Latest Update
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10.25 Alpha
Added some custom Henchmen script set that does not override the standard bioware one and incorporated it into custom bleed system / Death system.
Load set_xp2_henchmen script set and change
OnDeath script to hr_hen_death
OnSpawn script to hr_hen_spawn
I used Daelan Red Tiger as an example.
Incorporated custom henchmen into death system with real bodies that can be pick up / dropped and taken to clerics for raising / resurrection or to other players or dragged out of combat etc..
Added two new separate setting for henchmen in hr_defaults script
//Henchmen Systems.
//If 1 henchmen will bleed to -10 with the same rules as bleeding
//If 0 then they just die and leave a corpse.
int HENCH_BLEED = 1;
// If 1 and bleed 1 then they will drop their inventory items at 0 or lower hp and drop there equipped items on death
// If 1 and bleed 0 they will just die and leave a corpse and drop all their gear.
// if 0 they never drop any gear but still leave a corpse.
int HENCH_LOOT = 0;
Add area for testing henchmen (Henchmen Test Area)
Updated raise dead / resurrection spells can target creature placable or item (PCT).
Fixed issue where pc were getting raise penalty/ rez penalty when being brought back by cleric. This suppose to only happened if the pc is raise by scroll or items.
Went through all options of death now available see hr_default for all the settings now.
Fixed so custom raise setting are correct and work as explained.
Explained standard raise system works (related to cost)
Added custom setting that you can put on each cleric that override custom and standard system.
Read under death system information, and see sample in henchmen area.
Added Gp % lose for leaving fugue / or for respawn system(if used).
Fixed hidden skin of creatures showing up on corpses if they spawn straight out of encounter trigger.
Fixed creatures who were raised / resurrection by NPC/ monsters in combat were not leaving a lootable corpse.
Fixed display corpse making two corpses.
Fixed NPC trying to raise dead corpses that where past the time of being raised.
Fixed error on corpses being skinned, too many skill checks.
Fixed error where paladin's lay on hands were losing their whole healing pool if they missed a touch attack on undead. Added undead getting will saving throw for half damage from lay on hands. DC 10+half paladin level + unmodified charisma bonus of paladin.
Updated Lay on hands description to better explain it.
Updated Minor healing spell if you have healing domain healing is 3 instead of 2.
Added to first aid ability, if you use first aid ability on a pc who is starving / dehydrated and dying you will give them some food / water(if you have some and the food system is used)
Removed placed and direct tracking setting from hr_default (we use both easily).
Added in custom placable for placed tracking.
Redid some the tracking feat DC and updated the description better to understand the DC.
Add variable that you can put on the creatures to adjust it tracking DC ( TrackAdj )
Fixed crafting scroll, potions etc.. giving more than one (thought I fixed this already).
Moved all faction creatures to their own area Faction Area
Add custom function HR_ChangeToFaction(object oTarget,int iFaction)
//Change to Target to standard faction or custom ones, add you own here also and in
the faction area.
// 0: Hostile 5: Confused
// 1: Common 6: Neutral
// 2: Merchant
// 3: Defender
Fixed error where HR_SkillCheckSuccessful was displaying results when it should not.
Wild Empathy fully function now and updated description.
Doing faction change, might switch to reputation system.
Handle Animal check DC 15 +HD of creature, Magical beast DC 19+HD
Redid Aid other Attack and Aid other Defense to use a holder spell so that it runs under it own setting instead of using the radial setting. This allow the touch attempt to run on it own without distance checks and show it proper icon when used. Fixed issue were Aid effects were stacking and added visual placeholders (will add custom ones later). Added more feedback on attempt / failing etc.. Change duration down to two rounds.
Added CC information about sub-radial feats
Added new sub-radial feat under custom target
Bend Bar / Lift Gate / Push / Pull / Escape binds (Just a placeholder right now, but be part of a lot of interaction with the environment
Fixed bug while possessing a familiar you lose calls to your persistent item and can only can find it if you save it to local object and call it while possessing your familiar.
Broke down all placables names into categories
Placables category list
* *
(Special) Invisible objects / No walk, stomach
B:
(Battle) War machines, weapon racks, Archery target
BU:
(Building) whole building, parts of building
C:
(Containers) Chest, barrels, etc..
D:
(Debris) Rubble, garbage, trash
DE:
(Death) corpse, blood or death related , torture, restraints
EF:
(Effects)Visual based or Runic, magical decorations.
F:
(Furnishings) Furnishing, tables, chairs, etc..
FC:
(Furnishings container) Furniture, but could also be holder
FL:
(Flags) Flag / Pennant / Banner / Merchant's Placard
FP
(Furnishings plant) in vase or other container
IT:
(Items) Can it be easily carried, gems, paper etc..
N:
(Nature) Natural items, gravel paths, webs etc..
NC:
(Nature Creature) Starfish, fish etc..
NP:
(Nature Plant) Plants, mushrooms, moss etc..
NR:
(Nature Rock) boulders , crystals etc..
O:
(Outdoors) lamp posts, trough , hay etc..
R:
(Religious) Altars, shrines
SI
(Signs), Sign posts
ST:
(Statues)
SW
(Switches), Levers, button
T:
(Tools) Large Tools or machines
TR:
(Transportation) Wagons, boats, flying machines
Art Assets added and modified.
Added taunt and spasm animations to Otyugh, finishing first pass.
Replaced Gargoyle model with full animation version, the super version that was connected to Orcus was dropping below the walk plane on knockdown and death.
Added project Q last fire troll , must of missed it earlier
Added Aboleth and Aboleth mage (changed portrait)
Added Myconid set (re-sized them all to the same size, since there is scaling system now and link them to one animation set. This allow to easily make more variants later also).
Added DLA Treant (variants later)
Added Rust monster (Changed portrait)
Added Grenade Weapon Models & Projectiles (changed the choking powder and caltrops models to be open bags that you can see the dust and the caltrops).
Added Scorpion Pack (Drop scorpion main model because it and A look too much alike, move all animation too A model and renamed it the main and linked the other scorpions too it. I did not add all the sizes because of scaling system. Removed moss off green scorpion and redid some of the textures on them all) Will add a yellow variant later.
Added Giant Leech and added portrait.
Added ham from placable witcher project model to HR_Food / Summoned replacing it_hr_food_003 item bag with ham model and replacing it_midmisc_003 bag item with ham model.
Added dried meat model to HR_Food / Summoned base item replacing it_hr_food_002 bag with model.
Added water bottle model to HR_Food / Summoned base item replacing it_hr_food_001 bag with model.
Added rope item Holdable 2x2 Special base item and added it model to replace it_midmisc_103 also.
Added rope feat, item property and incorporated it into the climbing system (see rope under system items).
Updated climbing system to make check for rope equipped. See climbing system.