Thought I'd share this set of scripts and blueprints I pulled together (and revamped slightly) from HotU Chapter 2 for a module I'm working on...
VAMPIRES - HotU Style
The full synopsis of the package:
================================================================================
X2 VAMPIRE PACK
================================================================================
Compiled by Pstemarie, December 31, 2014
Adapted from assets used in HotU Chapter 2 © Bioware
*****************************
Requirements and Installation
*****************************
Requirements:
-------------
NWN, SoU, HotU - patched to v1.69
Installation:
-------------
1. Merge the /ERF, /HAK, and /SCRIPTTEMPLATES folders into your NWN installation
2. Edit the Module Properties and add "x2_vampires" to the HAK tree
3. Import the contents of the "x2_vampires" ERF file into your module
*****************************
MANIFEST
*****************************
Dialogs:
--------
x2_coffin.dlg - Placeable coffin dialog file
Blueprints:
-----------
x2_woodstake.uti - Splintered wood item (used to kill vampires in their
coffin) - Items/Plot
x2_coffin.utp - Placeable vampire coffin - Placeables/Custom/Containers
Script Templates
----------------
set_nw_vampire.ini - Vampire creature events config file
set_nw_vampire_shad.ini - Gaseous form creature events config file
Scripts:
--------
nw_c2_vampire7.nss - Vampire OnDeath event script
nw_c2_vampireg9.nss - Gaseous form OnSpawn event script
nw_c2_vampiregd.nss - Gaseous form OnUserDefined event script
x2_coffin_ud.nss - Placeable coffin OnUserDefined event script
x2_coffin_used.nss - Placeable coffin OnUsed event script
x2_d1_coffin001.nss - Placeable coffin dialog ActionTaken script
x2_d2_coffin001.nss - Placeable coffin dialog StartingConditional script
x2_d2_coffin002.nss - Placeable coffin dialog StartingConditional script
x2_inc_reward.nss - Custom XP include library (needed for custom 2da support)
HAK Contents:
-------------
cus_xp_rewards.2da - Custom XP Table
nw_vampire001.utc - Vampire creature blueprint
nw_vampire002.utc - Vampire creature blueprint
nw_vampire003.utc - Vampire creature blueprint
nw_vampire004.utc - Vampire creature blueprint
nw_vampire_shad.utc - Gaseous form creature blueprint
The vampire blueprints have had their TAGs changed to "NW_VAMPIRE" and the correct
creature event scripts associated with them.
The gaseous form blueprint (nw_vampire_shad.utc) has had its appearance changed to
the "NULL Human" appearance. In addition, its OnSpawn event acript now creates a
gaseous form VFX effect when the creature first spawns.
Do NOT alter the blueprints or the first 8 lines of the 2da file; however, you may
add any numer of additional lines to the 2da file as desired.
Notes:
------
These scripts make use of a custom 2da file to determine the amount of XP rewarded
for staking a vampire in its coffin.
Do NOT under any circumstances alter the TAGs of any of the blueprints included in
either the ERF or the HAK file. Doing so will break the system.
****************************
USAGE
****************************
1. Open an area in your module and place a vampire coffin.
2. EITHER place a vampire OR place an encounter trigger that spawns a vampire in the
same area where you placed the vampire coffin.
Notes:
------
When the vampire is slain, it will change into gaseous form and flee toward the nearest
unoccupied coffin. If no unoccupied coffin exists, the vampire will be destroyed.
Once in a coffin the vampire will regenerate its wounds, respawning after 80 seconds
have passed.
The kill/regenerate cycle will continue until the vampire is permanently slain (see #6
below).
Vampires may be permanently slain while in their coffin by driving the splintered wood
item through their heart (see x2_coffin.dlg). After the vampire has been killed, XP will
be awarded to its killer as determined by cross-referencing the vampire's hit dice with
the appropriate line number in cus_xp_rewards.2da.
It is possible to create custom vampires - just make sure the creature's TAG is set to
"NW_VAMPIRE" and that it has the appropriate event scripts attached
(set_nw_vampire.ini - found in the /SCRIPTTEMPLATES folder).