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Messages - Plok

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1
General Discussion / Re: The Enhanced Edition
« on: April 19, 2018, 02:29:24 PM »
So, I've been hacking on this for a while and I'm at a point where I need some testing doing. It would be nice to get some people familiar with the PRC testing it so have some links:

GUI Hak Patcher - http://www.mediafire.com/file/tsz4l1ty4acbzlt/hakpatcher%20EE.7z
EE PRC haks - http://www.mediafire.com/file/hatqataj684laac/PRC%20EE.7z

.net 3.5 is required to run the hak patcher - https://www.microsoft.com/en-us/download/details.aspx?id=21

Note, I've discovered that you can run the PRC in the EE. It only crashes when leaving the character creation window after hitting the class packages bit. You can still create a character here, but your game will crash straight after. You can then reopen the game, load a module/campaign and select the already created character.

Depending on where you installed NWN, you may have to run the patcher as admin. Also, since the character creator hasn't been updated yet, you can't select any new races.

2
Help / Re: PRC installer utilities incompatible with NWN EE
« on: April 05, 2018, 10:35:17 PM »
I can think of a work-around, but it's ugly and requires a bit of technical know-how.

I'd imagine that the installer isn't working because it's looking for two things: NWN registry entries and NWN folders. You could fake both of these using regedit and symbolic links (shortcuts that programs see as normal folders Mac OS, Linux, Windows Vista+ only).

Really the best bet would be to update the installer to work with EE. It's in the PRC source code under tools/HakInstaller/. It's a Visual Studio 2005 C#.net 2.0 project. Changing the code is a doddle because you can do it in notepad and C# is a very nice programming language. Unfortunately... getting ahold of a copy of Visual Studio 2005 in 2018 is kind of difficult; the code will need to be coerced into working in a newer Visual Studio. That sounds decidedly not fun.

3
General Discussion / Re: The Enhanced Edition
« on: April 05, 2018, 09:52:42 PM »
Got the source to compile into the appropriate .haks with the Enhanced Edition. Source is at: https://bitbucket.org/SpitefulBerk/nwn_ee_prc

Beamdog forums discussion: https://forums.beamdog.com/discussion/69913/i-cannot-get-the-prc-to-work-with-ee

4
Builders / Re: Archivist INT bonus spells
« on: April 04, 2018, 06:25:23 PM »
The place in question where it is defined is line 324 of include/inc_newspellbook.nss

Code is:

Code: [Select]
int GetSlotCount(int nLevel, int nSpellLevel, int nAbilityScore, int nClass, object oItemPosessor = OBJECT_INVALID)
{
  ...
        int nAbilityMod = nClass == CLASS_TYPE_ARCHIVIST ? GetAbilityModifier(ABILITY_WISDOM, oItemPosessor) : (nAbilityScore - 10) / 2;
}
You would just need to change ABILITY_WISDOM to ABILITY_INTELLIGENCE.

Sadly, because of how includes work in NWN scripting, editing this would require recompiling the whole prc (included .nss files are compiled into the .nsc file that included it and never referenced again). It's pretty easy to do, actually. You just run the make.bat file in the source code. The big hurdle for the not technical is getting the source in the first place.

It would be pretty simple to add Academic Priest as a feat though, just change that to...
Code: [Select]
int GetSlotCount(int nLevel, int nSpellLevel, int nAbilityScore, int nClass, object oItemPosessor = OBJECT_INVALID)
{
  ...
        int nAbility = GetHasFeat(FEAT_ACADEMIC_PRIEST) ? ABILITY_INTELLIGENCE : ABILITY_WISDOM;
        int nAbilityMod = nClass == CLASS_TYPE_ARCHIVIST ? GetAbilityModifier(nAbility, oItemPosessor) : (nAbilityScore - 10) / 2;
}
...and add FEAT_ACADEMIC_PRIEST to the feats.2da file and includes/prc_feat_const.nss

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