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Topics - xwarren

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1
General Discussion / NWNCX + PRC (spellcasting classes)
« on: April 22, 2017, 10:09:58 AM »
Some of you probably know that Community Patch Project is distributed with one very neat plugin for NWNCX. This plugin is developed by Shadooow exclusively for CPP and among other things allows to create new characters with custom classes (yes, from level 1!) and also adds support for 'bioware spellbooks' for custom classes. Since we have many new base classes and many new spellcasting classes in PRC Pack I had to try it out ;)

WodahsEht made modification for 'original Bioware' prestige classes - you can check it out here: Prestige Spellbook Pack.
So I modified classes.2da for compatibility with this patch and created new file with information about spells for every spellcasting class in PRC.

I consider it to be work in progress. I have noticed some bugs, and some PRC features will simply not work with bioware spellboks (ie. advanced learning). I would like to now your opinions/suggestions regarding this project.

Since this forum won't let me to attach file this big I'm posting a link to Dropbox where you can download my test compilation
PRC Spellcasters TEST.7z

2
Spells, Feats, and Skills / MOVED: Control Object
« on: May 06, 2012, 10:11:01 AM »
This topic has been moved to bug section.

3
General Discussion / PRC Manual
« on: April 01, 2012, 08:56:27 AM »
I've uploaded new manual for PRC 3.5 to the Vault. It was the first time I've built a manual, so it might not be perfect. Please report any bugs you find :)

You can download the new manual from here:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7870

4
General Discussion / PRC 3.5
« on: March 19, 2012, 10:48:37 AM »

5
Spells, Feats, and Skills / Cloaked Casting vs Uncanny Dodge
« on: January 22, 2012, 05:38:35 AM »
I was playing a beguiler a bit and I wonder how should cloaked casting work agains enemies with uncanny dodge feat. The description of cloaked casting says:
Quote
Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus).
At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to your spell's save DC increases to +2.
At 20th level, you become able to automatically overcome the spell resistance of any affected target.
uncanny dodge:
Quote
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
I know it looks obvious, but I wanted to make sure. Does this mean that characters with Uncanny dodge are immune to Cloaked casting (no DC/SR bonuses?)?

6
Prestige Classes / Arcane Hierophant abilities
« on: January 08, 2012, 10:20:33 AM »
As I mentioned in other thread I have some 2das for this class ready. Just need some scripting and tlk entries to make it work ;)

I'm writing this because the class have some abilities I would like to change - channel plant/animal. I think channel plant is impossible in NWN (not enought plant placeables in most modules I played/would have to be limited to outdoor/natural areas) and channel animal, although possible to implement, would be much more limited than PnP version.

My first thought was to replace them with some cool spell-like abilities (ie. special version of entangle with DC improving with AH class level) or give players 2 bonus feats instead of them.

I would like to know DMs/players opinion. Any other ideas/suggestions?


7
General Discussion / PRC 3.5 rc1
« on: December 23, 2011, 01:45:38 PM »
New PRC version is up! :D

Not all improvements planned for PRC 3.5 were included and I just didn't had time to test everything properly, that's why it's only release candidate.

I've added many improvements 'under the hood'. Some of you might notice a lag when casting spells from new spellbooks for the first time - it's fixed now. Casting spells from bonus domains should also work much better now.

I'll try to compile a list of changes asap ;)

Note: This version contains edited casting system for Tome of Battle classes! Old ToB characters (with crusader, swordsage or warblade classes) are not compatible with this version!

Oh and of course
Merry Christmas
everybody!!!

8
General Discussion / SVN Access
« on: November 04, 2011, 06:41:07 AM »
Originally posted by fluffyamoeba

Directions on how to access the PRC SVN for Neverwinter Nights:

* Because several of the important PRC files are .exes, they are known to work fully only on Windows. Sorry, Linux and Mac users.
* The PRC utilities need Java installed.
* Download and install Tortoise SVN. Follow their install instructions completely.

* Right click in the folder where you wish to download the PRC SVN. You need roughly 750 megs of disk space for the repository.
* Select SVN Checkout...
* Place this line in the URL: "https://svn.code.sf.net/p/daprc/code/"
* Select ok. It will begin to check out. This will take a long time. Simply wait until it is complete.
* Open the nwnprc folder.
* Create a text file called config.make (.make is the file extension).
* Open this file, and type in these lines for NWN:EE:

NWN_DIR = C:\Program Files (x86)\Steam\steamapps\common\Neverwinter Nights
PRC_VERSION = 402
PRC_INSTALLVERSION = 4.0.2
NWN_DOC_DIR = C:\Users\[Username]\Documents\Neverwinter Nights

Replace the NWN_DIR with where your NWN1 directory is located
* copy dialog.tlk from your NWN install to nwnprc/tlk/
* Your installation should now be complete. To test this, double click compile.bat. This is the file that will compile the entire PRC.
* Upon a finished compile, the program will copy all PRC files into your NWN dir's hak, tlk, and erf folder. This will overwrite any existing PRC files, including public release PRC files.
* This will have more errors than a standard release and have debugging switched on. Follow instructions below to report them.

