Player Resource Consortium
Neverwinter Nights => General Discussion => Topic started by: lifanov on June 21, 2010, 02:37:21 PM
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How do I disable party xp adjustment?
I am playing Master of Shrouds right now and leveling is brutal.
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How do I disable party xp adjustment?
I am playing Master of Shrouds right now and leveling is brutal.
You don't give very much information. Are you using the PRCs PnP XP system?
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I'm sorry. I didn't realize that I didn't.
I am using the default Bioware XP system, but I can switch to one of the PRC ones if it will do what I need.
I want to run around with a ton of undead and still be able to level.
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I'm sorry. I didn't realize that I didn't.
I am using the default Bioware XP system, but I can switch to one of the PRC ones if it will do what I need.
I want to run around with a ton of undead and still be able to level.
Turn the Bioware XP slider down to 0 in the module properties.
Set the following switches in the module variables:
PRC_XP_USE_PNP_XP = 1
PRC_XP_USE_SETXP = 1
Test out the module. If that still isn't doing what you want, try adding these switches:
PRC_XP_SUMMONED_PARTY_COUNT_x100 = 1
PRC_XP_FAMILIAR_PARTY_COUNT_x100 = 1
PRC_XP_DOMINATED_PARTY_COUNT_x100 = 1
The documentation isn't crystal clear, but I think the above switches will make summons, familiars & dominated NPCs not count very, little towards XP calculations.
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Also, you can get rid of all that & use the PRC version of PWFXP by Knat & FluffyAmoeba. It's no longer at the link I had for it, but I can PM or email you the scripts if you want to go that route.
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Ohh, thank you very much for this information.
I would like a PM though.
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I only see PRC_XP_USE_SETXP = 1 in the flags I can set. Where are the others located?
NOTE: I'm calling up the PRC in game and looking at PRC options.
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All switches can be found in prc_inc_switch.nss file in prc_include.hak. You can set them on module in toolset or add personal_switch.2da file to your override folder.
That's how your personal_switch.2da should look like:
2DA V2.0
SwitchName SwitchType SwitchValue
1 PRC_XP_USE_PNP_XP int 1
2 PRC_XP_PC_PARTY_COUNT_x100 int 100
3 PRC_XP_HENCHMAN_PARTY_COUNT_x100 int 1
4 PRC_XP_DOMINATED_PARTY_COUNT_x100 int 1
5 PRC_XP_ANIMALCOMPANION_PARTY_COUNT_x100 int 1
6 PRC_XP_FAMILIAR_PARTY_COUNT_x100 int 1
7 PRC_XP_SUMMONED_PARTY_COUNT_x100 int 1
You still need to move XP slider to 0 in module properties in toolset or you'll get double xp rewards.
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O.K. I need help here. I took the file you had and renamed it personal_switch.2da and put it in the override folder in the NWN folder. I am not seeing any change in experience points when I load my game and play.
Also, when I open the toolset and pick campaign modules. I only see the prelude and it says it is write protected.
I would appreciate any help.
Sorry for not being savy with the toolset.
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Sorry to bump this thread but I'm trying to do the exact same thing. I've tried the above and it didn't work for me. My test bed was the prelude with a level 1 dread necromancer. Ran him through the thing maybe 20 times with all sorts of possibilities. If I'm testing with bioware xp disabled I'm getting nothing at all. If I'm testing with bioware xp enabled I'm getting two hits of the same xp. And both are reduced when I increase the amount of summons I have out. I've tried it with all those switch values at -1, 0, 1, and 100. I've tried it with SetXP flagged on and off. I've tried it with the prc_xp_slider_x100 set to 100 just to make sure.
What the hell is going on here? Is there something wrong with my testing area? Are the weak goblins just worth 0 xp? Is my skeleton too high level for me? Are the mages too high level for me to get xp from? I did note that on my last test I only got one hit from the mages, but still the double xp hits from the goblins. This was with bioware xp enabled.
