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Messages - Calirion

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Help / Re: Adding Races to Default NWN Campaigns
« on: July 01, 2016, 07:20:24 PM »
You aren't going to like this answer, but it could be the problem is the GOG version. From what I can tell, it works but doesn't necessarily create the same registry entries as the original. People have reported problems ever since it came out.

There are still copies of the original game floating around, though people usually sell them for more than the original price. My suggestion would be buy one, use the update files from to update it to 1.69, and then try. I can't guarantee that will work, but it would improve your odds.

Builders / Re: Archivist INT bonus spells
« on: July 01, 2016, 07:12:23 PM »
Sadly, I don't know. Every so often, someone knowledgeable in scripting does pop up, so check back periodically.

Other Features / Re: Fatal Error with JavaCC
« on: May 26, 2016, 06:41:43 PM »
I'm not sure, is there a way to confirm?
I had to use the zip file instead of the .exe installer because the .exe kept saying I didn't have the expansions installed which is bull cause I do.
I'm trying to play the first campaign and I'm pretty certain everything is installed right because I followed the websites installation instructions to the letter.
There are three potential issues here:
the 1.7 patch, though you have tested without that
Neverwinter Diamond sometimes behaves oddly without the critical rebuild. You can find it on the new NW vault
The Gog version. From what I can recall, the Gog version doesn't handle the registry correctly, which is why the exe version is saying the expansions aren't there. This registry problem will not interfere with regular game play but causes problems with the PRC. You are not going to like this advice, but you are better off finding and buying one of the original versions of the game, then updating using the files on the new NW vault (since the update server no longer works).

Help / Re: Nothing showing up?
« on: May 26, 2016, 04:35:54 PM »
The short answer is yes, it could make a difference. My recollection is that the NWN registry entries are hard to track down and definitely location-specific, and that the PRC tends to have problems if everything doesn't match.

I once tried to correct this problem by editing all the registry entries involved. Trust me, you are better off reinstalling the program than you are messing with the registry.

General Discussion / Re: Crafting convo problem
« on: October 12, 2015, 10:50:54 PM »
Hi all, I'm having a weird issue with the PRC crafting convo and was hoping someone could help me.

I am using the arbitrary crafting mode and mistakenly clicked on "cast a spell" on a potion bottle. Upon doing so, the standard wait convo popped up and the countdown started. It never finished and I got a prc crafting error and now the convo won't go away. It disappears if I talk to someone but it immediately comes back up afterwards. Is there any way I can fix this?

I have experienced this before, and I'm afraid the only way to fix it is shut down the game and reload from the last save. I think the option that allows you to alter spell DC has the same effect.

As a good fan of arbitrary crafting, especially for modules with random items, I hope this problem can be fixed in the next release. Because the "on hit cast spell" routine does work, I think the secret is including a limited list of spells rather than all of them, which seems to overload the system. I think I've seen TMI errors at the beginning of the process you are describing.

Help / Re: prc 3.5 class radial
« on: October 12, 2015, 03:02:14 PM »
I'm not an expert, but I do know that if you try to use a saved game from when you were using 3.2, that won't work. You need to start a fresh game if you change PRC version.

Occasionally, I have run across that modules that, because of their own scripting, blocked portions of the PRC from operating properly. Unfortunately, there is no fix for that problem unless someone rewrites the module.

If you are playing the OC, remember to apply PRCocfix; otherwise there will be problems.

Other Features / Re: Next PRC Update requests
« on: October 05, 2015, 09:52:43 PM »
Got a link?
I was wrong. I thought the one I was using was without CEP, but apparently both versions have it; the newer one just uses a newer CEP.  :(

Other Features / Re: Next PRC Update requests
« on: October 03, 2015, 02:52:37 PM »
There is a version of EN-IV without the CEP. Actually, the one with the CEP update didn't work well with PRC.

Thanks for the other observations.

