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Author Topic: Help when choosing feats for npcs  (Read 5991 times)

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May 22, 2012, 05:03:35 AM
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I see many feats are duplicates. it's not possible to click over them, however, and read the description, and since the levelup wizard is completely broken, what can I do for a quicker and more exact feat choice?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 22, 2012, 09:08:00 AM
Reply #1

I see many feats are duplicates. it's not possible to click over them, however, and read the description, and since the levelup wizard is completely broken, what can I do for a quicker and more exact feat choice?

Trial & error is how I go about it.  If you are feeling really adventurous you could modify the TLK file so you know which feat is for which class/race.
HEATSTROKE


May 22, 2012, 09:34:08 AM
Reply #2
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I was going to ask PrC developers to add a suffix, so we can identify them

now is like: smite evil-smite evil-smite evil....

could you do it like : Smite evil (Paladin/Pal) - Smite evil (Cleric/Clr) - Smite Evil (templar/Tmpl) ?
a request for the next release. trial and error is too time consuming.


EDIT: nevermind that, there is a small ? I had never noticed. that does it.
« Last Edit: May 23, 2012, 03:27:05 AM by Dark_Ansem »
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 23, 2012, 03:41:27 AM
Reply #3
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a real request for the next update: can you add a passive monster feats that augments psionics by default for them? in order to make stronger monsters.

My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 23, 2012, 07:46:32 AM
Reply #4

a real request for the next update: can you add a passive monster feats that augments psionics by default for them? in order to make stronger monsters.

I like this idea.  An alternative could be to count HD in creature classes as manifester levels.
HEATSTROKE


May 23, 2012, 08:12:36 AM
Reply #5
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since the AI is not smart enough to actually augment them, maybe an "override feat":
monster feat: augmented psionics
the monster with this feat has its psionic spells augmented accodingly to its HD.
after that it would only be a matter of understanding where those psionics are meant to be selected for the monster to use them.
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


May 23, 2012, 11:14:55 AM
Reply #6
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<= never actually played psionic character

I think setting a local var on a creature would be a better idea... but since we already have that in PRC...

Hmm...

I really have no experience with psionic NPCs. I think it's do-able but it would require some play-testing.


May 23, 2012, 08:15:50 PM
Reply #7

<= never actually played psionic character

I think setting a local var on a creature would be a better idea... but since we already have that in PRC...

Hmm...

I really have no experience with psionic NPCs. I think it's do-able but it would require some play-testing.

The default NWN AI will already use psionic abilities, but it does so rather stupidly & nothing is augmented or adjusted for manifester level. 

Unfortunately, TonyK's AI won't fire psionics at all.
HEATSTROKE


May 24, 2012, 02:27:10 AM
Reply #8
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that's why I thought a passive abilty could solve, at least partially, the psionic stupidity :P
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163