Every game was a fresh start (not from a save), and in between games I would start a new game for the explicit purpose of changing the settings to make sure they held. Everytime I started a new game I closed out nwn entirely and started it back up. Just to make sure none of the tests were inaccurate.
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Sorry to bump this thread but I'm trying to do the exact same thing. I've tried the above and it didn't work for me. My test bed was the prelude with a level 1 dread necromancer. Ran him through the thing maybe 20 times with all sorts of possibilities. If I'm testing with bioware xp disabled I'm getting nothing at all. If I'm testing with bioware xp enabled I'm getting two hits of the same xp. And both are reduced when I increase the amount of summons I have out. I've tried it with all those switch values at -1, 0, 1, and 100. I've tried it with SetXP flagged on and off. I've tried it with the prc_xp_slider_x100 set to 100 just to make sure.
What the hell is going on here? Is there something wrong with my testing area? Are the weak goblins just worth 0 xp? Is my skeleton too high level for me? Are the mages too high level for me to get xp from? I did note that on my last test I only got one hit from the mages, but still the double xp hits from the goblins. This was with bioware xp enabled.
Every game was a fresh start (not from a save), and in between games I would start a new game for the explicit purpose of changing the settings to make sure they held. Everytime I started a new game I closed out nwn entirely and started it back up. Just to make sure none of the tests were inaccurate.
Well... I've never tried OC with pnp xp switch. Will have to check that. Might be as you think - xp switch uses different xp table than original NWN, and weak goblins might be too weak ;)
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Well... I've never tried OC with pnp xp switch. Will have to check that. Might be as you think - xp switch uses different xp table than original NWN, and weak goblins might be too weak ;)
Yeah, if I remember right, the fist gobs you fight had exactly 2 hp.
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Well, I gave up on this with two things in mind:
1) I couldn't seem to get it to work.
2) Advanced Learning wasn't in. (And though I wanted to start with dread necromancer, I was considering going to lich. And what lich is complete without timestop (<3 Kangaxx))?
Now that Advanced Learning is in, my interest is renewed...but I still don't know how to pull it off. :(
I basically just want to go through the campaigns summoning skeletons and end roughly at the same level I otherwise would. :/
Edit: I may be wrong about advanced learning with time stop. Also heals? I don't exactly know what advanced learning provides I just assumed time stop would be accessible somehow and was going with the Arcane Disciple feats listed under Kaedrin's content for NWN2 found here:
http://nwn2customcontent.wikidot.com/dread-necromancer
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XWarren,
Should the code you presented be in a text file, or some other format?
update: nevermind, figured it out
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Got the 2da made, but I'm not getting any XP!
I'm playing in Hotu and seeing 0 XP awarded (except for set awards)
Any ideas?
Update: finally figured out to load personal_switch.2da contents, but now system tells me "too far away to get any experience" everytime something is killed.
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Just tried this in another module. I'm getting the same message "You are too far away from the combat to gain any experience"
What's up?
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have you tried setting PRC_XP_MAX_PHYSICAL_DISTANCE switch? If the distance to killed monster is greater than the value of this switch, you'll gain no XP.
The value is in feet (I think).
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I have it working now, thanks. The PRC_XP_MAX_PHYSICAL_DISTANCE switch did the trick.
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What did you do differently than I did?
My modules have been slided to 0 xp...my personal_switch.2da looks like this:
2DA V2.0
SwitchName SwitchType SwitchValue
1 PRC_XP_USE_PNP_XP int 1
2 PRC_XP_PC_PARTY_COUNT_x100 int 100
3 PRC_XP_HENCHMAN_PARTY_COUNT_x100 int 1
4 PRC_XP_DOMINATED_PARTY_COUNT_x100 int 1
5 PRC_XP_ANIMALCOMPANION_PARTY_COUNT_x100 int 1
6 PRC_XP_FAMILIAR_PARTY_COUNT_x100 int 1
7 PRC_XP_SUMMONED_PARTY_COUNT_x100 int 1
8 PRC_XP_MAX_PHYSICAL_DISTANCE int 1000
9 PRC_MULTISUMMON int 1
I'm importing the personal_switch.2da using prc options -> alter switches -> Read personal_switch.2da, etc, etc.