Other Features / Re: Next PRC Update requests
« on: October 02, 2015, 03:31:06 PM »
WotC & logic?  ??? Glad someone still tries.

WL & Path of Shadow is uber. E-Blast can be a little one-tricky to play.

Change of subject to "Slayer." Calirion mentioned likely inclusion in next update. "Breach power resist" ( may be difficult on Bozo-ware monks.

Bozo-ware supposedly hardwired Monk SR to never change (See DMHS input from Sept 24, 2010,,776.msg3850.html#msg3850). Whoever is coding that one will need an override.

Too strong a build? Volrath and I are still trying to find that one!

The link you provided suggests the Slayer can only choose psionic creatures as favored enemies, so only monks from psion races or multiclassed with psion classes would raise the issue.

Your statement raises an interesting issue. I think whether a build is too strong or not depends entirely on the module. A lot of them are just too limited to survive the addition of PRC features the developer didn't anticipate, or they're limited to pre-epic levels, or otherwise too constraining. I like to be able to play from level 1 to level 40. I like mods that have an overall quest but also feature random events and treasure to enhance replayability. I also like high gold, high XP to fund arbitrary crafting (though in a mod that included decent crafting services, I wouldn't bother with it). My person favorite is Endless Nights IV, but I've discovered a number of builds that make the ending too easy above about level 32. Fighter 1/COT 3/Warlock 36 blows pretty much any adversary away. Once you get epic feats Lord of All Essences (allows 2 EB essences at same time) Eldritch Sculptor (double EB and double distance) and Shadow Master (basically improved invisibility 24/7), you're good to go if you have enough protection (and Warlock 36 has a fair amount of innate DR anyway). EB with vitriolic essence (ignores spell resistance) and binding blast (stuns) will take out almost any adversary if the character can just stay standing. Foes with high reflex and will saves and/or acid immunity are tougher, but the non-warlock levels are in there to give the character four attacks per round (or seven with the right two-weapon fighting progression, and I always try to build that in for characters that can't use shields anyway), and COT is in there to endow all weapons with divine damage if a demilich or similar gets in the way. I've actually found a few other builds that are tough to beat at level 40. PRC World Ultimate used to be a nice option, but the developer didn't carry it past PRC 3.0, and I think the last version uploaded to the vault didn't work. :(

Since I know you've developed some badass builds over the years, that suggests you must know mods that stay tough through level 40 and are PRC compatible. Any suggestions?

Other Features / Re: Next PRC Update requests
« on: September 29, 2015, 05:20:13 PM »

RE: Dual progression invokers & pre-reqs

If you're putting in the work, should set whatever you want.

One option would be to take the current Invoke dual-ers up to ~ L30 with current Pre-reqs and call them "PnP," then come back with a home brew variant (no turn undead).

Samurai v. Samurai CW (Complete War?) & Shifter v. Shifter PnP, so PRC has done variants before.

Lost Boy, I was making the requests because I don't know how to do the coding. At some point I may try to learn, but I don't have much time to spare right now.

Eldritch Disciple is a very odd case, because it requires turn undead to enter but gives a character turn or rebuke undead at first level. I thought that might be a mistake that crept into the PRC somehow, but online sources describe the class that way. The class uses turn undead attempts to power the gifts of the divine patron, so obviously the character needs it, but if the character gets it at first level in the class, why require it as a prereq? You can see why that bothered me, even if it is PNP.

That said, it may be the prereq is there to prevent a really overpowered character. 3.5 Warlocks, because of their inexhaustible eldritch blasts and invocations, are already pretty powerful. Connecting one with a charisma based divine caster might be too strong for a lot of mods. Perhaps trying to force a player into a MAD situation was a deliberate choice to avoid that problem.

