Player Resource Consortium

Neverwinter Nights => General Discussion => Topic started by: havoker on November 01, 2012, 03:12:16 PM

Title: About spells duration
Post by: havoker on November 01, 2012, 03:12:16 PM
Is there a way to increase "hour" duration spells to last really one hour? if it envolves scripting i cant do it ._. so i will just suggest that this option is applied in the  personal switch of PRC.

also this, how can i keep the default xp from nwn and remove henchmans/summons/pets taking part of it?

Edit: i just saw the other post.

Also, there is no way to remove maximum xp from HoTu (lame 200 in 3rd chapter lol) or the base campaign (490 or something) right?
I remember the first time i played hotu, in the first chapter some monster were giving more than 2000 xp.
Title: Re: About spells duration and xp.
Post by: urthok on November 01, 2012, 05:29:12 PM
I believe I saw something like "use real time" somewhere. Never tried it though.
Title: Re: About spells duration and xp.
Post by: havoker on November 01, 2012, 07:00:14 PM
yeah it makes summons last nothing, lol
i want it to keep 1h and then it should last 1h in real time ;p
so one can use mage armor from mage lvl 1 (with lvls in other classes) and its useful, etc.
Title: Re: About spells duration
Post by: xwarren on November 02, 2012, 03:03:24 PM
I'm not sure if you can change this by scripts. You can change it in Toolset though.
Open your module in Toolset, go to module properties 'Advanced' tab and adjust Minute/Hour field (default = 2 -> one game hour = 2 real time minutes). Save the module and exit toolset.
Title: Re: About spells duration
Post by: havoker on November 08, 2012, 07:46:30 PM
Save the module means rebuild the module or just save it? i don't remember, but will try. thx
Btw, the campaign modules are not appearing in the list O.o only prelude... is it because its the only one i finished?