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Messages - havoker

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General Discussion / About combat animations mod
« on: June 23, 2014, 10:29:28 PM »
So i got this mod and wondered if its compatible with nwn prc, the only apparent conflict is with baseitems.2da, guess i can solve the differences. no one else ever talked about this?

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General Discussion / Re: About Hotu & campaigns
« on: June 22, 2014, 07:01:48 PM »


Slide the bar up?  I made a version of pwfxp that extracts base xp from the normal xptable.2da.  It gives you a lot more control over what kind of experience you're getting in the campaign.  I also made it so the 'PWFXP_GLOBAL_MODIFIER' functions similarly to the bioware slider.  I did it so I could kill summon xp penalties, but it'd probably work on that just the same.  Of course, just using the regular slider would probably be a lot easier.

sorry for the necro, but i wanted to know, how do i use this? will try a new run simulating my PnP arcane SNIPER. hell yeah, modified the arcane archer to have spellcaster levels and much more, my dms rock.

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General Discussion / Re: About prc/nwn class modding.
« on: February 25, 2014, 07:08:07 AM »
btw how does pnp imbue arrow work?

only 3 arrows right? i can imbue with area spells, like meteor strike?

can it be more than 3 arrows?

and can i shot all of them in a sequence?

if it works like that, i wont need to try and script anything.

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General Discussion / Re: About prc/nwn class modding.
« on: February 20, 2014, 03:48:45 AM »
yeah tks, so my build is 80% doable.

yeah, the thing i was thinking about is creating this 100% improved and not gamebreaking arcane archer (well, mages are not game breaking in nwn like in PnP anyway) with PnP imbue arrow (how does imbue arrow PRC version work btw?) that would have Cl 18 and BaB 18 at lvl 20... being a very interesting gish on itself, bow user...
The combo would be 6 arrows per round with 6 meteor swarm imbued at that lvl ;p. hehehe, mages in PnP can do worst, but that would be sick in NWN i guess.

Guess i will just put the default prc imbue arrow, caster lvls, nerf the class a little and leave enhance arrow full progression for this game.

Abjurant champion is one of the craziest prc ive ever seen, guess its hard to script... its a must have in gish builds.
Well, just remembered nwn is 3 classes maximum. damm, now thats a problem. I guess 3 fighter (or bowman ;p)/7 wizard/10 arcane gish archer is cool still.

Just realized i can adjust arcane archer to have 2 fewer bab requirement and 1 more arcane level spells requirement... that would be funnier. 2 fighter/bowman 4 wizard > arcane archer cool variant.

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General Discussion / About prc/nwn class modding.
« on: February 17, 2014, 02:49:51 AM »
So hey, i'm playing 3.5e with a really good P&P group and i just discovered the classes variants, although i know those would be impossible to achieve, i was thinking about making one more playthrough of NWN with what they call a "gish" archer (bab 16+ and caster lvl 17+ on lvl 20 build), but i needed to mod arcane archer for this, the changes would be:
adding spellcaster levels on each arcane archer levels (removing many abilities and slowing down enhance arrows).
also adding channel spell in a full round action just like duskblade can do, but with the bow.

well, how hard is this? the first one i was wondering if i could do with .2das, the second one i know for sure it needs to be scripted =/

the class would look like - arcane archer variant, just like normal arcane archer except by: hit die: 6, weak fortitude, no more phase/seeker/storm/death arrow, arrow enhance slowed down... i know all these are easy .2da edits... what about casting with a bow in the hand? i dont remember how NWN handles casting with something in the hand... it works automatic, right?
-Full caster level increase per level (just like eldtrich knight, but 10/10 caster levels instead of 9/10)

so this is it, i hope someone likes my idea and help me do it... this gish arcane archer would be perfect. (ohh, it would need the abjurant champion/spellsword prclasses, are they in the PRC?)

6
General Discussion / About bowman and other classes.
« on: February 07, 2013, 11:46:22 PM »
I was just checking some classes feats so i could update it to 3.5, and i noticed that bard is already 3.5? Does he ignores light armor magic penalty?
also barbarian gets immunity to flanking at lvl 5, like in 3.5.
which classes already are full 3.5?
btw Bowman gets fast movement at lvl 1... and he runs as fast as someone hasted... is this alright? I really wish i could nerf it so its just + 9 feet (meters) base speed, passively, like the barbarian.
I was thinking about doing so by finding the fast movement script, deleting it and adding fast movement from barbarian class to this class.
Will this work? i just need to know which script to delete or modify =x

I want to do this so i don't feel like my class is too overpowered (playind on very difficult).
Just discovered that i get insane skill bonuses from somewhere that is not explicit, probably from the same speed buff this op class has... it is something like +10 hide, +10 balance, + 12 tumble.... dafuq?
Can i have some help here? i want to play the game but i want the feeling of a challenge, if this insane buffs keep coming, i will loose my will to play again =(