Still nothing. Nothing whatsoever. 2 kill messages each kill and no rewards. What PRC version are you using? Are you using the setxp option?
I'm testing this on monsters in beggar's nest and no man's land since it only takes ~30 seconds to get to them.
Edit: Challenge rating for those monsters is anywhere from Easy (Weak Zombie) to Challenging (Rabid Dog/Zombie).
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I thought 2das were supposed to start with row 0? That one starts with row 1?
Also you have the 2da sitting in your override folder correct?
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Yeah, it's in the override folder. I was basing my .2da format on the example xwarren provided. Is there a way to make it spit out the current settings for a specific string to confirm that it is in fact implementing the line properly? I doubt that's the case because the multisummon line works fine, but it's a thought.
Also, what is the maximum value a string will accept? (Specifically, PRC_XP_MAX_PHYSICAL_DISTANCE)
Obviously making it work is my first priority, but if I ever manage to I'd want that as large as possible.
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add PRC_XP_MAX_PHYSICAL_DISTANCE , I set it to 150
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Yeah, that's been added. I had it set to 1000, but I lowered it to 150 with no effect.
I'm sending you a PM since you're the only person I know that's gotten this to work.
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Xand
If you figure this out, I would like to know the answer.
NOTE: I found that making a change to the 2da for XP did not take affect in existing games. I had to start new games for the XP changes to take (even though they were the double experience and not what I wanted).
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PRC_XP_USE_SETXP
I am also using this.
One question, what level is your character? If your character level is too high comapred to the critter, you will not get any XP. I realized this was the problem with the Hotu game I was testing. Try this with a low-level (1-3) character and scenario.
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Yeah, according to the file I believe it was CR > abs(+/- 8) does not give XP.
So I added SetXP and got nothing...but then added the "PRC_XP_GIVE_XP_TO_NPCS int 1" line and now it's finally working. I don't know why that line seemed to do it, but it did. My current .2da is:
2DA V2.0
SwitchName SwitchType SwitchValue
1 PRC_XP_USE_PNP_XP int 1
2 PRC_XP_PC_PARTY_COUNT_x100 int 100
3 PRC_XP_HENCHMAN_PARTY_COUNT_x100 int 1
4 PRC_XP_DOMINATED_PARTY_COUNT_x100 int 1
5 PRC_XP_ANIMALCOMPANION_PARTY_COUNT_x100 int 1
6 PRC_XP_FAMILIAR_PARTY_COUNT_x100 int 1
7 PRC_XP_SUMMONED_PARTY_COUNT_x100 int 1
8 PRC_XP_MAX_PHYSICAL_DISTANCE int 150
9 PRC_MULTISUMMON int 1
10 PRC_XP_SLIDER_x100 int 100
11 PRC_XP_USE_SETXP int 1
12 PRC_XP_GIVE_XP_TO_NPCS int 1
Now I'm facing the problem of getting entirely too much xp (300 per zombie lol). Obviously I can manipulate that with the slider, but as I've never played through the campaigns before I'm not sure how to pace myself. I'm about to play through all 3 campaigns with my girlfriend, so if someone wants to fill me in on what levels I should expect to end each game on (and each Chapter of the first one if you're pro) I'll attempt to come up with a rough estimate to compare that to.
How's the pace of your HotU game going, barna10? I'm thinking of arbitrarily setting the slider to give the same amount of experience for an easily accessible creature (zombie, probably). This might have the side effect of giving me not enough later on. I'm not sure.
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I haven't gone back into it yet. It does appear to be calculating the correct XP. It is just going to be an adjustment from the stingy Bioware XP system.
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Bioware XP is 10% of normal for 3e. You should be able to set this line from 100 to 10 to revert to the stingy XP.
10 PRC_XP_SLIDER_x100 int 10
Replacing line 10 with that should put the XP back to Bioware levels.
