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Help / Re: Issues re: PRCModuleUpdater and PRC/CEP merging
« Latest: by Stratovarius on July 19, 2022, 06:24:58 AM »
Drop by the #modules channel on discord. You'll find everything already answered for you in the pins there.
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Help / Issues re: PRCModuleUpdater and PRC/CEP merging
« Latest: by GLWizard on July 18, 2022, 08:09:17 PM »
Hi, all-

After a rather long hiatus from the front, I now find myself returning to the worlds of NWN- including the PRC. You can imagine my astonishment to discover that not only is the PRC project not offline, but that it is still producing content. (Reserve feats... yum.)

As the newer versions of the PRC have moved to the Enhanced Edition of NWN, so have I. As it happens, though, I've found myself running into issues.

The original version of the PRCModuleUpdater (now the "classic" version) used to create both a merge hak and combined tlk file to use with a given module. I'm now using the updated version of PRCModuleUpdater... and it doesn't appear to do this. Indeed, when I attempted to update a clean version of Endless Nights IV with the PRC (4-1-8), I received the error previously noted by other users here: "...The module and custom content contain tlk files that cannot merge".

I attempted to build my own merge hak, using the compiler and the notes on the subject from the PRC manual. I got the same result when using CEP.tlk as my original tlk file. I tried removing this, as suggested in a different thread; then, the compiler was able to successfully add the PRC to the "Merge module"- but it also used the prc_consortium.tlk file, rather than attempting to build a new one.

So... I'm a bit stumped as to what i SHOULD be doing.

So far, I HAVE been able to add the PRC to EN4 in NWNEE. While it works well enough, I've also seen a number of oddities in the installation. To wit, my character is encountering a fair number of monsters without a name- or rather, a blank name.

I suspect that this may be due to the tlk file the module is using (prc_consortium), and that a merged tlk file might fix things. (I first took steps to fix the issue with baseitems.2da as noted in the manual, by basically merging the two different 2da files together. All seems to be all right, though I don't think I've done anything- or found anything- that would test it, either. In any case, I still have the "blank names" issue.)

As such, I'd appreciate any advice anyone could give me. (If such advice would be better dispensed over Discord, I would be game- though it would need to be later in the week.)

Regards,
Lee (GLWizard)
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Character Builds / Re: Build: Warlock 27/Warblade 7/War Mind 6 (War Cubed)
« Latest: by ebonfowl on June 13, 2022, 12:13:13 AM »
Why does the save being reflex mean monks are better? Nothing can pass DC70, reflex or not.

The ability to craft vorpal comes from Warlock. Imbue Item lets them sub UMD checks for spell requirements. Like artificer-lite.

Vorpal works in the exact same cases where devcrit works. And the same enemies are immune. Like constructs and undead. And the DC was made enormous to create the best approximation of PnP vorpal which gives no save.
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Did this build get the Vorpal crafting spell access using UMD + scrolls or are there equivalent invokes?

This thread (2009) had the costs, which seemed low for a DC70 effect:
http://nwnprc.com/index.php?topic=72.0

Curious which opponents Vorpal does not work against.

Just saw the Vorpal DC was Flex. Looks like monks are still the best. Some things never change.
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Character Builds / Re: Build: Warlock 27/Warblade 7/War Mind 6 (War Cubed)
« Latest: by ebonfowl on June 03, 2022, 01:21:08 AM »
Yeah, Creeping Doom is an excellent catch-all. It’s even better here since you can use tentacles to slow movement even more, or stop it altogether.  It is my go-to for prismatic dragons along with vitriolic blast.

I made a script that makes it work like the BioWare description as well (since it doesn’t work like the description at all), which is even better!
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Re: build suggestions

First, many of these are not possible: you can’t take any domain but War because you need it for Holy Warrior and the other domain must be one of the three MoS domains to qualify. You cannot take Extra Turning instead of Improved Turning because MoS already gets it as a bonus feat. You can’t have undead mastery, it is a Dread Necromancer thing. Also, as Strat points out, those skills are no longer useful.

As I’ve said before, use-limited abilities generally suck in NWN. They are fine for games where only a few encounters a day are assumed (4/day in PnP for instance), but the encounter rate in many NWN modules makes them undesirable. For example, maybe a times/day ability will be useful against the first monster in Swordflight, but what about the tenth? What about the 100th monster you have to fight before the module even gives you the possibility of resting? Epic spells, divine might, and divine shield all fall into this category.

Devcrit and PRC vorpal are THE best pure offensive abilities there are. Nothing kills faster aside from maybe the extreme damage builds (which this build cannot replicate). This build can’t make a vorpal weapon (the better option) because it cannot get both of the required spells, so devcrit it is. And the requirements for devcrit (except overwhelming critical and power attack) all dramatically improve devcrit. This build is primarily a devcrit build with use-limited options to deal with the enemies that are immune to devcrit. And my desire is to not post cheater builds, so no toolset solutions.

Corpse Crafter and (particularly/mostly) Destruction Retribution will work, and may be a decent swap in for this build, but I don’t think there is a combination of two feats that would be better swapped out for those two.

And Improved Turning and +12 charisma items are required in this build as it is the only way to never lose control of a ghost (aside from a couple WoL that are not good fits). Until I get phylactery of undead turning implemented, that is.

Some of the spells look cool, but the player can decide on those.
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Now you tell me. LOL!

Hope all is well.
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Note that in the PRC, Spellcraft does not add to saves, nor Tumble to AC.
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I like the fact that CD / Verminlord allows this build to damage practically anything, even the uber high AC.

I hated the way high Dex monks could dodge almost any physical attack and with max spell resistance builds, shrug off almost any spell.
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Good to see a non-uber race build with a different spin from the Eternal Undead Master:
http://nwnprc.com/index.php?topic=1400.0

A couple of small bits.

Not going for Epic Spellcasting? The build ends with 22 Wis. Epic Mage Armor, Deadeye Sense and Epic Warding are must haves for serious OP cheese. All it costs is a few skill points and 1 Epic feat. Also, the S-craft skill points boost magic saves.

Corpsecrafter makes your undead minions a little stronger. Not sure if they are considered 'created' vs summoned. Worth a look.

With TWF, Div Might is a big heavy damage bonus adder w/ the right gear. I would probably go Div Shield as well and just Dual Wield. Also nice if you load up a big bad bow.

Unliving Weapon is great to blow up Undead traitors. Destruction Retribution is also something to consider.

Would go for Plant domain to get Creep Doom. Protection is meh vs Div Shield + high Cha gear. The only thing that sucks about CD is that the Undead tend to run into the CD cloud and soak up damage. Love CD + Storm of Vengeance + missile attacks.

Stop Heart is a great killing spell. You just have to stock up on Baccaran. Slay Living was pretty good, too.

I would stay away from Dev-Crit and just toolset items that give Dev-Crit as a bonus feat. Way too many feats and strength tied up in DevCrit for my taste. Div Might + high Cha gear + Deadeye Sense are a great set.

An easy way (albeit costly) to dispose of the treacherous undead was: cast Gr Timestop (Epic spell), cast Unliving Weapon on 6 different ones, cast 1-2 Fire Storms. Done deal. They would effectively blow each other up. Funny to watch.

Might go for Extra Turning over Improved Turning. They aren't usually that treacherous. ET is 6 additional OP undead summons.

Undead Mastery may (??) give you summons headroom to bring on a fair bit more firepower.

For added flexibility for a very high Wis build, consider Zen Archery to add the missile dimension into the arsenal. CD + SoV + missile attacks are serious fun. Stacks well with Div Might + Shield.

Love the build and thanks for posting.

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