Non-humanoid NPCs
#1
Posted 10 March 2009 - 09:35 AM
Is there anything particular to be aware of if I plan to make a non-humanoid (specifically, a dog) NPC? I did try searching for non-humanoid, animal NPC and such with no success.
I'm not claiming this is a particularly original idea, but as I didn't find any non-humanoid NPCs around, it led me to think that maybe there's a reason for that... I'll class the dog as a Monk most likely, since the "unarmed" theme fits best with a creature that obviously is not going to use weapons.
#2
Posted 10 March 2009 - 09:49 AM
Deactivated account. The user today is known as The Imp.
#3
Posted 10 March 2009 - 09:53 AM
#4
Posted 10 March 2009 - 09:55 AM
Interesting idea, there is 1 mod I remember, but it's not an playable character I think. To make the character look like a dog, you just have to put make the .cre file use the dog Avatar than the usual ones. Of course you might give the character special items so one can't equip it with boots, arrows etc. items.
Thanks for the link, I'll check that out if (or rather, when) I run into problems!
I already changed the CRE using Shadowkeeper, and plan to make a shop that sells various "neck" items, as they're the only ones that make sense for a Dog to have (featuring relatively minor magical effects, like +1 AC or +1 to hit, at best).
The dog I'm making is my brother's dog, I hope to have it ready before he gets through Planescape: Torment, and I'll put in his own dog as a sort of practical joke
#5
Posted 26 March 2009 - 12:26 AM
Interesting idea, there is 1 mod I remember, but it's not an playable character I think. To make the character look like a dog, you just have to put make the .cre file use the dog Avatar than the usual ones. Of course you might give the character special items so one can't equip it with boots, arrows etc. items.
Thanks for the link, I'll check that out if (or rather, when) I run into problems!
I already changed the CRE using Shadowkeeper, and plan to make a shop that sells various "neck" items, as they're the only ones that make sense for a Dog to have (featuring relatively minor magical effects, like +1 AC or +1 to hit, at best).
The dog I'm making is my brother's dog, I hope to have it ready before he gets through Planescape: Torment, and I'll put in his own dog as a sort of practical joke
i actually brought this up over at the PPG forum but didn't get much help. i wanted a wolf companion that would travel with me through BG I and II. i consoled in a wolf, ctl-Q'd it, and edited it in shadowkeeper complete with a portrait. i gave it a thief class and made it able to do things dogs can do if trained (detect and disable traps, detect illusion). the problem was that i didn't want it to eat part of my exp and level up, thus i abandoned it after a bit. that was my experience at least.
#6
Posted 26 March 2009 - 11:35 AM
Well, you would have needed to make the dog your 'familiar', using the Ally()-command.i actually brought this up over at the PPG forum but didn't get much help. i wanted a wolf companion that would travel with me through BG I and II. i consoled in a wolf, ctl-Q'd it, and edited it in shadowkeeper complete with a portrait. i gave it a thief class and made it able to do things dogs can do if trained (detect and disable traps, detect illusion). the problem was that i didn't want it to eat part of my exp and level up, thus i abandoned it after a bit. that was my experience at least.
But if you would like, I could make a WeiDU-mod that does all this.
In fact...
Edited by Jarno Mikkola, 03 April 2009 - 04:55 PM.
Deactivated account. The user today is known as The Imp.
#7
Posted 26 March 2009 - 02:37 PM
Well, you would have needed to make the dog your 'familiar', using the Ally()-command.i actually brought this up over at the PPG forum but didn't get much help. i wanted a wolf companion that would travel with me through BG I and II. i consoled in a wolf, ctl-Q'd it, and edited it in shadowkeeper complete with a portrait. i gave it a thief class and made it able to do things dogs can do if trained (detect and disable traps, detect illusion). the problem was that i didn't want it to eat part of my exp and level up, thus i abandoned it after a bit. that was my experience at least.
But if you would like, I could make a WeiDU-mod that does all this.
In fact...
wow ... thanks alot. i'll give this a whirl.