Meaglyn, let me take back that about appearance. I was going to add some models so that I could release this with more pre-set familiars. If you would prefer to make your own familiars then don't sweat this. But if you plan on using my pre-sets then hold off on a merge of appearance and hen_familiar.
Another addition I plan to share are Rolo's mounted familiar VFX's. I'll need to get his approval of course, but I'd like to do a proper integration that shows those in action.
I have no problem with you merging HAK content at all. Feel free. I will likely be using the models I shared to round out the familiars.
Shadooow, you don't need to apologize. I understand that the familiars as offered are probably not to everyone's taste. You could however easily make your own familiars, and make them all more powerful. This system is not restricted to weak familiars. Its very customizable. And with this NWNX change it will be much less work to construct familiars with more hitpoints.
With regards to your question about editing blueprints instead of a 2DA. I think you have misunderstood how this system works. The idea is to enable the familiars to be dynamic. You have one set of creature blueprints for all familiars, and never have to touch these ever. Instead the familiar is generated programatically from templates described in the 2DA. This allows the Bind Familiar spell to work. A wizard can change their familiar in the middle of play whenever they successfully bind a new target.
With the changes I made yesterday using nwnx_funcs, this system will no longer rely on the familiar's blueprint for adjusting hitpoints. This was one of the weaknesses of the original version. Since I relied on creature skins to implement most of the familiar customization and only had one familiar blueprint (creature) for all familiars, I was only able to adjust hitpoints with CON bonuses and TOUGHNESS feats. Now you can set hitpoints per level and have a wide range of hitpoints by familiar type.
Other changes with nwnx_funcs allow the dynamic adjustment of skill ranks on the creature rather than applying skill bonuses to the skin. This means that I can add the Open Lock skill as an option without giving at least 1 skill point in Open Locks to all familiars (which would enable them all to Open Locks regardless if whetehr you wanted them too or not).
The ability scores are now also better too since they are no longer applied as bonuses on the skin.
All that said though... I am tempted to entirely scrap the old system and rethink it with NWNX. I could potentially do away with a lot of the 2DA, and just store whatever creature the player binds in a database, and then use SCORCO to recall it when it is summoned. That would be awesome! Would take a lot of work to rethink this entire system, but getting rid of all of those damn familiar blueprints entirely would be really great.