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What about this "PRC_XP_USE_SIMPLE_LA" flag? Description is a little vague:
* This modifies the amount of XP a character recieves based on Level Adjustment
* - Doesn't take racial hit dice into account.
* - Should work with any prior XP system.
* - Use this on pre-exisitng modules.
I suppose I could also run a low "PRC_XP_MAX_LEVEL_DIFF" so that if I was wrong it wouldn't get too out of control...but that would have the downside of probably not awarding me XP for higher level bosses. (Edit: Scratch this, I see now that it pertains to difference between killer/party member...not killer/baddie).
I'll probably run with a max level diff net and the slider ratio'd to have it match one of those first creatures, but I'm worried that barna10 saw roughly equivalent XP in HotU...that tells me that it's possible their scale slides up as level increases.
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I think that notation assume you know how the normal level adjustment system works.
As I said setting the PRC_XP_SLIDER_x100 int to 10, instead of having it at 100 should make the XP work like stock. By default the Bioware system has their slider set to 10%. Have you tried changing that setting yet?
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Can someone walk me through how to do this in the OC, SoU, and HotU?
"You still need to move XP slider to 0 in module properties in toolset or you'll get double xp rewards."
EDIT: Nevermind. It works great without modifying the mod properties (3.4 beta). I don't get double points and the summons don't drop XP gained.
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Yeah, 10% is roughly equivalent for what I've tested it for...one creature, for example, gave 160 instead of 151. Another gave 10 instead of 8. I suppose I could lower it to 9% (or maybe it understands decimals?), but I don't really see it being worth it.
Now for all this effort I didn't even realize the note in the prc_inc_switch.nss about it not working in multiplayer. Now my nwn folder is crammed with nwnx2, the dedicated server from bioware and the prc server pack. And I don't know how to work any of it. ><
Anybody give me any direction? Maybe there's something a bit more powerful than an override?
Would manually changing the module (each chapter, in this case) to point to prc_ondeath script work?
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You can change the switches in the manual. Look in the preferences for "Variables". Add the lines of the personal_switches.2da file in here.
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You can change the switches in the manual. Look in the preferences for "Variables". Add the lines of the personal_switches.2da file in here.
I'm assuming you mean module...I don't see variables in a preferences. I see variables in the script editor, but that's about it. Is this the standard way of doing this? I mean, I assume somewhere along the line somebody's wanted to have their switches effect multiplayer games...this is neverwinter nights, after all.
I saw in a forum post something about a top hak...is this referencing the top hak in the list found in module properties -> custom content? prc_2das.hak is the top hak listed there. If I import personal_switches.2da to prc_2das.hak using nwhak, will that work? If it would it'd be a lot simpler than editing each module.
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If the personal_switches.2da does not work for servers, and I don't see why it should not, but that it what has been said here. You can create a switch set script. There is a PRC function for setting the switches via a script. I can't recall it right now, but you can write a script and use it to set the scripts.
Then you add the script to each model and add something like this to the on module load script.
ExecuteScript("MyPRCSwitchs");
Replace MyPRCSwitches with what you called your script. Rebuild the module and your good to go.
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If the personal_switches.2da does not work for servers, and I don't see why it should not, but that it what has been said here.
prc_inc_switch.nss:
Creating your personal switch settings
For singleplayer, you can create a 2da file and place it in the overide
Then via the PRC Options switch you can read that 2da and it will
use it to set switches for you.
This will not work in multiplayer.
Honestly, it does work a little bit...I've been able to get it to work for me or her...but never at the same time and never reliably. It's like sometimes it decides to load and sometimes it doesn't. I'm going to try loading it into the prc_2das.hak to see what happens. I just have to wait until she's back home since I can't test it without a 2nd player.
I don't know how to do any of the things you just said...write a script, add to a model, or call this unknown prc function that loads the script I don't know how to write. :/ I guess I'll try to look up tutorials on writing scripts if loading it into the top hak doesn't work. It just seems like there's gotta be a better way.
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You can try asking in the IRC channel for help. You will may get a quicker reply than posting here.
Points to the Chat Room button if you don't know where it is.
