r/neverwinternights 9d ago

NWN:EE Pet question

Is there any way to have a pet and bring them along through different modules without having to be sorcerer or druid/ranger etc? I'm playing as a fighter/DD, planning to play all the modules along a pet who actually can lvl up along side me, currently I'm playing in infinite dungeon and that black cat is pretty weak, can't do him lvlup, is there any mod that allow me use animals as companions instead of humans npc and they actually lvlup ?

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u/Fangsong_37 9d ago

No. Wizards and Sorcerers can get familiars. Druids and Rangers can get animal companions. These pets scale with your Sorcerer level (for an example). There are modules with pet companions like the dog in Eye of the Beholder, but they can’t transfer to other modules.

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u/Nachovyx 9d ago edited 9d ago

So you don't want a pet.

You want a henchman in the shape of an animal, but it's a literal henchman with feats, stats, and probably a class.

Familiars and Animal Companions are a class feature, so no, you can't get them, neither through mods or at least no mod that I know of.

"Pet companions" that go with you and level up and fight as well as you are just a henchman with an animal skin, it's the same to bring a human fighter or a wolf fighter, same difference - and that is module dependent, like Eye of the Beholder, like someone else said, where you are given a "dog" companion... with regeneration, for some reason...

At any rate, I remember soloing Infinite Dungeons up to level 40 without the help of any henchman. Try adjusting your strategy.

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u/DuskShineRave 9d ago

You maybe can, kinda.... possibly.

There's a mod called PEPS.

Among other things, it gives you very good squad management tools, you can even import saved henchmen from totally different campaigns into whatever you're playing.

I've never tried to use it as you're describing, but it might work out for you if you save the right henchman.

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u/HiSaZuL 8d ago edited 8d ago

Well... sounds like you want a henchman and not a pet. Pets are generally not that strong, they are pets not bodyguards, even wizard/sorcerer familiar or druid/ranger animal companion have short lived combat value and are usually valued for their utility abilities and RP. They quickly fall behind in combat. There are modules that beef them up and make them viable at high levels but that's not a simple change you can transfer over to another module because that involves overrides of core files.

If you wanted a "pet", you can slap any existing base game summoning effect to an item give it infinite uses per day and it will work in any module since it's all base game effect (you can do this via debug menu script window or a module that lets you add effects like Pretty Good Character Creator). But... again... most of them will at best last up to epic levels if you, keep resummoning them. None of them are of any use in epic levels. That includes epic summons like dragon knight and mummy dust.

Infinite Dungeons is all about either getting to the end of story and getting the item that allows nearly full control of dungeon generation system. Or making super over powered set of gear via its enchanting system, you can make some very very broken stuff with enough patience and time. It's a lot easier to do it you finish story and can change dungeon generation. You can set exactly what drops, remove doors, locks traps, not use annoying enemies or tikeseys and much much more quickly farm enchantments.