* Compile all files and test them before submitting to the PRC.
* Enjoy. If you have any questions, comments, or concerns with this process or with adding content to the PRC, post them in the Bugs forum. Place all bug reports regarding the repository in this same forum.

Directions on Submitting to the PRC:

Post on this forum, or PM Stratovarius

9
General Discussion / PRC 3.5 beta 2
« on: August 14, 2011, 01:32:02 PM »
It's up and ready for testing ;D

So what changed since 3.5 beta 1:
New:
- Hellfire Warlock (thanks to Shalvan)
- Eldritch Disciple
- Eldritch Theurge

Fixed:
- Spell Channeling/Spell Sequencer
- Bowman class abilities (Snipers Skill/Archers Focus)
- Hexblade Dark Companion
- Hound of Doom spell
- epic spell God Smite
- Duskblade spell gain table
- maneuver ready dialog
- Ultimate Rangers Hide in Plain Sight (works more like PnP now)
- Nymph racial abilities have Charisma based DCs (10 + 1/2 HD + CHA mod)
- Keen property for mage staves

10
Other Features / Portable Persistent Chest System (X-Chest)
« on: June 29, 2011, 01:38:25 PM »
I mentioned that I've included portable persistent chest system in new beta, but I forgot to tell you how to use it. I'll try to fix this now ;)

My xchest system was inspired by another persistent chest system - Markshire Portable Persistent Chest System. The base idea is exactly the same - using creature to store items in database. It has all advantages of Markshire's system:
- storage of stackable items
- storage of containers with contents
- storage of non-palette custom items
I've also added an option to store gold ;)

The system is very simple and should be more efficient than most persistent storage systems. And there's also an option to use NWNX database.

Now, where do you find this special chest??
In this beta version I've added chest key "raw magical materials" shop, but it won't be available in 3.5 final. The only way to get the key than is to set PRC_DEBUG switch on and type
Code: [Select]
..dm_spawn item xchst_key in chat window *OR* ask DM to do that ;)
Than use that key and enjoy your personal vault  ;D

I'll appreciate any feedback on this system.

11
General Discussion / PRC 3.5 beta 1
« on: June 26, 2011, 08:33:14 AM »
I've released new beta version of PRC Pack. This version contains many script optimizations, bug fixes and some new content.

In version 3.5 beta:
- Templar class (not quite finished yet - for testing only)
- Troglodyte playable race
- expanded knowledge feat for psionic characters
- portable persistent chest system
- new spellsharing switch for familiars and animal companions
- improved compatibility with TonyK's AI mod
- new switch for casting spells with alignment descriptors
- improvements to CapnQ's chat command system:
    * targeting widget
    * DMs can always use chat commands
- PRC XP system allows default xptable.2da to be used
- bugfixes:
    * rewritten PRCGetMataMagic() function - 'sudden' metamagics will no longer work for spells cast from items
    * AoE spells targeting bug - some spells like fireball didn't affect all targets in blast area
    * spells should now have correct descriptors (this includes elemental descriptors changed by Mastery of Elements)
    * fixed mobile AoE bug for all bioware spells
    * many, many more minor bugs

12
General Discussion / New forums
« on: June 22, 2011, 02:23:18 AM »
I wanted to thank DM Heatstroke and Anaxite.

Obviously the forum migration was 100% success ;D

Thank you guys!

14
General Discussion / PRC 3.4 final!
« on: February 05, 2011, 10:39:58 AM »
Here it is:
[size=20]PRC Pack 3.4[/size]

I've fixed most bugs found in rc versions, so psionics and tob classes should work as they did before. Also fixed the summon familiar problem (remember to delete all hot-fixes from your override directory).

15
General Discussion / PRC 3.4 rc 1
« on: January 03, 2011, 06:09:44 AM »
I've finally finished my little 'dynamic wild shape' project so I decided to release a new version so people can test it :D

Most important changes in 3.4 rc 1:
- added dynamic Wild Shape ability for Druid class*,
- merged parch from CapnQ - thank you ;),
- added Bane Magic feat,
- reverted spellbook for Witch class to original spell list (this will cause some problem with existing witch characters, sorry),
- fixed 'disappearing weapons' after using ToB maneuvers (just a temporary solution, still needs some work),
- spells should not disappear from quickslots now (please report if this still happens with any of new-spellbook spellcasters)
and usual pile of bug-fixes and small improvements.

*There is a new option in PRC Options menu where you can select which shape you want to assign to which WS slot. This ability works for Wild Shape, Elemental Shape and Dragon Shape for now.

Enjoy ;)

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