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Messages - -Norbert-

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While it would be nice, it won't happen. Here's a snipped from the FAQ on the Discord:
Quote
Q18: Will the PRC be able to switch to vanilla-style spellbooks now that Beamdog has made that possible?
A18: No. In addition to the massive workload this would require to effectively rewrite several classes, this would be incompatible with the Advanced Learning feature several classes have, and would not work at all for any of the alternate magic systems. It also wouldn't be compatible with NWN Classic/Diamond.

2
Prestige Classes / Force Missile Mage and Isaac's Missiles?
« on: March 09, 2020, 12:39:02 PM »
Does the Force Missile Mage only affect Magic Missile itself, or do the changes also apply to Isaac's lesser and greater missile strom spells?

3
Base Classes / Witch removed?
« on: March 07, 2020, 12:38:30 PM »
In the 3.5 manual I found the Witch base class... but now in 3.8.3 I can't find the class anymore. Was it removed?
I didn't find any mention of that in the changelogs for 3.6 or 3.8 and didn't find a log for 3.7 .

4
General Discussion / Re: I'm More Alive
« on: August 26, 2018, 04:09:31 PM »
Plok made an installer that does work for the EE with the old PrC version.

With it I have been able to convert the main campaigns, workshop modules and even old modules.

Though in case of non-campaign modules for some reason I had to rename the modules, or the installer would crash. And the workshop stuff needed to be moved into the moduels folder and then back in addition to the renaming.

Maybe he can help you with the new version too.

5
General Discussion / Re: I'm More Alive
« on: August 24, 2018, 04:40:50 PM »
Will it also work with the EE?

6
General Discussion / Re: The Enhanced Edition
« on: July 08, 2018, 05:34:00 AM »
The original PrC for old NWN doesn't work with the EE (or at least not without a lot of work).
But thankfully Plok made a version of the PrC specifically for the EE:

Got the source to compile into the appropriate .haks with the Enhanced Edition. Source is at: https://bitbucket.org/SpitefulBerk/nwn_ee_prc

Beamdog forums discussion: https://forums.beamdog.com/discussion/69913/i-cannot-get-the-prc-to-work-with-ee

There are some minor issues when creating a character, but as a whole it works really well.

Here are some of my experiences with the PrC for EE:
When you create a character the game always crashes, but it saves the character before it does and you can then use the "Select premade character" once you restarted the game. I've read about this from others too, so this seems to be a common (if not universal) issue.
Furthermore I have the issue that I have to make sure the C:\Users\Documents\Neverwinter Nights\database folder needs to be empty or the game will freeze if I start a new module. This is something I haven't seen anyone else talk about, so it might just be a problem on my end, but if you see your game freeze on the character selection screen, try this solution.

So for me the procedure of starting a new campaign is like this:
Create character
Game crashes
delete files out of database folder
start game
select module I want to play
use "Select premade character" to pick my previously made character.
Have Fun!

Loading existing save-games and transitioning between chapters of the same campaign works without issues, regardless of whether there is anything in the database folder or not.

Something else of note is that unlike in the old NWN, in the EE with this pack you have access to all Base classes and Races in the ingame character creator. The only things that the ingame CC can't do which the old Java CC could do is to give your character wings and tails and selecting your appearance independant of race. That means if you play for example a Pixie, you will have a Pixie as a model and you can't change that without external editors like Leto.


When you convert the official campaigns, you just need to make sure to start the patcher in administrator mode.

For modules I installed manually or got from the workshop the issue is a little more involved, but still quite simple.
Any module dumped into my documents\neverwinter nights\module folder needs a minor renaming (just adding a 1 or a or anything anywhere in the filename will do) or it will crash the patcher (I have no idea how or why, but that's how it works for me). You can remove this extra sign after the updater is finished.
The other issue is that the patcher can't find stuff you got from subscribing to a mod on the steam workshop. To convert those modules, you have to track the files down in your steam\steamapps\workshop\content folder (in my case the folder for Neverwinter Nights in there is "704450"), copy them over to the documents\neverwinter nights\module (and hak if the mod comes with .hak files) and convert them there and then copy them back to the workshop folder. The above issue solved with the temporary renaming applies here too.


I hope this wasn't too overwhelming.

7
General Discussion / Re: The Enhanced Edition
« on: June 29, 2018, 02:28:51 PM »
I noticed two things with the module updater.
Moduels obtained via the Steam Workshop do now show up. You have to locate the module files in the steam folder and copy them over into the documents\...\modules folder (same for .hak if applicable).

Then I had a further issue. When just trying to update these modules (or any other modules taken from the old NWN) they crashed the patcher... unless they were renamed.
The moment I put an additional letter into the module-file's name (and nothing else) it worked like a charm.