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I spoke too soon...it's still not working. I inserted all the switches into module property variables for each campaign .nwm file. If I host I get xp and she doesn't. If I run nwserver it appears whoever joins first gets the xp.
Any more ideas?
Could it possibly be a problem with how prc_xp_use_setxp works? Maybe change the module's OnPlayerDeath value to prc_ondeath? Are secondary pc's treated as henchmen and I'm zeroing out their xp by using the PRC_XP_HENCHMAN_PARTY_COUNT_x100 0 switch? That wouldn't make sense because experience is still getting halved, but I dunno...I'm grasping at straws here.
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O.K., I have run into one issue with the XP. Bosses don't give any experience now.
I can summon all I want and regulars give me 29XP and elites give me 58XP in the prison district. Bosses give 0. Is there something I can update that would have bosses provide XP while not being penalized for multi-summons?
I'm using the custom 2da below:
2DA V2.0
SwitchName SwitchType SwitchValue
1 PRC_XP_USE_PNP_XP int 1
2 PRC_XP_PC_PARTY_COUNT_x100 int 100
3 PRC_XP_HENCHMAN_PARTY_COUNT_x100 int 1
4 PRC_XP_DOMINATED_PARTY_COUNT_x100 int 1
5 PRC_XP_ANIMALCOMPANION_PARTY_COUNT_x100 int 1
6 PRC_XP_FAMILIAR_PARTY_COUNT_x100 int 1
7 PRC_XP_SUMMONED_PARTY_COUNT_x100 int 1
8 PRC_XP_MAX_PHYSICAL_DISTANCE int 150
9 PRC_MULTISUMMON int 1
10 PRC_XP_SLIDER_x100 int 10
11 PRC_XP_USE_SETXP int 1
12 PRC_XP_GIVE_XP_TO_NPCS int 1
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They're probably too high level...PRC_XP_MAX_LEVEL_DIFF looks like it's only in place for level of killer and level of party member (to avoid 20's carrying 5's), so I don't think that will work (though I think I saw that advice in a different thread here).
The XP table itself is in prc_2das.hak as dmgxp.2da...I'm not sure if rows or columns are PC's and which one is creatures, but if you have a DMG it probably matches that. You can fill in the blanks there, though it'd be a crapton easier to do if you had more excel-like functionality than tlkedit (so you could drag entire rows/columns). That's a lot of data to edit.
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It could be that the boss uses a custom ondeath script, which does not include the PRC XP function. The normal spawns would work alright, since the stock XP script would have the right function.
The "PRC_XP_MAX_LEVEL_DIFF" only affects if XP is awarded between party members. Unless your summons are drastically higher level than you, it is not the cause.
PS: If your testing with the NWN 1 campaign you did remember to import the OC fix along with the PRC?
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If you still have a save right before the boss up your level until he no longer has a CR of impossible. If he gives you xp, then you'll know it's because of the tables. If he doesn't, then you'll know it's probably the script as Kenquinn said. Probably a lot easier than looking his script up manually.
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Thanks for the suggestions!
I did install the OC fixes after installing 3.4 Beta.
I don't think I will be trying to figure out how to find and edit tables or scripts (though I will happily use the work of others). I think I'll up the XP awards from 10% to 15% (line 10 in my 2da) to try to make-up the lost experience.
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Alright, more on the multiplayer front. I was told it may be the count_x100 values that were 0'd out so I tried changing those all to 100. Still only one person gets xp.
I tried it with and without setxp.
I noticed it's actually the party leader that gets xp each time while others get jack, so I tried unflagging 'only one party.' Without being grouped everyone gets xp for their kills normally. As soon as a party is formed, though, only leader gets xp again. If leadership is transferred, XP reception is transferred as well.
prc_xp_max_level_diff isn't set, however I made sure that everyone involved (including the skeletal summons) were all level 2. Besides, regardless of who gets the kill leader is always the only one to collect the xp.
