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General Discussion / Re: PRC modules
« Last post by DM Heatstroke on December 09, 2022, 10:10:46 AM »
Yes.

If you join the Discord you can report bugs & have input into these fixes.
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General Discussion / PRC modules
« Last post by westerwinter on November 14, 2022, 09:54:24 PM »
Will there be any new modules or fixes to the existing ones?
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General Discussion / Re: PRC 4.1.8 is Here!
« Last post by Stratovarius on October 24, 2022, 12:37:17 PM »
4.1.9
Battle Blessing feat
Half-Troll, Saint, Archlich template (by DM Heatstroke)
PnP Badger, Dog, Riding Dog, Eagle, Hawk, Heavy Horse, Light Horse, Owl, Pony, Dire Rat, Medium Viper & Wolf Animal Companions (by DM Heatstroke)
New random name databases (LTR files) for each racialtype (by DM Heatstroke)

Fixed Fate Link not working (by EbonFowl)
Fixed Bright Evening Star Enthralling Lights (by EbonFowl)
Fixed Baleful Polymorph affecting plants (by DM Heatstroke)
Fixed Spinning Halberd not being usable
Fixed Muckdweller having RHD
Fixed Zakya not getting their bonus feat at first level
Fixed Zceryll having unlimited bolts (by barmlot)
Fixed Zceryll not granting Spell Resistance
Fixed Spiretop Dragon TLK error
Fixed Exploit Vestige error
Fixed Marchosias Sneak Attack (by barmlot)
Fixed Marchosias Death Attack
Fixed assorted TLK spelling ("critcal", slanted githyanki eyes, typo in Rage Mage description) (by DM Heatstroke)
Added Katana to Insightful Strike if Iaijutsu Master
Fixed Two Weapon Fighting causing trouble for Rangers
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Note: There are a few problems with this build. As posted, it is not possible to take Necrocarnate Acolyte at lvl 3 with 10 Con.  The listed maneuvers at lvl 4 are also not available at that level.  Suggest sticking with ebonfowl's original Warcarnate build for something similar.

Thanks to Garasou on the discord for pointing this out.
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Builders / PRC Module Integration
« Last post by DM Heatstroke on October 10, 2022, 05:30:41 PM »
Preparation:
   
 1.) Have the target module & all associated hak & tlk files downloaded & put into the correct folders in your User's Documents.
 2.) Have the PRC updated & installed correctly. Make sure the *.hif files go into the haks folder.
 3.) Have Notepad++ installed along with the Comparison plugin & NWScript Tools.
 4.) Have a 2DA editor that you are comfortable using.  I recommend the Excel 2DA editor. (https://neverwintervault.org/project/nwnee/other/tool/nwn2datool-excel-spreadsheet)
 5.) Have the PRC's tlktools availble to convert TLK files if needed.
 6.) Extract prc_include.hak to a folder & point NWScript Tools at it for compiling scripts.
 6.) OPTIONAL: have the base NWN files availible for review if needed.  I use this repo: (https://github.com/urothis/nwn-assets)
 7.) OPTIONAL: have the PRC's SVN available for file comparison.  You can also just extract the files from the haks, but this is slower.


Conversion:

 1.) Copy module in place & rename it to have "[PRC]" at the end.
 2.) Open copied module up in toolset.
 3.) Open module properties, remove tlk file if one already exists.
 4.) Update Module Description for new requirements.
 5.) Save & close the module.
 6.) Open & run the PRC module injector on the module.  If there are overriden files, copy & save the list for a top hak.
 7.) If the module had no custom content of its own, the Conversion step is complete & you can move on to Integration.
 
 
 Advanced Conversion:
 
 1.) If the module uses CEP, CEP 2, CEP 3 or ProjectQ grab the appropriate merge haks & tlk from the PRC's Google Drive Archive (https://drive.google.com/drive/u/0/folders/1x3_U3JHblhh4K63NNy3gPy9AHYDwttkw) and associate them with the module in the Custom Content section.  Make sure the merge hak goes above the PRC's 2DA hak.
 
 2.) If the module uses CEP 2 or CEP 3, replace cep2_add_sb_v1.hak with prc_add_sb.hak in the Custom Content section.  This will allow the new weapon types to use corrected versions of the CEPs weapon blueprints.
 
 3.) The following CEP 3 haks can be added to any "basic" module to spruce up appearances without effecting anything mechanically: cep3_armor, cep3_facelift, cep3_reforge & cep3_vfx.
 
 4.) If the module has custom content that conflicts with PRC 2DAs, those files will need to be merged & placed in a new top hak that will go above any merge haks as well as the PRC's 2DA hak.  I may cover these steps further in another tutorial if needed.
 
 5.) If the module has a custom TLK file, this will need to be merged with the PRC's TLK file & associated with the module in the Custom Content section.  I may cover these steps further in another tutorial if needed.
 
 
 Integration:
 
 1.) Compiling the module
   a.) Paste the text below into a textfile named "compile temp0.bat" and save it in your working folder where nwnsc.exe resides.  You will likey need to edit the paths to be correct for your environment.
 
