Azazello Posted November 10, 2007 Share Posted November 10, 2007 (edited) Miloch's edit: The latest and greatest FAQ for Level 1 NPCs is here. Please use this thread for asking new questions or commenting on the existing FAQ. To report a possible bug or suggest new functionality, please start a new thread. For requesting addition of a new NPC, you can use this thread. Code is not necessary, but include the following data: NPC name NPC .cre files (separated by game, such as SoA, ToB) NPC .itm files (for any special items only the NPC can use) Any proficiencies required for those items (if any are weapons) NPC starting .dlg file containing the first JoinParty() action Any other .dlg files containing JoinParty() actions (rejoining) NPC's scripting name (death variable) Any special innate .spl abilities the NPC should retain regardless of class/kit change Make sure this is a released NPC and the author has granted permission if necessary (some mods are essentially in the public domain and variants of BioWare NPCs tend to get added by default to avoid confusion, such as "I made Eldoth a barbarian with this mod but he didn't change!"). Edited March 31, 2011 by Miloch Quote Link to comment
jcompton Posted January 8, 2008 Share Posted January 8, 2008 J. Compton will probably allow PPG NPCs to be included if we all buy stock in Broken Hourglass, so it's possible some will show up later This is pretty funny, although not as funny as my credit in the later version. Quote Link to comment
Tieflingz Posted November 27, 2009 Share Posted November 27, 2009 Eh, don't know where to ask so decided to just ask here Is it possible to make the NPCs dual classed with Lvl1 NPCs? As I selected Yoshimo to be Fighter/Bounty Hunter, he became multi-class, any options to Dual Class the human races? Quote Link to comment
Jarno Mikkola Posted November 27, 2009 Share Posted November 27, 2009 any options to Dual Class the human races? Well, you can certainly try, but you'll have to try quite hard and use a save to do so. As the character will join you, they'll get the experience added step at a time, you can try to pause when you have enough XP for the first level to advance to the point you wish to dual the char, dual him with the pause on, and then just wait for the rest of the XP to flood in. Of course you can't dual into a Kit etc. PS, as this is FAQ, when is the next release coming? Quote Link to comment
Azazello Posted November 28, 2009 Author Share Posted November 28, 2009 ...as this is FAQ, when is the next release coming? That certainly is a FAQ! And the Frequently-Given-Answer is... 'When it's ready'. Quote Link to comment
Zireael07 Posted March 31, 2011 Share Posted March 31, 2011 What about mod NPCs? Did any appear? And what should I (or shouldn't I) do if I want my mod to be compatible with Level1NPCs? Quote Link to comment
Miloch Posted March 31, 2011 Share Posted March 31, 2011 I should (and did) edit the original post because the updated FAQ is actually here on the mod's project page. Mod NPCs were added a few releases ago - scroll down to "Q: What about NPCs added by mods?" to see the list. Also, see the original post for what to do to add an NPC. Quote Link to comment
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