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Messages - heimdallw32

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1
Help / Help with merging PRC CEP ACP
« on: November 10, 2010, 06:07:40 PM »
Thanks! This looks really useful.

Anyway, the 'hide' is part of a creature (NPC or PC) that stores characteristics (such as undead properties, construct properties, etc) by default (it's visible in the toolset if you open up a creature's inventory, it's in the secondary equipment tab thing). The PRC and some modules use the hide for more advanced purposes (the PRC might use it for psionics related things, for instance, or extra properties from a prestige class, etc) and a module might use it for, well, like the stuff I mentioned (faction reputation, other things that the game can't track via normal methods).

(Off topic, but this was part of the issue that the spell Anti-Magic Zone had before it was fixed. It was nuking the hides of some classes, like liches, and basically breaking them. xD)

2
Help / Help with merging PRC CEP ACP
« on: November 10, 2010, 10:48:17 AM »
Quote from: gmahadhika

...was from another hakpaks, cause I don't see anything like that in my crafting convo. (Edit: Nevermind this. I got the hak already.).


Which hak is this? Sounds like something that would be handy! =D

Also, yeah, modules with custom tlks do tend to make the PRC screwy unless you can find a way to merge them (I don't know how to merge tlks, so I'm afraid I cannot help there).

The bigger issue I've found with trying out various modules, however, is modules that use their own custom hide for PCs, which causes...problems...for the PRC (the PRC uses the PC hide for various important things and screwing with it or replacing it with a module's hide can totally break a character). One such module I tried (Citadel 0.5b ) does this to keep track of its custom values (relationship and faction stuff), and I have -no- idea how to merge hides (or if that's even possible), so it ends up breaking the module or breaking the PRC. <_<

3
Base Classes / Truenamer
« on: November 09, 2010, 07:24:10 PM »
Perhaps something could be added to the radial of a manifester similar to the "Check spellfire levels" radial entry for Spellfire-using characters. I know, the radial menu of a manifester is already cluttered (and I know the engine doesn't leave another option), but perhaps it could be slid into one of the existing multi-entry radials (such as presets or something, like how it is for spellfire.))

Would this be possible? I don't know how difficult it would be to change anything related to the psionics system.

4
General Discussion / 3.4 Beta Released
« on: November 06, 2010, 12:16:33 PM »
Isn't that guild a wizard/sorcerer guild?

5
Help / Character Deleter
« on: November 06, 2010, 12:14:48 PM »
Pardon my ignorance (I don't know much about running a NWN server), but couldn't you just delete the .bic file in the servervault?

My bad if this is not the case.

6
Character Builds / Warlock/pixie help
« on: November 01, 2010, 09:10:04 AM »
Just to help out, no, metamagic feats do not work with invocations (because invocations are not 'spells', they're 'spell-like abilities' ). Spell Penetration works for both invocations and your eldritch blast, so that line of feats is valuable (since spell resistance and touch AC are the only things that can prevent your blast from damaging a foe.) Oh, and Vitriolic Blast (Eldritch Essense) is handy because of this, since it deals acid damage that ignores spell resistance.

Weapon Focus: Ray does help quite a bit. Skill Focus: Use Magic Device (and its epic counterpart) can potentially be useful if you plan on making use of UMD frequently, and is especially helpful if you plan on being a crafting warlock (yes, all crafting feats work with warlocks. The Imbue Item feat has details on how to use them with a warlock character. You just need to pass the UMD check and have the required xp and gold. And alignment, in some cases.)

I agree on taking the Extra Invocation feats, very handy if you're looking to qualify for one or more of the epic warlock feats. Keep in mind you need to stay in light armor or cloth if you want to use your invocations without spell failure. Warlocks work well when teamed with a melee-type to take hits for them while they blow things apart from a distance (although Eldritch Doom can be handy when surrounded.)

Hope that's helpful. Have fun shooting magic at stuff!

7
Other Games / Diablo - The Hell - Game Mod
« on: November 01, 2010, 08:45:07 AM »
Quote
What happened when Google visited this site?
Of the 3 pages we tested on the site over the past 90 days, 3 page(s) resulted in malicious software being downloaded and installed without user consent. The last time Google visited this site was on 2010-10-06, and the last time suspicious content was found on this site was on 2010-10-06.