Code: [Select]
:loop
"C:\NWN Work\nwnsc.exe" -o -w -n "C:\Games\Steam\steamapps\common\Neverwinter Nights" -i "C:\Users\Jason\Documents\Neverwinter Nights\modules\temp0";"C:\Users\Jason\Documents\Neverwinter Nights\includes\PRC INCLUDES"  "C:\Users\Jason\Documents\Neverwinter Nights\modules\temp0\*.nss"
if %errorLevel% == -1 goto :loop
pause 
 
   b.) Using the batch file above, perform a full compile of all the scripts in the module.  You'll be surprised what the Toolset script editor allows that the nwnsc.exe will not.  This step requires beginner to intermediate scripting ability, depending on how bad the original author was at it.
   
   c.) After you've caught all of the oritinal authors errors, save the module.
 
 
 2.)  NPC Event Scripts
   a.) Open all of the nw_c2_default*.nss scripts in Aurora Script Editor except nw_c2_default5.nss.
   
   b.) Save nw_c2_default7.nss as prc_pwondeath.nss.
   
   c.) In prc_pwondeath, remove any scripting that also exists in the PRC's version of nw_c2_default7.nss.  Use the Notepad++ Comparison plugin to make this easy.  Compile the script when you're done.
   
   d.) Save nw_c2_default9.nss as prc_pwonspawn.nss.
   
   e.) In prc_pwonspawn, remove any scripting that also exists in the PRC's version of nw_c2_default9.nss. Use the Notepad++ Comparison plugin to make this easy. 
   
   f.) Add the line "ExecuteScript("prc_npc_spawn", OBJECT_SELF);" to the top of the script, under the void main(). Compile the script when you're done.
   
   g.) Add the following lines under void main() to the rest of the NPC event scripts as shown below:
   
Code: [Select]
     
OnBlocked ExecuteScript("prc_npc_blocked", OBJECT_SELF);
OnCombatRoundEnd ExecuteScript("prc_npc_combat", OBJECT_SELF);
OnConversation ExecuteScript("prc_npc_conv", OBJECT_SELF);
OnDamaged ExecuteScript("prc_npc_damaged", OBJECT_SELF);
OnDisturbed ExecuteScript("prc_npc_disturb", OBJECT_SELF);
OnHeartbeat ExecuteScript("prc_npc_hb", OBJECT_SELF);
OnPerception ExecuteScript("prc_npc_percep", OBJECT_SELF);
OnPhysicalAttacked ExecuteScript("prc_npc_physatt", OBJECT_SELF);
OnRested ExecuteScript("prc_npc_rested", OBJECT_SELF);
OnSpellCastAt ExecuteScript("prc_npc_spellat", OBJECT_SELF);
      
      NOTE: "ExecuteScript("prc_npc_hb", OBJECT_SELF);" will cause your commoners to spawn chickens w/ the PRC_CHICKEN_INFESTED enabled.
   
 3.) Treasure Scripts
   a.) With the module open in the Aurora Toolset, grab the following scripts from the PRC SVN & without overwriting them, copy them to your \modules\temp0 folder:
         
         nw_o2_boss.nss
         nw_o2_classhig.nss
         nw_o2_classlow.nss
         nw_o2_classmed.nss
         nw_o2_classweap.nss
         nw_o2_generalhig.nss
         nw_o2_generallow.nss
         nw_o2_generalmed.nss
         nw_o2_generalmid.nss
   
      This will enable PRC classes to trigger rewards if the module is using the default NWN treasure system.  If these files already exist, you will need to compare them to the PRC version & see what needs to be updated. 
      
   b.) Compile the module via the batch file & save.
   
   
 4.) PRC Integration
 
   a.) Open the module in the Aurora Toolset.
   
   b.) In Notepad++ search the NSS script files in the \modules\temp0\ folder for all instances of the "MySavingThrow" function.  Open all script files that contain this function & change every instance of "MySavingThrow" to "PRCMySavingThrow" & and add #include "prc_inc_spells" above void main().  Save & compile each modified script.
   
   c.) In Notepad++ search the NSS script files in the \modules\temp0\ folder for all instances of the "GetRacialType" function.  Open all script files that contain this function & change every instance of "GetRacialType" to "PRCMyGetRacialType" & and add #include "prc_inc_racial" above void main().  Save & compile each modified script.   NOTE: any scripts that need to get the actual racialtype of a PC (i.e. information tracking DB functions) should be left unmodified.

   d.) In Notepad++ search the NSS script files in the \modules\temp0\ folder for all instances of the "GetLevelByClass" function.  Open all script files that contain this function & change every instance of "GetLevelByClass" and review if any PRC classes should be added to the list of classes the script is querying.  This will allow PRC classes to pass various Starting Conditionals & other tests within the module.  We have a class list with common groupings here: (https://gist.github.com/Jaysyn904/f9363425c8207c1cdba4266849333b6f)  Save & compile each modified script.
   
   e.) Compile the module via the batch file & save.   
      
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Help / Re: Issues re: PRCModuleUpdater and PRC/CEP merging
« Last post 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
« Last post 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)
« Last post 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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Character Builds / Re: Build: Warlock 27/Warblade 7/War Mind 6 (War Cubed)
« Last post by ThE LoSt BoY on June 03, 2022, 10:56:20 PM »
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)
« Last post 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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