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I'm debating a Gnoll or Flind playthrough

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  • ThacoBellThacoBell Member Posts: 12,235
    @ObsidianShade I know this is an old thread at this point, but I have to ask. How did you get a paperdoll? I'm starting a Kobold playthrough, and haven't been able to figure it out on my own so far.
  •  TheArtisan TheArtisan Member Posts: 3,277
    @ThacoBell

    Gnolls have a paper doll because you can shapeshift into one using the Polymorph Self spell.
    DreadKhanThacoBell
  • ThacoBellThacoBell Member Posts: 12,235
    @Artemius_I That makes perfect sense at least.
  • NoloirNoloir Member, Mobile Tester Posts: 380
    @ObsidianShade I'm doing something very similar with a flind playthrough. Only thing is that my flind being a favored servant of Yeenoghu their Demon Prince of Slaughter my flind also has the innate ability to summon ghasts and stinking cloud. Makes for an interesting run as a barbarian unaffected by the gas cloud's effects when enraged. Though I prefer casting it after he lays siege to a horde of enemies. I imagine the stinking cloud to be the stench enamating from his prey's husks.
    ThacoBell
  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,579

    I always wanted to play through IWD as a party of one or more monsters, but I never had the technical know-how to fully realize my dream.

    The way that I imagine a Flind character would be with proficiencies and restrictions that coincide with the animation and paperdoll limitations. For example:

    -The Flind would use the naturally hasted polymorph version as a template, as the normal Flinds walk too damn slowly to keep up with any human party members.

    -I would probably make the Flind a kensai, so that the character would be prohibited from using any armor, shields, helmets, etc. - coinciding with the fact that those items wouldn't show up on animations/paperdolls.

    -The Flind would have unequippable halberd(s) in his or her weapon slots, in a manner similar to the unequippable weapons used by the Varshoon NPC mod. The halberds might each serve a different function - i.e.: one causes fire damage, another causes acid damage, etc. - and the player can switch between them in combat, similar to the Afaaq djinni mod's scimitars. Maybe one halberd might be, or at least be similar to, the Chelsea Crusher, with an exceptionally high to-hit/damage but at the cost of only one APR, for use against high level villains that can't be hit with "lesser" weapons. Although the player could spend proficiency points in other weapons, the only ones that would actually matter would be in halberds and 2-handed weap style.

    -Maybe the Flind might have other attributes that offset the inability to use most armor/weapons, like high magic resistance and/or poison/disease immunities.

    Oh well... back to dreaming! :(
    Contemplative_Hamster
  • NoloirNoloir Member, Mobile Tester Posts: 380
    edited May 2018
    @SharGuidesMyHand

    With NearInfinity and EEKeeper you can make that a reality, friend.

    https://sourceforge.net/projects/nearinfinity/

    https://sourceforge.net/projects/eekeeper/


    https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1 (For more recent NI download.)

    It's much easier than it looks. Three months ago I had no idea how to use either and now I'm creating Drow soldiers (with the actual paperdoll) that shoot acid mini web projectiles at enemies with 50% magic resis and their own custom gear. As well as a Winged Elven Female Paladin with an undroppable electric halberd that shoots lightning as projectiles. Just takes time to familiarize with the template but once you do it's cake.

    EEKeeper makes character creation simple to the ppint where you can create classes like a Kensai/Mage dual class and give a select character the appearance of something like a Raksasha. NI though a little trickier is perfect for creating weapons or modifying pre-existing ones like the hand to hand blue winterwolf fireball. Which can in turn be assigned to a character using EEKeeper. Once the newly created weaps/spells/whatever are placed in your override file and your newly modded and saved character is placed in your character file all the new gear will appear so long as you assigned usuable image files (.bams). It takes time but it comes naturally after a week or two.
    Post edited by Noloir on
    SharGuidesMyHand
  • NoloirNoloir Member, Mobile Tester Posts: 380
    @SharGuidesMyHand

    http://imgur.com/mTquxSl

    The infinity Engine is very flexible as to give one halberd all of those attributes in different toggles. It's very reasonable to do especially using items like the Flail of ages and Celestial Fury as a reference to copy and paste damage and melee secondary effects from in NI.
    SharGuidesMyHand
  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,579
    Noloir said:

    @SharGuidesMyHand

    With NearInfinity and EEKeeper you can make that a reality, friend.

    https://sourceforge.net/projects/nearinfinity/

    https://sourceforge.net/projects/eekeeper/


    https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1 (For more recent NI download.)

    It's much easier than it looks. Three months ago I had no idea how to use either and now I'm creating Drow soldiers (with the actual paperdoll) that shoot acid mini web projectiles at enemies with 50% magic resis and their own custom gear. As well as a Winged Elven Female Paladin with an undroppable electric halberd that shoots lightning as projectiles. Just takes time to familiarize with the template but once you do it's cake.

    EEKeeper makes character creation simple to the ppint where you can create classes like a Kensai/Mage dual class and give a select character the appearance of something like a Raksasha. NI though a little trickier is perfect for creating weapons or modifying pre-existing ones like the hand to hand blue winterwolf fireball. Which can in turn be assigned to a character using EEKeeper. Once the newly created weaps/spells/whatever are placed in your override file and your newly modded and saved character is placed in your character file all the new gear will appear so long as you assigned usuable image files (.bams). It takes time but it comes naturally after a week or two.

    Noloir said:

    @SharGuidesMyHand

    http://imgur.com/mTquxSl

    The infinity Engine is very flexible as to give one halberd all of those attributes in different toggles. It's very reasonable to do especially using items like the Flail of ages and Celestial Fury as a reference to copy and paste damage and melee secondary effects from in NI.

    Thanks for the advice.

    I actually started using EE keeper to at least create a base template for the kind of character I described, but I've still been running into some buggy issues (i.e.: I can't get the character to start off with the kai ability - they only acquire it after leveling up).

    I've never tried NI because I've been intimidated by all the techno language associated with it (i.e.: "optcodes"), but perhaps I'll give it a more earnest go in the near future.
  • NoloirNoloir Member, Mobile Tester Posts: 380
    edited June 2018
    @SharGuidesMyHand

    In the Memorization window of EEKeeper set the value of innate spells to 1. If there is no option for innate spell memorization then add the Innate value under type set at level 1 and set the memorization at 1. Then in the Innate window once you've set the Kai ability set it to the value 1 or more. Should work.
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