It also contains some new skins, maps, armor, and weapons. They have also updated and refined the powers that other clans possess bringing them more inline with the PnP rules. So for those who wished that you could play a Lasombra, well now you can with all the powers that go with it. It pretty much brings all of the PnP clans into the game. I must say I was quite impressed with the addons and changes they have made. It's purpose is to try and bring more of the PnP elements of the Vampire: The Masquerade into VtM:R. The first one is called the World of Darkness mod. Now these mods are only for multiplayer they will not work for the single player game. There are notes if anything relevant is in these - if you wondered why certain behaviour was present.Normally this is not something we here at Gamebanshee do but I have recently tried two mods for VtM:R and have written a review of them both. If the familiar dies when being possessed the PC automatically unpossesses it.Įach default template (which is hidden in the toolset) tends to standardise slightly different scripts and conversations. Hitting the master with damage tends to have the possession stop. During possession the Master stands still, and is immune to mind affecting effects while possessing. Possession allows the use of abilities and skills the familiar has (but no inventory usage). This is hardcoded so only Familiars get possession. The Animal Companions can be changed to have combined levels using ruleset.2da see also Custom Spellbooks using classes.2da and spells.2da If you are a Ranger 10 / Druid 10 you only get a level 10 animal companion (Highest class counts) IE: If you are Wizard 10 / Sorcerer 10 you get a level 20 familiar. MinAssociateLevel doesn't work for familiars - as in any value other than 255 will allow a familiar, and 255 will block it. MinAssociateLevel determines what is the first level that class gets the companion. MinAssociateLevel set to 1 or higher (255 is "none") Any further edits to the blueprint (or instance in an area) usually removes the setting entirely. These can be done while editing GFF files (specifically UTC files for blueprints and GIC for NPCs in areas) in the modules temp0 directory when the module is open, then save the module. To add in a familiar these settings need to be added to the GFF top level. Note: Not sure if LevelUpHenchmen also removes this setting (need to test). Players change this value on levelup - but there is no change if they are de-levelled or anything, so if they lose enough XP they'll just keep the familiar/companion they chose at last level up. If these are undefined then no name is set (one can be set using SetName however once summoned) and the default 0 entry is used in hen_familiar or hen_companion. The toolset does not allow a familiar or animal companion type or name to be set on the UTC file since it gets cleared when the UTC is saved, or used in an area. NPCs, PCs and Familiars - UTC and BIC Familiar and Animal Companion choice setting The description in the "Choose your companion/familiar" levelup/chargen screen The name in the "Choose your companion/familiar" levelup/chargen screen It is about the only UTC blueprint the client needs. These UTC files need to be available on the server and client end for players to be able to properly select them on levelup. If an invalid resref is supplied nothing is properly loaded. This is the UTC creature template resref minus the 2 numbers at the end that refer to the level of the creature.ĮG: nw_fm_bat01.utc through nw_fm_bat40.utc is needed for the "Bat" familiar.
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