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Messages - malonkey1

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1
General Discussion / Re: NWNCX + PRC (spellcasting classes)
« on: December 25, 2017, 11:36:17 PM »
I, too, am very interested in this. Especially if we can use it for things like the Warlock's Invocations in amore NWN2 Style of using the spellbok.

2
Other Features / Re: Next PRC Update requests
« on: September 11, 2015, 08:16:52 PM »
That malonkey1 guy needs to finish his Incarnum stuff so it can be added!  :P

But seriously, I need to get back on that.

3
Alternate Magic Systems / Re: Coming Eventually...
« on: March 27, 2015, 02:02:43 PM »
My laptop had a run-in with an automobile, so I lost everything. I still want to do this, now that I have a new laptop. I just need to find some free time.

4
Base Classes / Re: Pathfinder: A Ponderance...
« on: May 07, 2014, 03:06:30 PM »
Revisiting this, I think the Summoner would be the hardest. In addition to likely needing several spells scripted specifically for it, we have the issue of the Eidolon. Even without the archetypes, the Eidolon would be a complex beast. I think Eidolon design itself could be done via Dialog menus (a dialog prompt coming up at each new Summoner level asking if you want to modify your eidolon). I think the real problems would lie in modeling the Eidolon. We'd have to figure out a way to dynamically generate a model for it, probably with different base models for body shapes and then changing out leg, arm, head, etc. models. I think the effort required to script and create a functioning eidolon would be impossible for most of us. The individual effects the Eidolons can gain aren't anything really new, just existing monster abilities.

5
Help / Community Patch 1.70
« on: March 25, 2014, 10:02:16 AM »
Hello, all. I'm reinstalling NWN (had some frustration dealing with a janky computer), and I found that in addition to the 1.69 critical rebuild, somebody had put together the 1.70 Community Patch. It says it's compatible with ProjectQ/CEP/PRC, but is there any specific recommendations for having it alongside the PRC, and will it improve the game if I use it?

6
Alternate Magic Systems / Re: Coming Eventually...
« on: March 22, 2014, 11:37:18 AM »
Malonkey, how has it been? Have you been able to work more on this project? I see you are still active on the forums :)

Ugh, not good. I have some ideas for implementing it, but I'm swamped with college. I'll see what I can get done after the semester's over, though. If you want, I could link to the notes I have so far.

7
Base Classes / Re: Pathfinder: A Ponderance...
« on: December 25, 2013, 09:52:21 AM »
Yerp, I added a link to the classes in the post.

The link's also below:
http://www.d20pfsrd.com/classes/base-classes

8
Base Classes / Pathfinder: A Ponderance...
« on: December 20, 2013, 11:33:00 PM »
I know changing the ruleset for NWN to Pathfinder would be beyond the means of our programming capabilities, but I had a thought. Could we back-convert some of the new Pathfinder Classes to NWN?

Full writeups of these classes can be found here.

Alchemist:
  • Bombs: Hm, this'd actually be fairly simple. Make it a clickable feat, basically. Normally pretty bog-standard as far as effect, model it off the Alchemist's Fire (apropos, wouldn't you agree?).
  • Alchemy would probably be just normal spellcasting, but all the spells would normally have the personal effect. Prepared like a Wizard, and even learned like one. Infusions would be a bit sticky, but perhaps you can activate an "infusion mode" granted by that discovery, so any time you "cast" the extract in question, it instead spawns an item in your inventory that behaves like a potion. Probably tricky to hook in all that.
  • Mutagen: Pretty boring, really. Just a temp buff clickie, in 3 flavors (to start).
  • Discoveries, Grand Discoveries: A lot of them would be reasonable enough, I suppose. Some Discoveries might be tough and/or impossible include, either needing new code from whole cloth or being downright engine-unfriendly.
  • Poison Resistance, Poison Use: Poison Resistance should be pretty darn easy, and Poison Use already exists.
  • Swift/Instant Alchemy, Swift Poisoning: Really not sure on this one. It depends on how much we can mess with the crafting system and poisons.

