to create a sort of familiar temporarily as a spell.
I know that there is a familiar 2da (called hen.familiar.2da)…wouldn’t replicating a similar 2da called say: “WizardEye.2da” and then have a spell access that 2da work?
I mean sure but…not this? AFAIK the familiar possession is very specifically coded and a complete spaghetti code mess (like DM possession which is even worse) so it’s 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.
LOL…I am a diehard fan of NWN:EE…don’t even own NWN 2. I played it once at my buddies…when it was first released…so many bugs…I’m sure it is much better…but I enjoy NWN:EE because I have had it for years and know the toolset well.
It calls a second one “yy_summon_db”, which creates a invisible creature with a BIG sword (the Dancing Blade).
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 “SetAssociateState”-statements etc. and the blade is of course a Hackmaster +12
Now I’m looking for a script to “summon” 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). That’s what made me go with NWN2 for my first module, and I’ve 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. That’s 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 didn’t work in NWN2. Even when I removed the variable X2_L_LAST_ITEM_EVENT from the item, it wouldn’t spawn. Using my own script as the second script made it work sort of…but then the familiar again wasn’t controllable by the PC. Ah, well, since I have a working version of this for NWN2 anyway, I’ll 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 “Wizard Eye” Spell to release to the vault…credit going to you…and some credit to you too andgalf for your help too in brainstorming this also.