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General Discussion / About wands, staves, etc.
« on: February 06, 2013, 07:09:49 PM »
In wiki and nwn explorer i checked that wand of fire comes with 50 charges and spends 5 per use, but instead of getting 50 in a new drop, it came with only 10 (nwn prologue campaign, is this relative to a mod or prc? edit: i used cheats to get another, it seems to be related to the game itself, very strange).
Anyway, how do i set it to spend only 1 charge at a time (or increase the number of charges this "random" 10 charges stave starts with?)? i mean, what file manages that? i can't find anywhere =/
I am asking this because i don't want to resort to cheats. =(

If that can't be helped, how about telling me how to change the loot from mysterious mage (he usually drops a wand of sleep) to wand of fire with 50 charges? i mean, i just have to replace the .utc right?

edit 2: looks like i did it with the toolset, just hope it works now. Does the blueprint in override will work solo? i also changed it in the module, so now the though goblin will have the full charges wand of fire.

btw i wanted this so i could use the mummy glitch in beggar nest to kill many mummies at one time with fireball.

8
General Discussion / Hey some suggestions...
« on: November 09, 2012, 10:56:54 PM »
I was thinking, since many shot and improved many shot are not so good (because they dont bypass damage reduction normally) and also don't crit normally (by D&D default i guess), also takes quite some time to use while one could be running and shooting very quickly, what about changing these feats to something like improved two weapon fighting, great weapon fighting or even epic weapon fighting?
I mean, improved rapid shot > 2 extra atacks like improved two weap, manyshot > 3 extra, improved many > 4 extra, just a suggestion though.

obs: a doubt; the bowman seems to run quite quickly, but it should be a improve of only 10 endurance right? I don't know if its working correctly (can't measure if its precise or a little extra).
Also, will this endurance bonus stack with haste? I don't know how endurance bonus and haste work in nwn, i remember that once i had this monk who could run really really quick.

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General Discussion / Re: About spells duration
« on: November 09, 2012, 12:46:30 AM »
Save the module means rebuild the module or just save it? i don't remember, but will try. thx
Btw, the campaign modules are not appearing in the list O.o only prelude... is it because its the only one i finished?

10
General Discussion / Re: XP gain question
« on: November 09, 2012, 12:45:41 AM »
Some mobs don't give xp, others do... one time i think escape sorcerer didnt give, another time it did.
The 4 assassins that keep spawning in first chapter trying to kill you don't give.
The brain devour didnt, the dude with dire mace in bergar nests (the overconfident one after sword coast boy), the guard captain (friendly npc in the start of every one of the 4 parts in the first chapter)
The priests of helm neither... but well, with the increased xp rate i believe im still leveling faster than normal, but i really wanted xp from the mind devourer, just to know how much it would have been.
In the long run i think the xp system will be flawed in these details, but i believe it will still give more xp than default.
Btw, why the hell some mobs give xp others don't with mods?
Why they don't give at least the default xp? O.o

11
General Discussion / Re: XP gain question
« on: November 06, 2012, 05:03:59 PM »
I don't know if this wasnt read (no one saw it) or is just that my question got ignored cause there is no "fix" for this problem?

12
General Discussion / Re: XP gain question
« on: November 01, 2012, 11:33:57 PM »
I did that and it worked, but in the prelude chapter the goblins and skeletons were giving 48 and 14 xp separated, why?
then i killed javen, jaden, dunno his name (the human fighter) and got 48 xp too, but not the extra 14... wth? O.o
Edit: well the first problem  seems to have disappeared, but the tough goblins and mage dont give xp (and i have the oc fix ofc), will this happen throughout the game to these "champs" enemies?

13
General Discussion / Re: About spells duration and xp.
« on: November 01, 2012, 11:00:14 PM »
yeah it makes summons last nothing, lol
i want it to keep 1h and then it should last 1h in real time ;p
so one can use mage armor from mage lvl 1 (with lvls in other classes) and its useful, etc.

14
General Discussion / About spells duration
« on: November 01, 2012, 07:12:16 PM »
Is there a way to increase "hour" duration spells to last really one hour? if it envolves scripting i cant do it ._. so i will just suggest that this option is applied in the  personal switch of PRC.

also this, how can i keep the default xp from nwn and remove henchmans/summons/pets taking part of it?

Edit: i just saw the other post.

Also, there is no way to remove maximum xp from HoTu (lame 200 in 3rd chapter lol) or the base campaign (490 or something) right?
I remember the first time i played hotu, in the first chapter some monster were giving more than 2000 xp.

15
General Discussion / About nwn performance and cc 1.8 (also 3.5E stuff)
« on: September 13, 2012, 06:41:35 PM »
Hey, is there a way to increase performance for prc/nwn in a pc with 6 cores, tons of ram and a great graphic card (win 7 homeE updated)? because its slow to load and stuff... the same speed it was in my p4 3.0 with 1 giga ram and fx 5200. Also some crashes after loading 2 or 3 modules.

Also, anyone knows some site with a really large amount of pictures to put in the cc portraits folder?
or anyone has a good one already that can upload here?
Maybe a thread that i dont know?

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