Cavalier
  • Orders: Most of them seem pretty simple, except perhaps for the edicts.
  • Challenge: Actually not super far from a Knight's Challenge, and we could use that as a base.
  • Banner: We can do this pretty easily, except for the charge-based bonuses.
  • Mount: Steal from the Paladin?
  • Tactician/Greater Technician/Master Tactician: The biggest issue is the teamwork feats themselves.
  • Expert Trainer: No Handle Animal Skill, if memory serves. May have to remove/replace.
  • Cavalier Charge/Mighty Charge/Supreme Charge: There's no charging. We'd need to switch this out. Maybe extra bonuses while mounted instead.

Gunslinger:
  • Firearm Use: Weeeeeeeell, it depends. I've seen a few different firearm haks, of varying quality. If we could incorporate one, it'd make this pretty simple. Otherwise, it'd be a pain.
  • Grit/Deeds/True Grit: Well, the Daring Acts rule would be right out. We could probably add an OnCrit effect for replenishing Grit. We might have issues with the individual deeds, but the actual Grit system is pretty simple. True Grit might be tricky.
  • Nimble: Should be pretty simple.
  • Bonus Feats: Also pretty simple.
  • Gun Training: Depending on how we program/incorporate firearms, this could be easy or hard.

THIS POST TO BE EXPANDED...

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Alternate Magic Systems / Re: Coming Eventually...
« on: October 20, 2013, 05:59:13 PM »
No, I've been really busy, and I lost all the files. I need to start over.

10
General Discussion / Re: Epic Runecaster question
« on: August 31, 2013, 11:15:32 AM »
Hi Xwarren,

How do I edit the cls_feat_*.2da?  What program do I use?

Notepad, Textpad, any text editor.

11
Base Classes / Re: Does a Favored Soul use wisdom or charisma?
« on: August 22, 2013, 10:46:00 PM »
I want to try this class in a game, but I'm reading the manual and it has the following description when it comes to spell casting:

"To cast a spell, the Favoured Soul must have a Charisma score of 10 + the spell level. The DC of a Favoured Soul's spell is 10 + Spell Level + Wisdom Modifier. A Favoured Soul's caster level is equal to his class level. He has access to any spell from the Cleric spell list, and casts spells as a Sorcerer does. "

First it says you need to have a charisma score in order to determine the highest level of spells you can cast.  But then it says the DC for spells utilizes your Wisdom modifier.  Which one increases the amount of spells you can cast per day?

Charisma determined spell levels, and thus spell slots (don't quote me on that).

12
Hey guys, just reminding everybody this is a thing. It appears that work slowly continues. Any coders on this forum should go take a look.

13
Help / Re: PRC on Linux
« on: June 30, 2013, 11:54:13 PM »
     The module updater is a '.exe' file, and won't run on Linux. About the TLK file, are you talking about the Char creator? That is already working perfectly: the barbarian comment was about trying to play OC or SoU with a psion.
     Is there a module updater for Linux, or any other turnaround?

Thanks for replying

Ah, I see. Well, the PRC TLK is also used by the modified modules in order to read the names and apply them as directed by the TLK. Good to see you resolved it.

14
Help / Re: PRC on Linux
« on: June 29, 2013, 10:23:18 PM »
Hello!

        I installed NWN Diamond on Linux (Mint Debian) and its working perfectly, but eventually I got bored and decided to install PRC.
       Sadly, i'm taking a beating at installing and playing it on the OC, SoU and HotU. I manually placed the files on the right places, but obviously that alone isn't enough. What else do i need to do? I'm cant find the info anywhere.... I already got the CC to work, and my lvl 1 illithid psion is not a barbarian...
       I understand on Windows there's a toolset to "merge" PRC with modules, but how do I do that on Linux?

Thanks in advance

Well, have you run the module updater? That should set the TLK file to prc_consortium so it can read that and name your classes and such properly.

15
Help / Re: Help with classes for a PW (Spanish PW, sorry bad english)
« on: June 18, 2013, 11:40:12 PM »
I suppose it could be done if one had enough assembly or hex editing knowledge.  Or the source code to the client.

The XOREOS guy might have some useful stuff. His open-source Bioware thingy is here (Github Here)

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