Rhifox wrote: ↑Sat Sep 04, 2021 11:19 am
Ah right, because the mod I got the raven from named the blueprint c_fam_crow instead of c_fam_raven, and I set the scripts to go to c_fam_raven instead of crow. Woops.
Hehe, naming can be annoying! Is there any workaround for this? Can a DM do something?
No, but we'll look at having it fixed by next reset, as the fix only needs a script update rather than a full update.
Alright, looking forward to getting my raven, thanks for all the hard work
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Maealyn Cloudcreek, Priest of the Hearthkeeper
Emma, Monk Karen Smith, Techsmith of Gond
When resting with a familiar out, it resets all values but only reapplies the skills, not HP or saves.
Trained Only skills always show up as 0 for the familiar if the familiar doesn't personally have ranks in it, even if the master has put ranks into that skill.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
This should be posted here for those wanting to use this familiar.
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This should be posted here for those wanting to use this familiar.
If someone would like to update the Wizard/Sorcerer/Improved Familiar pages on wiki with the new information, I would very much appreciate it. Everything should be there in the descriptions of the feats so should be easy to transfer over.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
Rhifox wrote: ↑Fri Sep 24, 2021 3:45 pm
Wizard, Sorcerer, Summon Familiar/Familiar, and Improved Familiar wiki articles have all now been updated to account for the new familiar features.
I know that this is a year old topic, but I would like to point out that the Improved Familiar abilities (atleast eyeball and bonebat) doesn't match the WIKI article at all:
I think a lot of the SLAs (if not all of them) ran into some technical complications, though I don't think they were scrapped outright so much as deprioritized. There's been a lot on Rhi's plate over the past year, and nobody else stepped up to fix this.
Not sure what's up with the Bonebat, though. Does it literally not have a weapon? I know it's not easy to command familiars to attack in NWN2, but that's not specific to the Bonebat.
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The issue with special abilities is that the game doesn't give any means for a player to use them when possessing a creature, and familiar AI won't attack so it'll never use it on its own. I want to come back to these and fix that at some time, but unfortunately it's low priority.
To attack with a familiar (that is, basic autoattacking), you need to turn off companion AI (click the AI button next to the menu 'eye' on the bottom left of the screen), possess your familiar, right click on a mob, and select attack. Then you can swap back to your main and the familiar will keep attacking. Due to the AI, this is the only way to make a familiar attack at this time (though I'd like to change the AI at some point).
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic