Player Resource Consortium

 

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1
General Discussion / Re: Question and constructive feedback
« Latest: by marc5477 on November 04, 2018, 06:57:26 PM »
Unfortunately, it's impossible to give standard spellbooks to classes. Maybe the EE will change that eventually.

I figured that would be the case. Oh well, still enjoyed the new classes with the custom spellbooks.
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General Discussion / Re: Question and constructive feedback
« Latest: by Mindflayer on October 31, 2018, 08:57:59 PM »
Unfortunately, it's impossible to give standard spellbooks to classes. Maybe the EE will change that eventually.
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General Discussion / Re: The Enhanced Edition
« Latest: by marc5477 on October 30, 2018, 12:37:28 AM »
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.

Here is how I did a few days ago.

1 - Install NWN EE
2 - Download PRC 3.5 (rar not exe) and the PRCfied modules (3 of them), extract them so we can move them

Now all you have to do is move stuff to the right place:

PRC STUFF -------> FOLDER IN EE GAME

PRCfied modules -------> /neverwinter nights enhanced edition/data/nwm       (backup the originals if you want)
erf folder -------> /neverwinter nights enhanced edition/data/txpk
tlk folder -------> /neverwinter nights enhanced edition/data/tlk
HAK folder -------> /neverwinter nights enhanced edition/data/hk

Database Folder -------> /neverwinter nights enhanced edition/data/       (I just dropped into here to create a new folder)


Thats it. No need to make characters outside the game nor install the original game to do it. I havent tried 3.6 yet but I want to say it should work unless they need to remake the PRCfied modules (I am not the one to ask about that).
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General Discussion / Re: Can't patch PRC into OC
« Latest: by marc5477 on October 30, 2018, 12:29:36 AM »
We've released PRCified versions of the campaign modules to the vault to help with this.

As a extension to this, I was able to get PRC 3.5 to work with EE easily by using the PRC-fied files.

All you need to do is download the zipped PRC and move stuff like so:

STUFF FROM PRC ZIP -------> FOLDER IN EE GAME

PRCfied modules -------> /neverwinter nights enhanced edition/data/nwm       (backup the originals if you want)
erf folder -------> /neverwinter nights enhanced edition/data/txpk
tlk folder -------> /neverwinter nights enhanced edition/data/tlk
HAK folder -------> /neverwinter nights enhanced edition/data/hk

Database Folder -------> /neverwinter nights enhanced edition/data/       (I just dropped into here to create a new folder)


Works like a charm. No need to make characters outside the game nor install the original game to do it.
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Base Classes / Some Observations (10/29/18)
« Latest: by marc5477 on October 30, 2018, 12:14:18 AM »
I know many dont care about balance but I started playing again recently and I messed around with some of the PRC base caster classes for about a dozen or so levels each.

-------------------------------------------------------------------------------

ARCHIVIST - Very nice overall. One issue, it is described as a INT caster but in a recent thread (3 months old) someone stated that it still requires WIS for bonus spells. This is not a bad thing and I think this is good thing since an int divine caster are a bad idea in general, but I do think that it should state it in the description. Also, I could not get it to become a Shifter PnP because it does not have access to polymorph without finding said scroll. Shifter PnP states it can become shifter at level 7 which might be true but only if you find said scroll. Maybe it should say "Archivist (spell level 4, class level 7, memorized polymorph scroll required)." For what its worth, it can be purchased in Chapter 2 of the original campaign.

BEGUILER - Almost too good but turns out to be balanced. Gets easy if you run with a henchmen or once you can summon shadow. Basically free metamagic feats and bonuses to enchantment (which is powerful) and free armored casting in exchange for almost all damage spells. Cool class.

DREAD NECROMANCER - Awesome. Basically they cant target Reflex saves so they are limited in that way. Perks are not too ridiculous.

HEALER - Didnt try it. Dont really see the point in this game. Maybe in a persistent world that limits rest.

MYSTIC - 2 thumbs up. Slightly easier than Cleric due to extra spells but gives up a lot of flexibility. Same as sorcerer vs wizard.