I suppose I could remedy this by just awarding levels each time party leader levels, but that wouldn't make it any less broken. :(
I pulled this from prc_ondeath, but I can't make sense of it. It may be relevant so I'm including it here:
if(GetPRCSwitch(PRC_XP_USE_PNP_XP))
{
if(GetObjectType(oKiller) == OBJECT_TYPE_TRIGGER)
oKiller = GetTrapCreator(oKiller);
if(oKiller != oDead
&& GetIsObjectValid(oKiller)
&& !GetIsFriend(oKiller, oDead)
&& (GetIsObjectValid(GetFirstFactionMember(oKiller, TRUE))
|| GetPRCSwitch(PRC_XP_GIVE_XP_TO_NON_PC_FACTIONS)))
{
GiveXPRewardToParty(oKiller, oDead);
My ondeath script isn't set to prc_ondeath, but everytime I've mentioned it no one has seemed to think that was relevant. So I'm guessing it's not. I, quite frankly, don't understand the implications of changing those events.
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On the Xp Slider, I suggest setting it at 100. Why? Because unlike the bioware XP system, sooner or later the PCs will stop getting XP. If the CR of the monster is too low (compared to the level of the PC) you aren't awarded any XP. (this is not a bug, this is the way PnP XP works.)
Case in point, I'm playing Beyond the Dungeon of Graves. I haven't finished the wilderness area and I've stopped receiving XP. My PC is 12th level and probably will be for quite awhile since most of the monsters in the first 5 levels are the same as in the wilderness. Granted, he got to level 12 quikcer than ever before, but he's not gonna be any higher level in the end.
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While it's true that it will cut you off eventually (when you've got +8 levels on the creatures) depending on the module and level of play that very well may be the difference between challenging and cakewalk. Anyway, the slider is there for people to manipulate and so is the dmgxp.2da table. He said he didn't want to edit the table, but I'm sure a 50% increase of trash xp will more than make up for loss of boss xp. Honestly every creature I've tested so far at 10% pnp xp is slightly more than bioware xp. I thought about reducing it to 9%, but since I'm playing multiplayer it's already halved anyway so I'll just consider it a token party bonus.
Any thoughts on the multi xp dead end?
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Alright, more on the multiplayer front. I was told it may be the count_x100 values that were 0'd out so I tried changing those all to 100. Still only one person gets xp.
I tried it with and without setxp.
I noticed it's actually the party leader that gets xp each time while others get jack, so I tried unflagging 'only one party.' Without being grouped everyone gets xp for their kills normally. As soon as a party is formed, though, only leader gets xp again. If leadership is transferred, XP reception is transferred as well.
prc_xp_max_level_diff isn't set, however I made sure that everyone involved (including the skeletal summons) were all level 2. Besides, regardless of who gets the kill leader is always the only one to collect the xp.
I suppose I could remedy this by just awarding levels each time party leader levels, but that wouldn't make it any less broken. :(
I pulled this from prc_ondeath, but I can't make sense of it. It may be relevant so I'm including it here:
if(GetPRCSwitch(PRC_XP_USE_PNP_XP))
{
if(GetObjectType(oKiller) == OBJECT_TYPE_TRIGGER)
oKiller = GetTrapCreator(oKiller);
if(oKiller != oDead
&& GetIsObjectValid(oKiller)
&& !GetIsFriend(oKiller, oDead)
&& (GetIsObjectValid(GetFirstFactionMember(oKiller, TRUE))
|| GetPRCSwitch(PRC_XP_GIVE_XP_TO_NON_PC_FACTIONS)))
{
GiveXPRewardToParty(oKiller, oDead);
My ondeath script isn't set to prc_ondeath, but everytime I've mentioned it no one has seemed to think that was relevant. So I'm guessing it's not. I, quite frankly, don't understand the implications of changing those events.
If it's not using prc_ondeath then that will cause all sorts of issues. In fact you should use prc_ondeath and prc_ondying(sp) in REPLACEMENT of the bioware on death. The prc system will auto set the bioware xp slider to zero as soon as you enable the prc death/bleed.
