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Messages - Jugonshi

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1
Base Classes / Is Witch class working?
« on: October 05, 2014, 07:55:49 AM »
I just created a Witch PC using the character creator and tried it on a mod. But she does not have any spells known. Of course she does not have usual spell list as a class added by PRC. But also, she does not have spells as feats like warmage or duskblade. Leveling up does not help, too. Is this class not finished yet?


Edit: If I start with other class, then multiclass and take a witch class level, then she starts to learn spells. Something is wrong ....

2
Base Classes / An opinion on Templar class
« on: October 02, 2014, 08:25:50 PM »
I have tested some Templars, both single-class one and multi-classed ones in some modules. I don't know if Templar base class is taken from some DnD supplement or home brewed for PRC, but I think the class needs some upgrades.

First of all, the class spell list is rather too thin and limited. It is a warmage style class but there are only small number of spells known.

Those spell list neither clear theme (unlike Warmage, Dread Necromancer or Beguiler).

Also, the class has only small number of higher level spells and many of them are 2nd-grade ones. Symbol spells are not so useful as most of them have HP limit. And some of them seem to be not working appropriately (Symbol of Sleep?).

There is no spells truly useful in adventures in L7 list. And meta-magic feats does not help as there is no useful spells to extend (L6), empower (L5), or maximize (L4) at appropriate level. I usually end up resting without any of the L7 spell slots at all.

Some more spells should be added to the class's spell list to make this class truly useful.

Also, domain spells should be usable not only once per day but as many times as the spell slots left.

In PnP, that limitation is good, because all the domains have 1 spell at each spell level. But NWN is different. Each domain has only limited number of domain spells. That is why clerics are allowed to cast domain spells many times per day. Templar should have the same advantage.

3
General Discussion / List of PRC applicable modules
« on: September 05, 2014, 08:28:13 AM »
It seems that "Modules using the PRC" topic is sleeping forever. Maybe not so many mod builders are interested in applying PRC to there modules. And, posting modules which is not originally one's creation may cause problems.

Well, then, how about gathering the reports of "successful" application of PRC to the modules? It may eventually make a list of modules which are good for PRC users.

Here are some of the modules which I have tested. I am not good at scripting nor using the toolset. Thus, basically just relying on PRC module updater.

*Bad Day at Castle Eldath
http://neverwintervault.org/project/nwn1/module/bad-day-castle-eldath-final-cut
Worked without any problems.

*A Harper's Tale - Prelude & 1-3
http://neverwintervault.org/project/nwn1/module/harpers-tale-prelude-v-110-overhauled
Worked without any problems.

*Penultima 0-5
http://neverwintervault.org/project/nwn1/module/penultima-0-penultima-city
No significant errors are found.
But, the next series, did not work well. I have added PRC to those mods and henchmen disappeared from the starting area of PR 2 (and possibly of PR 3-5).

*Blackguard I-III
http://neverwintervault.org/project/nwn1/module/blackguard-i-dreams-destruction
Worked with only one problem. In part III, there is a side quest in which you need to use turn undead ability to get an item. As PRC modifies turn undead ability, the script is not triggered. To solve that side quest, you must use console command "dm_spawnitem essenceofmithril" to get that item.

*Lords of Darkness 1-4
http://neverwintervault.org/project/nwn1/module/lords-darkness-1-fugitive-v30
Works for most of the characters. But some of new spellcasters introduced by PRC may have troubles.
At the start of the Part 1, the PC is stripped off all the items. That script seems to also remove some of the PRC properties. Namely, classes with new spellbook (such as Duskblade) lose their spells known. Classes with fixed spells known list (such as Warmage or Templar) loses also lose spells known, but regains when level up.
Also, excessed (non-used) skill points may be lost.
The same thing happened when I tried to play Part 2 with a new PC. So, it may happen at the start of all the chapters. But I have not yet tried all the cases.

4
Prestige Classes / Eldritch Theourge abilities
« on: August 16, 2014, 11:15:19 AM »
I have tested Warlock/Sorcerer/Eldritch Theourge but I cannot make Spellblast and Greatreach Blast work. I can register Sorcerer spells in the new spell book in the slots of those abilities. But whenever I try to use those ability and shoot a Eldritch Blast, the message says I must use new spell book from radial menu or something.

5
Other Features / Re: Switches, Template, LA & XPs
« on: August 09, 2014, 09:23:33 AM »
Hmm .. the strange thing is, when recruiting a cohort, the LA from template seems to be counted. For example, a PC of a base race of LA +0 (say, human) with Half-Celestial template gets a cohort 4 levels higher.

