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Messages - seraglio

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1
Prestige Classes / Forsaker
« on: May 22, 2021, 12:27:11 AM »
Cool class. So what counts as magic? I'm guessing from the timing Incarnum melds do NOT? What about psionics, binding and ToB maneuvers. Also Samurai Daisho?

2
General Discussion / Re: So what's new!
« on: May 13, 2021, 11:55:16 PM »
Cool, thanks for the reply.

Question, is the content for the removed classes still in the haks? Or would I need to assemple it from older versions? I may want to restore a few favorites on my install.

3
General Discussion / So what's new!
« on: May 11, 2021, 05:56:42 PM »
Hi. Haven't played in a decade and curious about the changes...

I spent like 5 years playing NWN and wasn't at all excited about EE until I saw that the PRC and Strat were back an making new content. So I bought it today and I'm trying to remember how to do things.

But I'm also noticing some changes, which begs some questions

Was the Nymph race removed...pretty sure it was in? Anything else?

Brawlers and Anti-Palidans removed? All non-WotC content getting removed?. Did Beamdog not expand the number of classes available in the .2da file?

I saw some patch notes that mentioned many classes getting updated to use new script functions. As a broad general question what are you guys excited about? What kind of cool things can you do now that you couldn't before? Can stat increases go above 12? Is initiative still hardcoded?

Id ask these sorts of things in the beamdog forums where I'm active in the BG modding community, but NWN has always seemed so narrowly focused on creating dungeons that other content seems an afterthought unless its directly related to ...building dungeons, which doesn't interest me in the slightest.

Excited to spend hours designing new builds again!

4
General Discussion / Re: Item Property Area of Effect
« on: November 22, 2012, 08:34:30 PM »
Thanks a ton. I notice the file is 254 lines....that tends to mean you can't make any more entries im guessing? Or maybe one...

5
General Discussion / Re: NWNX - Does it require seperate server?
« on: November 22, 2012, 08:19:42 PM »
You get stats without restarting the client?! Cool!

6
General Discussion / Re: NWNX - Does it require seperate server?
« on: November 21, 2012, 09:35:38 PM »
So what are the benefits for the PNP shifter class? The main thing I remember was permanent stat increases for classes that gave bonuses, like Heartwarder or Warchief. But you had to restart the client as I recall....does the new version give you above +12 stat bonuses without a restart?

7
General Discussion / Another item property question
« on: November 21, 2012, 09:29:02 PM »
SInce I'm enjoying creating some new items I thought I'd ask this question here. Some brand new item properties were added by the PRC, like PNP Holy Avenger and Divinity/Wizardry. How do you do that? I guess I'm looking for a tutorial if someone can point me to one, or just some tips if there isn't one. I understand the basics of scripting and 2da files, what I don't know is what links itempropdef.2da to an actual script that does something? Where is the actual code for something like Wizarddry and what are the rules, parameters etc.

If it helps, my dream is to create on "on hit spell" property that is percentage based, like the on hit properties, so the spell doesnt go off every hit like it does now, which is always overpowered.

8
General Discussion / Item Property Area of Effect
« on: November 21, 2012, 09:16:38 PM »
I see some new  AoE effects were added to item properties, like deeper darkness. I tried to do the same, but cant figure out the 5th row, AoEID. What does that reference? I cant seem to match it up with any other .2da files.

Clearly it identifies the spell since, when left blank, it creates an Acid CLoud (by virtue of the fact its first alphabetically in spells).

9
Spells, Feats, and Skills / Re: Leadership and Cohorts
« on: November 12, 2012, 01:35:56 PM »
So I figured out my problem.....

First the cohorts had invalid races and classes. Basically I was creating animal companions and golems in a module, exporting the erfs and using Leto to convert them to regular localvault .bic files. After looking at the cohort script, it appears it checks for valid race/class...constructs and animals werent valid.

After fixing this I still couldnt import some cohorts. I downloaded a FoxPro database editing tool and interrogated the tables. Turns out I already had a cohort with the same name in the table...duh!

After renaming the cohort I was able to register the character as a cohort...which once again crashed the database. When I loaded a character with Leadership, instead of 30 choices, I had 13, with my newly added "Mythic Bear" being the 13th. For some reason it once again blew away 17 previously registered cohorts. I restored from a backup before I remembered to look at the database with the new FoxPro tools, but the files I overwrote were significantly larger than the backups (which had 27 cohorts),  implying the previous cohorts werent erased, but obfuscated somehow.

Anyway at this point I will chalk it up to some oddities in the .bic files I am using, since I am using a very unorthodox method of creating characters. Its weird though since I have created and successfully imported (without crashing db) several characters this way. I'll keep plugging away to see if any patterns emerge.


