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Messages - lolwhat

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1
Spells, Feats, and Skills / Re: Craft Staff
« on: June 29, 2012, 08:07:55 AM »
If this bothers anyone else, the include file prc_x2_craft.nss can be edited to allow any spells for staves... I mean, what's even the point of epic staff crafting if you're capped at level 4?

Find the function CIGetIsSpellRestrictedFromCraftFeat:
Code: [Select]
int CIGetIsSpellRestrictedFromCraftFeat(int nSpellID, int nFeatID)
{
    string sCol;
    switch(nFeatID)
    {
        case X2_CI_BREWPOTION_FEAT_ID: sCol = "NoPotion"; break;
        case X2_CI_SCRIBESCROLL_FEAT_ID: sCol = "NoScroll"; break;
        case X2_CI_CRAFTWAND_FEAT_ID:
        case X2_CI_CRAFTROD_FEAT_ID:
        case X2_CI_CRAFTSTAFF_FEAT_ID: sCol = "NoWand"; break;
    }
    return !!StringToInt(Get2DACache(X2_CI_CRAFTING_SP_2DA,sCol,nSpellID));
}
edit it to this (comment out everything but the last line and replace sCol in the last line with "NoScroll"):
Code: [Select]
int CIGetIsSpellRestrictedFromCraftFeat(int nSpellID, int nFeatID)
{
    /*string sCol;
    switch(nFeatID)
    {
        case X2_CI_BREWPOTION_FEAT_ID: sCol = "NoPotion"; break;
        case X2_CI_SCRIBESCROLL_FEAT_ID: sCol = "NoScroll"; break;
        case X2_CI_CRAFTWAND_FEAT_ID:
        case X2_CI_CRAFTROD_FEAT_ID:
        case X2_CI_CRAFTSTAFF_FEAT_ID: sCol = "NoWand"; break;
    }*/
    return !!StringToInt(Get2DACache(X2_CI_CRAFTING_SP_2DA,"NoScroll",nSpellID));
}

Now you can also do custom wand levels, however rods won't be properly capped.  To do that, you gotta copy and paste this little guy:
Code: [Select]
    // -------------------------------------------------------------------------
    // check if spell is below maxlevel for craft want
    // -------------------------------------------------------------------------
    int nMaxLevel = GetPRCSwitch(X2_CI_CRAFTWAND_MAXLEVEL);
    if(nMaxLevel == 0)
        nMaxLevel = 4;
    if (nLevel > nMaxLevel)
    {
        FloatingTextStrRefOnCreature(83623, oCaster);
        return TRUE;
    }
from either here or the wand crafting check function, and put it after this part in CICraftCheckCraftRod:
Code: [Select]
    int nLevel = CIGetSpellInnateLevel(nSpellID,TRUE);
    if(GetPRCSwitch(PRC_CRAFT_ROD_CASTER_LEVEL))
    {
        switch(nMetaMagic)
        {
            case METAMAGIC_EMPOWER:
                nLevel += 2;
                break;
            case METAMAGIC_EXTEND:
                nLevel += 1;
                break;
            case METAMAGIC_MAXIMIZE:
                nLevel += 3;
                break;
/*            case METAMAGIC_QUICKEN:
                nLevel += 1;
                break;
            case METAMAGIC_SILENT:
                nLevel += 5;
                break;
            case METAMAGIC_STILL:
                nLevel += 6;
                break;
These dont work as IPs since they are hardcoded */
        }
    }

then recompile prc_scripts.  Now you not only have uncapped staff crafting but can set the wand/rod level cap to whatever you want with switches.  I wouldn't recommend altering the brew potion max level unless you want to do extra editing of CICraftCheckBrewPotion to work properly with the master alchemist class.

edit: I suppose the quicker and dirtier method would be to simply move case X2_CI_CRAFTSTAFF_FEAT_ID: to the line before case X2_CI_SCRIBESCROLL_FEAT_ID:, but then you can't raise the wand/rod max crafting level.

2
I don't think it has any effect, but I was just curious.  Not using any charisma-based spellcasters, but I was wondering if there were some hidden charisma checks going on for any of those types of spells.

3
Hey, it worked!  I should correct that even things with only the PRC installed (not the merging crap I was ranting about in the OP) would cause crashes too.  In case anyone else runs into the same deal.

Is that nwnx_funcs.dll important at all?  I'll try to figure out the highest version that will run without crashing for me and report back for the sake of others.

edit:
Ok, version 089 was the latest I could get to work.  Got it from here.