SHAMAN - Well balanced Druid/Cleric hybrid. Extra feats and domains while sacrificing offensive spellcasting. Two notes; it has access to natural spell (which is ok I think) and it can become a PnP Shifter at level 5 (as a human, not sure why), not 7 as described in the PnP Shifter description.

WARMAGE - Just my opinion, but its ridiculous. Its a sorcerer with armor casting + 4 free metamagic feats + 4 more selected spells and to add salt to the wound, INT mod to all damage... The only way this could be fair is if one were take away all multi-missile spells (magic missile, Isaacs, flame arrow, etc) and reduce offensive flexibility, for example, no FORT targeting spells of any kind making it so they rely solely on reflex spells. This is still insanely good at high levels but at least it makes up for all the nutty free stuff. I would give it back the shapechange stuff since it is supposed to be a melee hybrid. Dread Necromancer had the right idea when it came to +/-. Just my opinion anyway but a level 1 magic missile that does 5x 15-30 (45-150) damage is wrong. IGMS hits for 20x 15-30.... thats 300 to 600 damage without any metamagic.
.

WITCH - Needs a haircut. Not as bad as Warmage above but still too good. Too many free feats and not enough minuses to make up for it. Basically its a sorcerer with wizard feat progression plus more free feats and the same spells that a normal sorcerer would take anyway. It has defense, summons, all of necromancy school and other excellent spells from the druid line. I think it should not have any evocation and reflex targeting spells, nor summon creatures (shadow summon is ok) and the number of free feats need to be cut in half. I think folks underestimate how good potions are too.

Good times!
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General Discussion / Question and constructive feedback
« Latest: by marc5477 on October 29, 2018, 05:54:21 PM »
Thanks to all who worked to make the PRC happen. I used it more than a decade ago and I am enjoying it again now with EE.

I recently made a character with the Shaman base class and I find playing the character is annoying due to the custom spell book. I am sure there was a good reason for implementing the spell book like this but I just want to say that its not fun from a usability standpoint.

At level 1, here is what I have to do to see the description of my spells:

for (i=0, i<number of spells available/3, i++){
 
1 - Memorize 3 spells
2 - Rest
3 - Find the spells in the radial menu to load them to quick bar
4 - Now I can right click on the quick bar spell to see description

}

I know we can just check the PRC manual but this it just the tip of the annoyance iceberg. I was working on a build and once you're high level and have a lot of spells memorized, the radial menu gets ridiculous requiring you to dig about 10 layers in to find a spell. The spell memorization script also reminds me of early 90s games lol. I think Champions of Krynn was like that. Great game, but that was about 30 years ago. Domain spells are frustrating too because they are not even named in the radial menu... they are just "domain spell" 1, 2, 3 etc. The only way to discover what they are is be experimentation. On top of all that, the quick bar does not show how many uses I have left of every spell.

As a quality of life thing, is there any way to enable the use of the standard spell book or is this some sort limitation of custom classes?
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General Discussion / Re: Leadership Cohort Level Issues
« Latest: by Mindflayer on October 17, 2018, 06:17:25 PM »
My code comprehension level is not quite high enough to pinpoint the exact point where the interaction of inc_ecl.nss and prc_inc_leadership.nss causes your cohort to first remain at lvl 2 and then get lowered when your level is raised.
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General Discussion / Re: Leadership Cohort Level Issues
« Latest: by cmdrfang on October 13, 2018, 10:08:33 PM »
I have not modified any switches, no
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General Discussion / Re: Leadership Cohort Level Issues
« Latest: by Stratovarius on October 13, 2018, 11:52:55 AM »
Did you turn on Level Adjustment or Racial Hit Dice switches in the meantime?
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General Discussion / Re: Leadership Cohort Level Issues
« Latest: by cmdrfang on October 11, 2018, 11:17:53 PM »
The thing is, I can watch the level drop. I finish leveling from 6 to 7, the cohort leaves my party, kneels, stands back up and rejoins the party. Quickly examining shows the level at 2, then I can watch it drop to 1.

Something is running there, and sees a level 6 with 2cha master and spits out 2, then sees a 7 with 2cha and spits out level 1, and adjusts the cohort accordingly
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