Player Resource Consortium

 

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General Discussion / Re: The Enhanced Edition
« Latest: by -Norbert- on July 08, 2018, 09:34:00 AM »
The original PrC for old NWN doesn't work with the EE (or at least not without a lot of work).
But thankfully Plok made a version of the PrC specifically for the EE:

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

There are some minor issues when creating a character, but as a whole it works really well.

Here are some of my experiences with the PrC for EE:
When you create a character the game always crashes, but it saves the character before it does and you can then use the "Select premade character" once you restarted the game. I've read about this from others too, so this seems to be a common (if not universal) issue.
Furthermore I have the issue that I have to make sure the C:\Users\Documents\Neverwinter Nights\database folder needs to be empty or the game will freeze if I start a new module. This is something I haven't seen anyone else talk about, so it might just be a problem on my end, but if you see your game freeze on the character selection screen, try this solution.

So for me the procedure of starting a new campaign is like this:
Create character
Game crashes
delete files out of database folder
start game
select module I want to play
use "Select premade character" to pick my previously made character.
Have Fun!

Loading existing save-games and transitioning between chapters of the same campaign works without issues, regardless of whether there is anything in the database folder or not.

Something else of note is that unlike in the old NWN, in the EE with this pack you have access to all Base classes and Races in the ingame character creator. The only things that the ingame CC can't do which the old Java CC could do is to give your character wings and tails and selecting your appearance independant of race. That means if you play for example a Pixie, you will have a Pixie as a model and you can't change that without external editors like Leto.


When you convert the official campaigns, you just need to make sure to start the patcher in administrator mode.

For modules I installed manually or got from the workshop the issue is a little more involved, but still quite simple.
Any module dumped into my documents\neverwinter nights\module folder needs a minor renaming (just adding a 1 or a or anything anywhere in the filename will do) or it will crash the patcher (I have no idea how or why, but that's how it works for me). You can remove this extra sign after the updater is finished.
The other issue is that the patcher can't find stuff you got from subscribing to a mod on the steam workshop. To convert those modules, you have to track the files down in your steam\steamapps\workshop\content folder (in my case the folder for Neverwinter Nights in there is "704450"), copy them over to the documents\neverwinter nights\module (and hak if the mod comes with .hak files) and convert them there and then copy them back to the workshop folder. The above issue solved with the temporary renaming applies here too.


I hope this wasn't too overwhelming.
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General Discussion / Re: The Enhanced Edition
« Latest: by Seven on July 01, 2018, 11:54:42 PM »
Hi, apologies for asking what I guess is obvious for many, but everywhere I look there are people saying things about using the PRC in EE that go way over my head in terms of jargon. I can't even tell if getting it working is possible, let alone how. Could someone update me please? If it can be made to work, I'd also really appreciate a dumbed down guide if that's at all possible.

If not I think I'll refund the EE, because I only bought it based on Beamdog's claim that old mods would be compatible.

Thanks, everyone.
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General Discussion / Re: The Enhanced Edition
« Latest: by -Norbert- on June 29, 2018, 06:28:51 PM »
I noticed two things with the module updater.
Moduels obtained via the Steam Workshop do now show up. You have to locate the module files in the steam folder and copy them over into the documents\...\modules folder (same for .hak if applicable).

Then I had a further issue. When just trying to update these modules (or any other modules taken from the old NWN) they crashed the patcher... unless they were renamed.
The moment I put an additional letter into the module-file's name (and nothing else) it worked like a charm.

After patching I took the extra letter out and copied the mod files back into the workshop folder, since that seems to override what you have in the documents folder.
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General Discussion / Re: NWNCX + PRC (spellcasting classes)
« Latest: by shadooow on June 18, 2018, 12:11:25 PM »
The "Manual Generator" for PRC Pack is located in SVN repository:
https://svn.code.sf.net/p/daprc/code/nwn/DocGen/
It requires copying some files from the source (icons, tlk etc) but I'm sure you'll figure this out.
thanks
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General Discussion / Re: NWNCX + PRC (spellcasting classes)
« Latest: by xwarren on June 18, 2018, 11:40:03 AM »
Quote
Currently I am trying to make some detailed documentation. Does PRC team has any tool for making anything like it? I suppose the PRC online manual was built by some script. Additionally point me to any tool or site that could help with this task, thanks.

