Player Resource Consortium
Neverwinter Nights => Help => Topic started by: Dark_Ansem on May 22, 2012, 05:03:35 AM
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I see many feats are duplicates. it's not possible to click over them, however, and read the description, and since the levelup wizard is completely broken, what can I do for a quicker and more exact feat choice?
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I see many feats are duplicates. it's not possible to click over them, however, and read the description, and since the levelup wizard is completely broken, what can I do for a quicker and more exact feat choice?
Trial & error is how I go about it. If you are feeling really adventurous you could modify the TLK file so you know which feat is for which class/race.
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I was going to ask PrC developers to add a suffix, so we can identify them
now is like: smite evil-smite evil-smite evil....
could you do it like : Smite evil (Paladin/Pal) - Smite evil (Cleric/Clr) - Smite Evil (templar/Tmpl) ?
a request for the next release. trial and error is too time consuming.
EDIT: nevermind that, there is a small ? I had never noticed. that does it.
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a real request for the next update: can you add a passive monster feats that augments psionics by default for them? in order to make stronger monsters.
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a real request for the next update: can you add a passive monster feats that augments psionics by default for them? in order to make stronger monsters.
I like this idea. An alternative could be to count HD in creature classes as manifester levels.
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since the AI is not smart enough to actually augment them, maybe an "override feat":
monster feat: augmented psionics
the monster with this feat has its psionic spells augmented accodingly to its HD.
after that it would only be a matter of understanding where those psionics are meant to be selected for the monster to use them.
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<= never actually played psionic character
I think setting a local var on a creature would be a better idea... but since we already have that in PRC...
Hmm...
I really have no experience with psionic NPCs. I think it's do-able but it would require some play-testing.
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<= never actually played psionic character
I think setting a local var on a creature would be a better idea... but since we already have that in PRC...
Hmm...
I really have no experience with psionic NPCs. I think it's do-able but it would require some play-testing.
The default NWN AI will already use psionic abilities, but it does so rather stupidly & nothing is augmented or adjusted for manifester level.
Unfortunately, TonyK's AI won't fire psionics at all.
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that's why I thought a passive abilty could solve, at least partially, the psionic stupidity :P