Malicious software includes 21 scripting exploit(s).

Malicious software is hosted on 3 domain(s), including buytrafik.in/, thebigscarsonline.com/, clisytopus.in/.

1 domain(s) appear to be functioning as intermediaries for distributing malware to visitors of this site, including clisytopus.in/.


This is why it's listed as a "reported attack page" currently. Possible a third party inserted stuff onto their site, or not, but either way, doesn't look safe to me. I'll admit I skipped most of what you copy pasted...reads more like a manual than even an advertisement or anything else.

Perhaps a simple short summary of the mod would be better? Like, why are you recommending it? Why do you like it? And is there an alternate website for the mod that isn't as risky?

8
Base Classes / Artificer
« on: October 27, 2010, 10:43:59 PM »
Are you talking about the Artisan feats? (i.e. the cost reduction or craft time reduction feats that can be taken multiple times)

If not, then it's something that's been disabled for now. Either because it's not done, or because they're placeholders.

Some other things are like that, such as the Blood Magus class or whatever it's called, and the Stigmata feat, among other things.

They're either things that someone was working on but they're no longer with the PRC (such as Strat's Blood Magus) or things that have been temporarily abandoned because no one's managed to get them to work properly, or they're too buggy.

9
Help / Game won't let me use the "Ultrablast" psionic power
« on: October 19, 2010, 06:41:38 PM »
Eradicate Invisibility has the same bug? I have that power on one of my characters, but hadn't had the opportunity to make use of it (no invisible opponants yet...). Guess I might want to check the other centered-on-self-burst powers if I have a chance.

10
Help / Game won't let me use the "Ultrablast" psionic power
« on: October 15, 2010, 12:56:59 AM »
I have that error with that power (Human Psion/Thrallherd, PRC 3.4 beta, OC chapter 1 start area) as well. Which is strange, because I seem to recall it working at some point awhile back (but this -was- like...quite awhile ago, maybe a year or more.). Not sure what could have gone wrong there. I'd imagine sorting -that- out would be a nightmare given how much code is in the Psionics system. >_>

I think I understand what you're saying, xwarren. The solution you're proposing would basically make that power full-PvP all the time regardless of the server settings, right?

Or am I misunderstanding things? My knowledge of the inner workings of this stuff is limited, at best.

11
Prestige Classes / PnP Shifter change -- for PRC 3.4?
« on: October 15, 2010, 12:46:25 AM »
Hope I don't sound ungrateful for this, it's really quite the opposite.

Just wondering what sort of impact this PnP-Shifter change would have upon users who don't play multiplayer (and thus likely don't know the first thing about NWNX (what it is, how to use it, where to get it, etc) >_>; -coughlikemecough- xD). It certainly sounds like a great way to bypass the engine limitations, though! Should work great for all the PW folks.

Will the class still function as it currently does in the absence of NWNX magic?

I'm probably just being paranoid, sorry if that's the case.

12
Other Features / Craft Construct
« on: October 11, 2010, 11:53:29 PM »
The kits didn't work, if I recall correctly. And it was buggy as heck too. The recipe based golems were wonky as well. It's unfortunately something that just never got finished (the person who started work on it didn't finish it, and I assume it's a mess of code or something. xD)

13
Spells, Feats, and Skills / Heritage Feats?
« on: October 03, 2010, 12:33:45 AM »
What are they?

14
Other Features / Request Template: Shade
« on: September 29, 2010, 05:19:53 PM »
Could you be a little more specific about the template please? I did a little Googling and it seems that there's several versions of the Shade template (one's undead, another's humanoid, another is outsider, etc).

Do you know which book the template you're interested in is from?

As far as I know (and I could be wrong), such a template is not in the PRC at this time.

15
Other Features / Craft Construct
« on: September 29, 2010, 05:13:50 PM »
Yeah...Craft Construct has been in its unusable state ever since they changed the crafting system from recipe-based to what it is now...I suspect it's a sort of "Well we could remove it but someone might decide to finish it!" thing.

Though it's been...a pretty long time. xD Ditto for Craft Rod, as well.

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