Player Resource Consortium

Neverwinter Nights => General Discussion => Topic started by: havoker on October 13, 2010, 12:59:54 AM

Title: About Hotu & campaigns
Post by: havoker on October 13, 2010, 12:59:54 AM
I was wondering if theres a way for me to remove the XP limit for hotu and the other campaigns...i mean, killing an impossible challenge gold dragon which is 8 lvls above you should give more than 600 XP in the original campaign and in the third chapter of hotu the max xp you get is 200... thats ridiculous, i mean its an epic campaign, we are supposed to get epic XP. This also goes for the limited max gold you get for seeling items in the campaigns.
Title: About Hotu & campaigns
Post by: KenquinnTheInsaneOne on October 13, 2010, 12:01:53 PM
The shop cap is not something that was added by the PRC team. That price cap was there in stock HotU. changing it would require editing every merchant manually. That is a bit beyond the scope of the what the PRC is doing. The XP issue I can't help you with.
Title: About Hotu & campaigns
Post by: Rev222 on November 19, 2010, 12:22:20 AM
So I could be totally off on this (I don't have too  much experience), but IF it is possible to open the core content in the toolset (which I don't know if it is), wouldn't it simply be a matter of changing the game settings to ramp up the experience multiplier?  While this might not remove the cap, it would increase the amount of experience per encounter, and thereby speed up level acquisition.

Just a thought.

Rev
Title: About Hotu & campaigns
Post by: DM Heatstroke on November 19, 2010, 07:04:49 AM
Quote from: Rev222

So I could be totally off on this (I don't have too  much experience), but IF it is possible to open the core content in the toolset (which I don't know if it is), wouldn't it simply be a matter of changing the game settings to ramp up the experience multiplier?  While this might not remove the cap, it would increase the amount of experience per encounter, and thereby speed up level acquisition.

Just a thought.

Rev


Yup, just rename the NWM files to MOD & they open up like normal modules in the toolset.