Myconids by Schazzwozzer
Schazzwozzer@yahoo.com
January 28th, 2002

Tested with NWN version 1.27
Updated to work with version 1.28

Also known as Fungus Men, Myconids have been a part of D&D since First Edition. They are denizens of the Underdark, living in caverns deep underneath the earth. Unlike most of the sentient lifeforms that exist in the Underdark however, the myconids are a peaceful people that despise violence and ultimately only desire to exist undisturbed, and in peace.

Myconid colonies are split up into "circles". Each circle consists of 20 members and it is with these circles that a myconid works and melds (a ritual in which the fungus men join into a collective telepathic conciousness). Within a colony there is one King Myconid. The king is always the largest and eldest Myconid and is the only one not part of a circle. He is excluded from melding and therefore is pitied by his peers. The king assumes the role of leader and protector of the colony. He is also the only one able to practice a form of fungal alchemy, in which he is able to produce special potions, as well as animate dead creatures as guardians, so that the Myconids need not commit violence themselves.

Relations between humanoids and myconids are strained. Myconids see humanoids as warlike creatures with no desire but to create conflict, while humanoids generally see the fungus men as disgusting beasts. As such, myconids will be very apprehensive towards any adventurers or otherwise they might meet. If approached in peace however, there is the possibility they will attempt communication. Myconids are never found outside their communities, except for small patrol groups, which search the Underdark for unburied dead, which the King then animates.

 

Installation

- Extract the Myconid.hak file into your "Hak" folder, inside your NWN directory.

- Extract the Myconids.erf file into your "Erf" folder, inside your NWN directory.

- If you wish to install the small DEMO mod, extract the DEMO - Myconids.mod file into your "Modules" folder, inside your NWN directory.

To use the accompanying creature and placeable blueprints, within the toolset, simply go up to File > Import. A window will come up. Find the Myconids.erf file within the Erf folder, and open it.

 

2da Information

For those who are working on new custom models or wish to combine the .2da files with those of other hak paks, I have provided the following information to hopefully help you out a bit.

Within the appearance.2da, I used lines 465, 466, and 467.

Within the portraits.2da, I used line 765.

 

Thanks to:

Bioware, obviously, for creating Neverwinter Nights in the first place.

Scooterpb, for his damn fine 3d Studio Max plugin, which was used to export these models into the proper format..

Scott Greene's Creature Catalog. This great site is where I was able to find a 3rd edition conversion for the Myconids.


And lastly, if you are to distribute any of the content included in this package, in any form, modified or not, I ask that you include documentation that clearly gives credit to me where such credit is due.

I don't think that a single line in a text file is too much to ask for.

Thanks.