4
Help / NWNX crash only on modules with PRC
« on: June 14, 2012, 11:49:30 AM »
As the title says.  Logs don't show any errors, so that's pretty worthless.  It's odd, I can use modules with the PRC merged in, such as any of the official campaigns, with no problem.  Or I can take the EN4 CEP version with no PRC and it runs.  But if I were to use the PRC module installer to put the PRC in that EN4, NWNX server (not NWNX itself, but the hooked NWN server) crashes after the server trying to load it for ~15-20 sec?  If I use the normal NWN server, there is no crash.  I've tried it on other stuff like aielund saga (crashes NWNX server, normal server is fine), and it only seems to happen when a module requires a merge hak and/or tlk from the PRC install.  Weird.  Actually does occur with almost any PRC module, but not quite all.

Using the NWNX install straight from the latest PRC server pack.  Setting up NWNX stuff via personal_switch.2da, with these (maybe wrong?) settings:

Code: [Select]
50 PRC_USE_DATABASE int 1
51 PRC_DB_SQLITE int 1
52 PRC_USE_LETOSCRIPT int 1
53 PRC_LETOSCRIPT_FIX_ABILITIES int 1
54 PRC_LETOSCRIPT_NWN_DIR string "I:\NeverwinterNights\NWN\"

Ya, it's on the I: drive.

I can post logs, but they look like normal logs except it never starts running anything.  The error log is empty.  Successfully precached everything in SQLite, and the config files are unaltered from the default install.  Just wondering if anyone encountered (or hopefully fixed) this before?

5
General Discussion / Re: Waiting for 3.5 final~
« on: March 07, 2012, 12:55:42 PM »
Yes, because it's a brute force that sacrifices PRC functionality, such as weapon finesse applying to melee touch attacks, ray weapon spec, who knows what else.  But if you're playing in a campaign where AC bonuses are used, abused, and abused some more, you come out on top.  It's been awhile, but a quick diff and I think the only thing I did was change prc_inc_sp_tch.nss in include, replacing the two occurrences of the GetAttackRoll calls, namely:

Code: [Select]
    int nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_RANGED_SPELL); //line 17

Code: [Select]
    int nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_MELEE_SPELL); //line 32

with these two code blocks respectively:

Code: [Select]
    int nResult;
    if (oCaster == OBJECT_SELF)
    {
    nResult = TouchAttackRanged(oTarget, nDisplayFeedback);
    }
    else
    {
    nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_RANGED_SPELL);
    }

Code: [Select]
    int nResult;
    if (oCaster == OBJECT_SELF)
    {
    nResult = TouchAttackMelee(oTarget, nDisplayFeedback);
    }
    else
    {
    nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_MELEE_SPELL);
    }

Now, I remember this as working right, but looking at it I can't really remember what the purpose is of that if statement.  So who knows...

6
General Discussion / Re: Waiting for 3.5 final~
« on: March 07, 2012, 10:46:16 AM »
Ever have any luck fixing the problem with PRC touch attack rolls going up against toolset-added AC and failing horribly against some of the ridiculous bioware enemies, like the "these dragons are too easy let's give them +30 god damn AC there all better" snow globe dragons?  I did a workaround in my current version where I just bypass to the normal touch attack function, so it's no big deal, but just wondering.

7
General Discussion / Re: Modules using the PRC
« on: December 23, 2011, 12:22:12 PM »
Here is a modified EN4 CEP2 version (not the PRC version), with the PRC added afterward with the module updater.  It may lose a some functionality from the original EN4 PRC version, but since that version is so dated I doubt it works with the current PRC anyway.

It's been a long time since I messed with this, so I don't know precisely everything I changed.  The main point of this revision was to make EN4 more of a "low magic" module, including completely removing some item constant effects I thought were way unbalanced: haste and trueseeing.  Pretty much all items are a lot weaker on top of this, so don't count on finding a +1 weapon at the start of the game.  Luckily, since all enemies also use the same code for their item loot, they are consequently more poorly equipped as well.  I think this makes stuff like samurai, soulknife, magic buffs, etc a lot more useful.

Besides that, all spawns are based on the party size of the player entering each area.  This means that the module is intended to be played either singleplayer or multiplayer with the one party setting.  The custom AI already included in the module is tweaked a bit, although I really don't remember how or why.  I added calls to doing "something" with traps and doors on each area enter, whatever that entails, but the call is made to the original EN4 code.  It seems it was just... never referenced in the normal version.  And one annoying thing should be fixed from the original EN4: corpses don't instantly vanish, they actually hang around for awhile (forever?).  There's other various things, like the removal of the quest point system (my precious item balance!), possible weirdness tweaking alignments for stuff, increased XP/gold quest rewards from using skills like intimidate, and uh.. maybe some other stuff.