10
Spells, Feats, and Skills / Re: Leadership and Cohorts
« on: November 08, 2012, 07:46:56 PM »
Just thought id ask again since I ran into a limit....when i got to 29 custom cohorts...I was not allowed to add any more...the "register this character as a cohort" option was gone. Does anyone know or remember whther thier is a limit imposed?

Just want to make sure I'm hitting some hard coded limit in the leadership system..and not something fixable or changeable on my end.

11
Spells, Feats, and Skills / Re: Leadership and Cohorts
« on: October 01, 2012, 08:07:22 PM »
Thanks for the quick reply. So I take it there is no limit like 20 custom cohorts or anything like that? If not ill chalk it up to bad luck ad start over I guess.

Also any idea on adding creatures as cohorts?

12
Spells, Feats, and Skills / Leadership and Cohorts
« on: September 30, 2012, 03:13:39 PM »
Apologize if this questions has already been asked, search engine bombed out on me.

So i tried to register a character as a custom cohort today and then tried to recruit him, as normal. He was my only remaining custom choice, all my others, about 20, were gone!

Snooping around the database directory, I notice recent changes to PRCCOHORTS.CDX, if that means anything. Its only 3k.

The only thing different about this cohort from the many others i've made is A: he was already level 40 when I chose to register as cohort and B: He had half fiend template.

Is there a limit to the number of custom cohorts you can have stored that I tripped? Also is there another way to add custom cohorts, for instance if I wanted a Golem or Undead cohort and wanted them to keep thier standard special abilities, creature weapons, powers, properties applied to creature skin, etc.

13
Other Features / Craft Constructs
« on: September 30, 2012, 02:02:02 PM »
It looks like this feature was disabled. I distincltly remember the recipe book based version of this feat working some versions ago. Is there any way to re-enable it on my local copy? It looks like the recipe books were removed as well, but not sure about the scripts...maybe it would be possible to re-activate by exporting the recipes from an old version?

14
Help / Re: How to implement racial class levels
« on: July 31, 2012, 06:03:22 PM »
Calirion, I havent tried yet, but looking at the PRC_XP_USE_SIMPLE_RACIAL_HD switch and reading the details I don't think that is going to work for me. I want to select Outsider as the base class for my rakshasa in Character Creator. I want to select my skills and feats normally,not use the levelup package, the text on this switch specifically says you cant do that.

It mentions something about CONVOCC...a conversation driven character creator maybe? Maybe that tool will work better for me? Anyone know anything about it?

15
Help / Re: How to implement racial class levels
« on: July 31, 2012, 05:57:06 PM »
Well looking at prc_inc_castlvl, it appears that PnP racial spellcasting was coded...i.e. driders and rakshasa have innate ability to cast sorcerer spells...so if racial HD are enabled the Outsider/Aberration classes are given sorcerer spellbooks. At least thats what it looks like to me...i hate C

int GetIsArcaneClass(int nClass, object oCaster = OBJECT_SELF)
{
    return nClass == CLASS_TYPE_ASSASSIN
         || nClass == CLASS_TYPE_BARD
         || nClass == CLASS_TYPE_BEGUILER
         || nClass == CLASS_TYPE_DREAD_NECROMANCER
         || nClass == CLASS_TYPE_DUSKBLADE
         || nClass == CLASS_TYPE_HARPER
         || nClass == CLASS_TYPE_HEXBLADE
         || nClass == CLASS_TYPE_SHADOWLORD
         || nClass == CLASS_TYPE_SORCERER
         || nClass == CLASS_TYPE_SUBLIME_CHORD
         || nClass == CLASS_TYPE_SUEL_ARCHANAMACH
         || nClass == CLASS_TYPE_WARMAGE
         || nClass == CLASS_TYPE_WITCH
         || nClass == CLASS_TYPE_WIZARD
         || (nClass == CLASS_TYPE_OUTSIDER
                && GetRacialType(oCaster) == RACIAL_TYPE_RAKSHASA
                && !GetLevelByClass(CLASS_TYPE_SORCERER))
         || (nClass == CLASS_TYPE_ABERRATION
                && GetRacialType(oCaster) == RACIAL_TYPE_DRIDER
                && !GetLevelByClass(CLASS_TYPE_SORCERER))
         || (nClass == CLASS_TYPE_DRAGON
                && GetRacialType(oCaster) == RACIAL_TYPE_BOZAK
                && !GetLevelByClass(CLASS_TYPE_SORCERER));
}


So you wind up with a full BAB, 3 good save sorcerer...which given that sorcerer get no special abilities anyway is a pretty good deal for Outsiders.

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