Other Features / Re: Next PRC Update requests
« on: September 25, 2015, 03:16:54 PM »
Another bug of long-standing it might be nice to address is a crafting one. I use arbitrary crafting (makes sense for the module I play most often, which features a lot of items with randomly generated attributes). Anyway, I can add the "On hit cast spell" to items successfully, but just plain "cast spell" always freezes the game when I attempt it.

I believe this may have something to do with the number of spells involved, since the attempt always generates a TMI error. the on hit routine only includes the most popular spells. It might be better to limit the list on "cast spell" too rather than not have it work at all.

Other Features / Re: Next PRC Update requests
« on: September 25, 2015, 03:11:37 PM »

Interesting! Thanks for the clarification. It's nice to see you still pop by occasionally, XWarren.

Other Features / Re: Next PRC Update requests
« on: September 20, 2015, 04:05:34 PM »
One other thing I've noticed. The practiced invoker feat for warlocks does apply up to four levels to the invoker level (which it should), but it also unlocks higher level invocations earlier (which it shouldn't).

A long time ago (under the previous management), I was asked about the warlock prestige classes. Both eldritch disciple and eldritch theurge are only ten level classes. It might be nice to make them have an epic progression, like mystic theurge has. Also, I believe someone else suggested removing the turn undead prereq for eldritch disciple. The class requires turn undead but then gives turn undead at the first level, at least according to the description. If this is so, it would be nice to not require it to enter the class. There are some intriguing build possibilities involving classes like archivist and favored soul. The problem with eldritch disciple as it currently exists is that it depends upon too many different abilities. Wisdom is something a warlock can do without, but obviously a cleric can't. Being able to use a divine class that had charisma or intelligence as its spellcasting stat would make eldritch disciple more viable. Alternatively, if there were a feat divine spellcasters could take to get turn undead (and qualify for eldritch disciple), that would also work, though I'm not sure there is such a feat in PNP. I doubt it would be hard to code, though.

On the subject of warlock prestige classes, I've also become aware of an eldritch shadow prestige class (warlock-rogue blend). That would be cool, too, if anyone had time to make it. :)

Other Features / Re: Next PRC Update requests
« on: September 03, 2015, 03:58:07 PM »
Thank you Calirion,
                              I truly appreciate any report of bugs, I will take note of the knight of chalice and the bugs you have reported, I will cake sure to see if we can find a way to make things work the way they should.

I will look into both storm of vengeance and cloudkill and immunity to 9th level spells, I personally don't use the immune to spell levels but I will see if I can figure a way to make this work properly .  :)


The last part occasionally arises in modules that have items for spell immunity. Storm of Vengeance is tricky also in that it sometimes attacks members of the caster's party, even when the setting prohibit spells from affecting friendly targets, but I suspect that's some kind of bioware bug.

Another thing that might be nice if its doable is to substitute a list for the icons in the PRC spell scroll store, or at least a switch players can use if they want. I don't know about anyone else, but given the number of spells, I have a hard time finding the right one by staring at the icons, and I end up spending longer having to buy spell scrolls than I really want to.

Other Features / Re: Next PRC Update requests
« on: August 05, 2015, 08:45:58 PM »
First, I think it's great there is a team working again. Such dedication!

Second, I'd like to second the vampire idea. I've been seeing that request at least as long as I've been aware of the PRC (about the same time the third NWN I expansion came out, I think). At least some of the features are already coded, because they'd be the same as templates like necropolitan.

Maybe this is more of a bug report than a feature request, but some of the knight of the chalice feats don't work correctly. KOC is supposed to get fear immunity, which broadens to a field and then becomes immunity to enchantment (basically, mind-affecting spells). What happens instead is that KOC short-circuits the immunity a paladin already has to fear, then eventually substitutes its own, which only covers fear and never gets to enchantment.

I'm also seeing weird effects I'm not sure are PRC; they might just be bioware bugs, but I don't remember seeing them before. Some spells, like storm of vengeance, seem to work on characters even if they have immunity to 9th level spells. Cloudkill still reduces constitution in the same situation.

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