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Messages - Deathpoint

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1
No I didn't do that. Thanks guys.

2
I tested it with the Original campaigns and the same thing happens so I don't think it is a mod conflict.

I'm using the PRC options to modify the switches in game. Is there anything else I need to do? Am I doing it wrong?

3
Help / PnP Animate dead not working. Switch is set to 1. Module conflict?
« on: January 06, 2012, 05:40:04 PM »
I set the PRC switch to 1 and now I get the message about how many more HD of undead I can summon but when I try to summon another undead it gets unsummoned. Also PRC thinks the undead are still summoned.

I'm using PRC 3.5 RC1.

Is this a module conflict? If so would anyone be kind enough to tell me how to fix it? I'm using The Lord of Terror mod:

http://nwvault.ign.com/View.php?view=Modules.Detail&id=3713

Thank you.

4
Prestige Classes / Re: True Necromancer
« on: December 30, 2011, 03:26:37 PM »
Description works for me. I do not use a merge.

Pleas keep the epic levels :)

Not sure if it is balanced but it is fun.

5
General Discussion / Re: PRC 3.5 rc1
« on: December 30, 2011, 03:25:31 PM »
Thanks for the hard work. I love PRC.

6
General Discussion / Re: Modules using the PRC
« on: December 27, 2011, 09:00:28 PM »
Here is a modified EN4 CEP2 version...

I really appreciate this. I like the EN4 map the most of that series but I prefer a low magic setting. Can't wait to give this a try.

7
Prestige Classes / Re: True Necromancer
« on: December 27, 2011, 08:27:00 PM »
Wait True Necro gets dual progression now? Sweet I love it. Is there any difference then between how a True Necro gains or casts spells compared to a Mystic Theurge?

Edit: Rephrased my question to be more clear about what I meant.

8
Sorry guys I fell asleep.

Yea that link was the module.

ILR was the problem!

Thanks so much guys.

9
The module is Endless Nights IV and it does use a custom export system but I don't know how it works. I will edit this post once I get the other information.

Edit:

Yea, it keeps doing it I keep having to pick spells and it keeps adding skins. I get these messages every time:


Acquired item: base_prc_skin
Acquired item: HideToken
You cannot equip
Acquired item: HideToken

Like that. I cannot tell which item cannot be equipped. I tried taking all my items off and exiting and it still cannot equip something so I assume it is either the prc_skin or HideToken. Not sure though.

Oh I'm not using the export function I'm just quiting out and the character gets saved to the vault. Not sure if that matters.


10
I'm still trying to figure this out.

My oncliententer script launches two scripts. prc_onenter and the script for the module I'm using. I cleared out everything in that module script so it shouldn't be doing anything.

I enter the game and the problem still happens.

I get these messages:

Acquired item: base_prc_skin
Acquired item: HideToken
Cannot equip

I looked through my module's clientonexit script and it doesn't seem like it would cause it. I don't know much though. If it is not my clientonenter script then it must be the clientonexit or the baseitems.2da

I extracted the baseitems.2da from the hak file that PRC Module Updater created for the module I'm using and this is what I see.

Line 73:

73   530   creatureitem   2   2   0x3C000   0   0   it_cr_item   0   1   1   1   it_bag   iinvalid_2x2   1   1   0   ****   ****   ****   0   255   ****   ****   ****   ****   ****   ****   1   0   5031   30   8   0   13   0   ****   ****   ****   ****   ****   0   0   0   5469   0   0   1   ****   ****   1   ****   ****   ****   ****   0   1   


Container is set to 1. Is that right?

I don't know what else to do. Thanks so much for your help.

Also, if I open the same module in Single Player mode with the same character file the problem doesn't happen. The characters spell book is perfect too. That leads me to believe that the skin is still correctly equipped in the character file and that it wasn't removed when I exited the module the first time. So I think it must be a "onenter" script problem. Only when I try to bring the character back into that module while in Multiplayer mode does it do it.


11
Ok thank you. It is very possible my module is doing that. I will check that out.

12
This happens when hosting a multiplayer game and letting the server vault save the character. No problem if I save the game. Is it because the spell book is not saved into the character?

Is there anyway to get around this or am I doing something wrong?

Thank you.

13
General Discussion / Re: Necromancers, Rise again
« on: November 06, 2011, 02:50:51 AM »
Yea, my fault you guys are right. I didn't actually try to cast a spell. I thought since he was getting the spells properly it was suppose to work.

Wizard/Dread Necromancer/Red Wizard doesn't work.

:(

14
General Discussion / Re: Necromancers, Rise again
« on: November 05, 2011, 10:09:09 PM »
Well the manual says you need Tatoo Focus which is Wizard only right? The manual just says that you will gain spell levels of your highest caster class.

So in other words it's compatible with Sorc but you need Tattoo focus which means you need to take at least 1 wizard level.

15
General Discussion / Re: Necromancers, Rise again
« on: November 04, 2011, 05:10:07 PM »
Hey Praylak. Do you mind sharing what modules you use while playing? Thanks.

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