I made a few changes when I replaced the death/bleed system, but also a few feats require the PRC death/bleed to operate at all.
I'll check the oc fix and mod installs correctly alter the death/dying scripts once I get time.
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It could have screwed up because of my inept installs and updates. There was, surprisingly, no data here or on the new beta pack's page on what one is supposed to do when updating. So I installed, then ran oc fix...then when 3.4 came out I installed right over top of the old one, then ran oc fix a second time. I wasn't sure if I should, but I wasn't sure if I shouldn't. I was pretty frustrated at the time (with xp stuff) and my logic was "Well, if I'm supposed to reinstall this whole damn thing, then screwing up my old install won't really be that hurtful, will it?"
Anyway, I'll set all my event scripts to their prc versions and see what happens. I guess I didn't think it necessary since it seems to operate how it's supposed to without changing that for single player / multiplayer party leader.
Edit: Changing the events had no noticeable effect whatsoever. :/
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Just thought I would provide an update.
I'm finding that enemies defined as Challenging or above are providing no XP.
I'm in the prison district and 4th level Dread Necro (3.4 beta). I kill the stink beatles in the tanglebrook estate (top level) and get 0 XP.
Effortless is providing XP (except those in the prelude after speaking to Aribeth).
It seems odd that Challenging is providing 0 XP given that I would think they are with 4 levels of me.
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I converted a PWFXP script to draw on the base values from the campaign's xp tables instead of computing them itself. This means that you receive the exact same experience that you would using bioware xp, but you have more control over modifiers (such as turning off summon/henchman hits). I wasn't planning on uploading it because I don't really know what etiquette is on that...and there's kinks that I could easily work out but don't feel like it...such as reimplementing the slider so that it can function essentially the same as the bioware slider.
I've noticed some creatures still do not give experience. Loxar in No Man's Land (Blacklake) is an example of this. I'm guessing Kenquinn was right in that they have special scripts. Probably so they can give more experience than the table would allow.
Anyway, I haven't played through with this yet. Going to start soon. But if anyone is interested in it give me a PM with an email and I'll send you the .erf. It's all packed so it's just import and go.
I may upload it to the vault when I get less sick of looking at the stuff (and figure out if I need to ask the pwfxp guy's permission or not).
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Xand,
How are the tests going? I am very interested in what you are doing with XP and hope to be able to use your work.
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It's going well. I'm playing through it with my girlfriend and we're on chapter 2. Occasionally we run into a monster that has a non-default ondeath script. This is pretty rare, though, and when it happens I just award xp manually. It'd be more work than it's worth to include fixes for that.
I haven't done much testing for ECL and the version of pwfxp I used as a starter I believe was based on PRC 2.2, so not all races are included anyway. Because of this (and because I never really agreed with ECL as a way to balance races) the version I'm working with has ecl xp penalty disabled. It'd be easy to add it back in...the code is all there. I'd just have to add all the newer races.
I'm also running it with a 40% party bonus. This equates to a party of two receiving ~70% of what a single player would get. That's easily adjustable in the .nss file, though. That's considerably higher than the default, but I felt 70% was more appropriate than 60%.
Otherwise, yeah. It seems to be running perfectly. Getting the same XP rewards that I would have if I was running normal bioware. This means that any module that's been playtested with the bioware xp system in mind should run at exactly the same pace with this system. No leveling too fast or leveling too slow problems. If for some reason the module has the slider set to something other than 10, I recycled PWFXP_GLOBAL_MODIFIER (off the top of my head, might be wrong) to function the exact same way. Set to 10 = same as bioware slider set to 10.
If you want to run with the above settings installation is simple. Just import the .erf, turn bioware xp off, and go. I'd be able to walk you through any personal customizations you'd like to make.
Summon/henchman/dominated/etc xp penalties are, of course, off by default.
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I went ahead and uploaded it as is:
http://nwvault.ign.com/View.php?view=Scripts.Detail&id=3781
As of now it hasn't been approved. If people show interest in it I'll clean it up and improve the functionality.
Let me know if you test it and have any problems.