Hi
I am trying to make my first module, and I want animal companions and familiars work different than in vanilla NWN.
I want to do two things:
1. Making them more interactive. Basically I want them to be less of a class feature and more of a companion. I want the player to be able to have more elaborate conversations with them (like with henchmen). Is this possible and is there any known problems? For example can an animal companions/familiars "remember" conversations from time to time, or do they loose them when dead/unsummoned? I imagine that area triggers might not work well (?), seeing how they might not be summoned at the time of moving into the trigger.
Does anyone know of modules that do something like what I describe above or has worked with this?
2. Having the player acquire the companion. Do to the module background (the character is prisoner/slave) I do not want the player to have the companion/familiar from the start, but that it is acquired through quest/conversation later. The player should meet the companion/familiar and form a bond with it.
Can this be done? And how to deal with the player choice of companion? Can I limit the choices to a few types that fit the story (like animals that fit the environment)? This would making the changing of companion type more immersion breaking than normal, therefore can it be enforced that when first one type (like dire wolf) is chosen then it remain that type thrughout? the game regardless of levelling.
I considered it might be possible to move the lvl which the companion/familiar is gained (can this be done?) and then having the player meet the creature and force give lvl-up in the conversation, but maybe someone has a better idea.
If the above two is not possible is it then possible to remove the companion/familiar completely (is that possible?), and then add a henchman tied to an item that can resummon the henchman once a day.
I think I have seen that in a module, how is it done?.