The "Manual Generator" for PRC Pack is located in SVN repository:
https://svn.code.sf.net/p/daprc/code/nwn/DocGen/
It requires copying some files from the source (icons, tlk etc) but I'm sure you'll figure this out.
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General Discussion / Re: NWNCX + PRC (spellcasting classes)
« Latest: by shadooow on June 15, 2018, 01:06:00 PM »
Hi, in light of the possibilities that my plugin offers I started little side project called PRC Lite.

I reimplemented few PRC classes from scratch and also made few new features in my plugin to supplement them.

It requires NWNCX or NWNX and nwncx_patch/nwnx_patch. Also, any spell-related features such as archmage elemental changes will require using spellscripts from Community Patch 1.72, so basically you must use this unofficial patch as well.

Currently I reimplemented these classes:
Acolyte of the Skin
Arcane Trickster
Archmage
Black Flame Zealot
Eldritch Knight
Elemental Savant
Harper Mage
Champion of Bane
Mystic Theurge
Red Avenger
Sacred Fist
Shining Blade of Heironeous
Stormlord
Tempest
Warlock

Note: I am not interested in cloning full PRC. I choosed most interesting and most fun classes, such that can be implemented without any ugly workarounds with the nwnx_patch plugin or community patch spell engine. I will be adding more classes but slowly and one-at-a-time.

Currently I am trying to make some detailed documentation. Does PRC team has any tool for making anything like it? I suppose the PRC online manual was built by some script. Additionally point me to any tool or site that could help with this task, thanks.

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General Discussion / Re: personal_switch.2da questions
« Latest: by -Norbert- on June 09, 2018, 10:12:32 AM »
Thank you, especially for the power attack bit.

As for the first point, I know about C's 0 and not 0 behaviour. The issue wasn't so much if 0 == false and 1 == true, but whether the program is expecting a boolean or an integer.
And apparently it is expecting int. If you put in bool, the variable ends up being 0 regardless of whether you made it true or false. Either that or it goes back to default and that default just happened to be 0 on those few variables I tested it on.

Either way... useing int is the correct way to go. No bool in personal_switch.2da.
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General Discussion / Re: personal_switch.2da questions
« Latest: by Mindflayer on June 08, 2018, 07:19:59 AM »
0/1 are equivalent to false/true in C programming languages so you can't go wrong with using 0 for false and 1 for true, although technically any number that isn't 0 has the boolean value of true but if you have doubts about stuff, I would recommend using windows grep to search the (extracted from the haks) script files.

This is is from the ft_poweratk.nss :
Quote
<Ornedan> And a bunch of switches to control it:
<Ornedan> PRC_POWER_ATTACK - 3 values:
<Ornedan> -1 -- Disabled. Never apply the PRC PA feats to hide
<Ornedan> 0 -- Default. As it is now, you can't go higher than the equivalent BW feat you have
<Ornedan> 1 -- Full PnP. Ignores the BW IPA
<Ornedan> PRC_POWER_ATTACK_STACK_WITH_BW
<Ornedan> 0 - Default. Allow people to use both at the same time
<Ornedan> 1 - Add the BW effects in when limiting to BAB

From prc_inc_switch.nss :

Quote
* A possible value of PRC_POWER_ATTACK.
 * If this is used, PRC Power Attack is completely disabled. The feats will
 * not be granted to players and even if they somehow gain access to the feats,
 * they will have no effect.
 *
 * @see PRC_POWER_ATTACK
 */
const int PRC_POWER_ATTACK_DISABLED = -1;




PRC_POWER_ATTACK_DISABLED is a defined constant int value that you can apply to the PRC_POWER_ATTACK switch, so you need to set PRC_POWER_ATTACK to -1 for disabled, or 1 for full PNP or leave it for the default functionality at 0.
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General Discussion / Re: What i need to make my own Prestige class?
« Latest: by Mindflayer on June 08, 2018, 06:51:37 AM »
http://www.athasreborn.com/prc/manual/

There is a guide for "PrC Making" in the manual.
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General Discussion / What i need to make my own Prestige class?
« Latest: by Nameless!! on June 06, 2018, 07:10:56 PM »
well people i want to make my own prestige class , what i need? how can i edit the classes that exist in nwn to my new class?

other thing. for register the page dont send email to hotmail or gmail for activation
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