6
Other Features / Switches, Template, LA & XPs
« on: July 25, 2014, 10:13:35 PM »
I am trying to adjust the switches so that LA works. My current switch configurations related races are,

44  PRC_XP_USE_SIMPLE_LA                    int        1
45  PRC_XP_USE_SIMPLE_RACIAL_HD             int        1
53  PRC_XP_USE_SIMPLE_RACIAL_HD_NO_FREE_XP  int        1

When I used an Orog 1st-level duskblade and killed a gnoll in a training module, he gained 50 XPs.
Then I gave him half-celestical template (meant to LA +4) and killed a gnoll. The game still gave him same 50 XPs.
Am I missing something?

7
General Discussion / Re: OHS Henchman System
« on: July 15, 2014, 01:09:39 PM »
Well, with helps of fellows on Bioware forum, I could managed to change the maximum number of henchmen.

http://forum.bioware.com/topic/508277-changing-the-maximum-number-of-henchmen/

I made "PRC_BONUS_COHORTS" switch on (6), then recruited 3 cohorts and then saved the game. When loaded that game, 3 cohorts were still in the party!

Well now, if only custom cohorts work.....

8
Spells, Feats, and Skills / Craft Staff
« on: July 13, 2014, 03:30:59 AM »
Which spells can be used for crafting staves? I have tried to create a staff with a 15th-level Warlok (/w Craft Staff feat, Imbue Spell ability ON) and so many selections only give "this spell can not be used with craft staff feat" message.

9
Base Classes / Warlock and defensive casting mode
« on: July 13, 2014, 03:27:35 AM »
How a Warlock enter into defensive casting mode? As this class is not a spellcaster, I cannot choose defensive casting mode from radial menu.

10
Spells, Feats, and Skills / Eldritch Glaive and proficiency?
« on: July 13, 2014, 01:53:41 AM »
It seems that Eldritch Glaive Invocation actually let a warlock temporally equip a special glaive. Does that mean Weapon Proficiency (Glaive) does matter? I mean, will a warlock suffer -4 penalty to attack rolls without this feat?

11
Spells, Feats, and Skills / Epic Spell: Fleetness of Foot
« on: July 05, 2014, 04:36:59 AM »
Does Epic Spell: Fleetness of Foot have any meaning when a PC is wearing a permanent haste item?

12
General Discussion / Re: OHS Henchman System
« on: June 19, 2014, 07:46:51 AM »
I have asked a related question on Bioware forum and OldMansBeard gave me a reply.

Quote
It's been a long while since I wrote the OHS, so my memory of how it worked internally is a bit faded and I don't have access to it on this machine so I can't look it up but I'll try to answer your question.

Spawning the linkboy, and a lot of other things, is controlled by the defauIt player heartbeat script. Any other system that messes with this is going to break the OHS totally. It would certainly be possible to spawn a linkboy with a console command (the resref you would need is ohs_linkboy), but if the default script has been overridden by the one from some other package, the OHS won't function.

Basically, PRC is incompatible with OHS.

13
Base Classes / Samurai CW
« on: June 01, 2014, 09:25:20 AM »
Shouldn't Samurai CW base class gain not only Two-Weapon Fighting feat but also Ambidexterity feat? CW is a 3.5e supplement and at that time those two feats were combined into one. Thus, Samurai meant to be able to double-wield a Katana and a Wakizashi with minimum penalty without taking any feats, and even without Dex of 15+.

Frankly speaking, that is the only edge the class has. Can use two weapons in heavy armor and without high Dex. Without this class feature, CW version Samurai is a real crap.

Also, it seems that I can only take 20 levels of CW Samurai class. It is better I can take it 40 levels of it, because only few other classes has Intimidate as class skill (and some of them, such as barbarian, cannot be lawful).

14
Spells, Feats, and Skills / Any plan for Arcane Strike feat?
« on: May 21, 2014, 06:49:17 AM »
I have tried a Duskblade PC in some mods and felt the luck of damage output which most of the Duskblade PCs in PnP have.

Most of the PnP Duskblade PCs inflicts biiiiig damage not only with Arcane Channeling, but with Swift Cast + True Strike + Power Attack (with a two-handed weapon) combo and with Arcane Strike feat.

I guess the current interpretation of Arcane Channeling is what we can have within NWN game system. Same can be true for quickened spells and Power Attack. But how about Arcane Strike feat?

Making it to be a true free action will be difficult in NWN. But Divine Might feat is already different from PnP counterpart. So, maybe Arcane Strike feat can be interpreted in the same way. I mean, it takes a standard action to activate but lasts for several rounds (1 round per sacrificed spell level?).

15
I have added PRC (+CEP) to Blackguard Trilogy on the vault and now playing "Blackguard III - The Doom of Yartar". There is a place where a use of turn undead ability meant to create an item. But I cannot make it happen.

Does PRC somehow modified Turn Undead ability? If so, is there any way to make that modification (temporally) off?

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