Since I only recently "remade" this module by diffing the scripts and importing, there may be broken stuff.  While I did systematically examine all of the altered scripts, there's a chance I somehow messed something up.

One thing to consider, and it's something I'm thinking about, is using en4_mobdeath.nss to replace the EN4 XP script (that's where it is located at) with the PRC XP stuff.  Haven't bothered to do it yet, though.

It uses the currently released version of the PRC, which I think is 3.5 beta 2?

I've included the altered scripts from the original EN4 CEP2 version you can get from the nwvault.  I've also included the module before the PRC is added, in case the current version breaks with some future PRC release.

Since the filesize restriction is 500 kb, I've hosted these on hotfile, so I wouldn't count on these links existing for long.  I did attach the altered scripts, so with modpacker and the original EN4, this module can be recreated even if the hotfile link goes down.

PRC version
No PRC Version

8
Help / Re: few tiny Bugs + a help with endless nights
« on: December 23, 2011, 10:13:01 AM »
Years ago, I edited EN4 quite a bit, and it appears I fixed the disappearing corpse bug.  I did a diff on the original EN4 vs my edited EN4 recently so I could import my modified scripts on a blank slate, so I think I know what needs to be changed.  It's no_ai_dth.nss.

I changed this section:
Code: [Select]
    //float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
    //corpse decay deactivated for Murray module
    float fDieDelay = 10.0;

to this:
Code: [Select]
    SetLootable(OBJECT_SELF,TRUE);
    //float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
    //corpse decay deactivated for Murray module
    float fDieDelay = 1.0;

If there's any interest, I could post my altered EN4, but the balance is different due to me reducing magic item drops to EN6 level or even weaker, I believe.  I also seem to have a vague memory of this corpse looting change causing some other problem(s?) that I needed to make a workaround for in other scripts, but it's been so long that I have no idea what that entailed or if it is even true.

As far as Siradein's problem of no XP, it is certainly based around the script en4_mobdeath.nss.  That is where EN4 performs its XP stuff.

9
Help / Re: Eldritch Blast and Touch AC
« on: August 25, 2011, 03:31:56 PM »
Would it be possible to get the AC by summing it from the appropriate equipment, buffs, and stats?

10
Character Builds / PRC Strategy Guide (And Help Request)
« on: July 30, 2010, 03:04:54 PM »
Quote from: azenmin

So.. I am looking for advice on a PRC class build that allows for really unique gameplay. Perhaps I'm the only one to feel this way, but I so often get the feeling that I've *done it all before*. I realize am being awfully picky so I'll understand if there's simply nothing for me out there.


I have that same curse, but I've messed with the PRC for awhile coming up with random stuff.  For your damage reflection example, you can just use something like fire shield (or many similar wizard spells) along with stoneskin for a similar effect, but I know that's not what you're looking for.

One thing I've messed around with is 6 sorcerer/6 cleric/28 true necro (although maybe dread necro can fit in for one of those 2 base classes now?).  Focus on cha, eventually get zone of animation, and of course take all those corpsecrafter feats.  Now, I know this involves summoning things to do your bidding, but it's going to get very different once you're past low levels.   You end up with a massive army of the undead that you sort of direct, but when you combine it with greater sanctuary, you're capable of casting beneficial spells on your cute soldiers without breaking it.  You become this enigmatic, malevolent presence directing and fortifying the undead, raising the dead of those you kill, growing into an unimaginable swarm of corpses.  It's sorta entertaining.

For another build, if you take something like shadow adept or red wizard and focus on one of the more tricky spell schools, such as enchantment, you can end up with a rather ridiculous play style.  Problem is, you gotta make sure you're playing a module that isn't loaded with enemies that have every single immunity, which is apparently something the NWN devs loved to do.  I like to combine it with the PRC staff crafting and spellfire channeler to make up for the relative weakness, since then you can get essentially unlimited staying power, which you'll probably need.  Especially when you have to dominate guys from one area and drag them to another where everything is immune to mind spells.

I dunno, it can be really tricky coming up with something that plays uniquely.  I've made lots of weird builds over the years but most of the files are missing, so these are just a couple I can come up with off the top of my head...

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