After patching I took the extra letter out and copied the mod files back into the workshop folder, since that seems to override what you have in the documents folder.

8
General Discussion / Re: personal_switch.2da questions
« on: June 09, 2018, 06:12:32 AM »
Thank you, especially for the power attack bit.

As for the first point, I know about C's 0 and not 0 behaviour. The issue wasn't so much if 0 == false and 1 == true, but whether the program is expecting a boolean or an integer.
And apparently it is expecting int. If you put in bool, the variable ends up being 0 regardless of whether you made it true or false. Either that or it goes back to default and that default just happened to be 0 on those few variables I tested it on.

Either way... useing int is the correct way to go. No bool in personal_switch.2da.

9
General Discussion / personal_switch.2da questions
« on: June 03, 2018, 05:12:52 AM »
In prc_inc_switch.nss it says the default values for some of the epic spell switches are true or false. Does that mean that those switches have to look like this:

<nr>   <switch_name>   bool   {true/false}

or do they still use int and {0/1}?


I'm also a bit confused about the switches for power attack.
I think it would go like this:
1 PRC_POWER_ATTACK_DISABLED  int  -1
2 PRC_POWER_ATTACK_FULL_PNP  int   1

But then why is there a line const string PRC_POWER_ATTACK                        = "PRC_POWER_ATTACK"; ? Do I need to set that too?

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General Discussion / Re: The Enhanced Edition
« on: June 02, 2018, 10:56:54 AM »
First off: Thank you for your efforts in bringing the PrC to the Enhanced Edition Plok. :)


Just a little heads-up that probably doesn't need saying... but might still help someone else, so why not.

When you install the PrC EE pack, make sure you do not have any files of the original PrC Pack (for old NWN) in your folders from prior experiments.
In my case I only purged the files from erf, hak and tlk, but forgot to delete the files out of database and as a result... the game crahsed on character creation and selection.

Once I deletes those three files, it now works.


Though I have one question: What's with the prc_ocfix? Is it needed for all three original campaigns, only the NWN campaign (but not SoU and HotU) or is it not needed at all?


Edit: I have a confusing issue. Everytime I start a new module, the game apparently created three files in my documents\neverwinter nights\database folder. And if I start another new campaign without deleting those files first, my game crashes in the character creator/selector. Once I delete them again, it works again... any idea what's up with that?

11
Help / Re: Healing doesn't work
« on: December 01, 2012, 02:46:06 PM »
That did it. Thanks for the help.

Though I'm still baffled that the updater would tell me I'm running the latest version, even when that isn't the case.

12
Help / Re: Healing doesn't work
« on: November 30, 2012, 05:59:18 PM »
When I hit the update button in my launcher I get told that I have the most current version installed (1.68.8099) and that nothing needs to be downloaded.

In case you want to see the text my launcher puts out on update attempt:

Code: [Select]
Ihre Spielversion ist: 1.68.8099 German

Ping: nwpatch.bioware.com
Autopatcher-Versionsnummer wird ermittelt.
Verbindung...nwpatch.bioware.com
Download läuft... nwn_pc_autopatch.txt
Spielpatch-Informationen werden ermittelt.
Verbindung...nwpatch.bioware.com
Download läuft... nwn_x12_german.txt
Neueste erhältliche Spielversion:1.68.8099
Ihre Version ist auf dem neuesten Stand. Kein Patch notwendig.
Zeit für Patchvorgang 0:00:09
Neuer Inhalt wird gesucht.
Verbindung...nwpatch.bioware.com
Download läuft... nwn_x12_german_optional_content.txt
Momentan gibt es nichts Neues zum Herunterladen.
Fertig

13
Help / [Resolved] Healing doesn't work
« on: November 30, 2012, 10:16:12 AM »
Hi!
I just recently re-installed Neverwinter Nights (with both addons, version 1.68 german version) with PrC 3.5. I didn't install any other mods than the PrC.

For some reason healing spells (both spontaneous and memorized) don't work.

Whenever I try to cast them I get the following Error:
Code: [Select]
Skript prc_prespell, OID ffffffff, Tag:, FEHLER: STAPELÜBERLAUFin english that would be "Script prc_prespell, OID ffffffff, Tag:, ERROR: STACKOVERFLOW"

When I set the line "PRC_DEBUG" to 1 in the prc options convo, I get the following line three times before the error message above:
Code: [Select]
PRCGetSpellCastItem: no override, returning bioware spell cast item =
Other spells seem to work fine (though I only tried a few). I tried it with Clerics and Bards in the original campaign and SoU, always with the same outcome.
Does anyone know what the problem might be and what I can do about it?

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