Player Resource Consortium


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Help / Re: Need Craft Rod Fix
« Latest: by Mindflayer on March 28, 2018, 06:21:19 PM »
What do you mean when you say it's corrupt? Did you follow the steps and try to add it to the prc_scripts hak?

I checked the .nss file and assume that the problem is that the issue is that it tries to do CICraftCheckCraftWand instead of CICraftCheckCraftRod for rods. If that's all, it would be relatively simple to compile the fixed script.
Help / Need Craft Rod Fix
« Latest: by SusaPhone on March 27, 2018, 11:20:20 PM »
The Craft Rod feature does not work.
The Craft Rod fix at the following URL: - is corrupt.  Would it be possible to reupload the fix for the Craft Rod feat?

Thank you.
Help / Re: Easy Question about disable teleport
« Latest: by Arbaal on March 06, 2018, 09:51:07 AM »
Solved with a script made to go around the problem
Help / Easy Question about disable teleport
« Latest: by Arbaal on February 27, 2018, 02:12:44 PM »
In the prc include file, i've found the correct switch i would like to use:

 * A value of PRC_DISABLE_TELEPORTATION_TO_AREA. This disables teleporting
 * from other areas to the area in question.
const int PRC_DISABLE_TELEPORTATION_TO_AREA             = 0x2;

I've understood that if i set the correct variable on the area, that area should not be a target for teleport.

Someone can say me what kind of variable i have to set?


PRC_DISABLE_TELEPORTATION_TO_AREA                 int                   2
In this way it won't work. 0X2 IS AN hexadecimal? What is the correct int value to make it work?
Help / Re: Presentations and a basic doubt
« Latest: by ThE LoSt BoY on February 21, 2018, 08:06:17 PM »
PRC Char Creator:


If that doesn't help, just do a search on 'CC' 'Char' 'Creator' or similar here.
Help / Re: Presentations and a basic doubt
« Latest: by Mindflayer on February 21, 2018, 04:38:59 PM »
You forgot to write what happens when you try to "start the new classes".

But it's probably the usual problem of not being able to select new classes and races during character creation which is normal. You need to use the java character creator, leto or some other program to make a character with those classes (or select them starting from lvl 2).
Help / Presentations and a basic doubt
« Latest: by Chilvalric on February 19, 2018, 11:05:29 PM »
Good evening to everyone,
I'm Andrea and I'm a player from the beginning of Neverwinter Nights and, then, of NWN 2.

I recently bought the Diamond version and I tried to install the PRC via .exe. The installation seems to have been successful, but when I try to start the new classes.
Did I do something wrong?

Thank you in advance! :)
Prestige Classes / Re: Difficulty becoming Shifter (PNP)
« Latest: by Atalsen on January 26, 2018, 11:42:03 PM »
For classes qualifying for PnP shifter via casting Polymorph Self, the PRC checks to see if you are *currently capable of casting it* - i.e. have at least one instance of it memorized and ready to go.

So when leveling, have one or more instances of Polymorph Self ready to go; You may need to rest (I think logging on and off will work too) to ensure the PRC/NWN recognizes the spell as ready.
Help / Re: Need little help/suggestion - Ita Admin
« Latest: by Atalsen on January 26, 2018, 11:22:53 PM »
As a recap: the Spellhook script fires before the bulk of the spell script; if the Spellhook script returns false in the X2PreSpellCastCode function, then the origional script will not fire. In this way, you can 'intercept' a spell, do something else with it, and tell the original spell not to fire.

You have to define what script (what name your script will have) to fire for spellhooking, that is where setting the module variable via SetModuleOverrideSpellscript(string sScriptName) comes in. Pick a name like "my_spell_hook" and then use that name when you create your spellhook script. I don't remember off hand if the PRC has a default value set for a spellhooking script name that you can just use without the need to set anything.

I think you know this, and that you just need helm with how the spellhook sript works. If that's not it, then let me know.

Here is an example from my own spellhook script; however, my script compiles the PRC items in it using the NWNTX Loader.exe updated toolset you can find on the NWN vault. Without that you wont' be able to use any PRC includes or functions.

Here is a partial spellhook file example for simply disabling the Continual Flame spell:

Code: [Select]
//:: Name: Spellhook script

This script handles all the spellhooking for various spells


#include "x2_inc_switches"
// allows the use of:
// SetModuleOverrideSpellScriptFinished();
// which will kill the origional spell, if we need it not to run

// Include file for PCR Spell constants
#include "prc_spell_const"

// Include file for PCR Psionic Power constants
#include "psi_power_const"

//:: Functions

void main()

// Gather all useful info about the spell
    object oCaster =  OBJECT_SELF;                  // The caster of the spell is OBJECT_SELF
    object oMagicItem = GetSpellCastItem();         // if an item cast the spell, this function gets that item
    object oTarget =  GetSpellTargetObject();       // returns the targeted object of the spell, if valid
    location locTarget = GetSpellTargetLocation();  // returns the targeted location of the spell, if valid
    int iCasterClass = GetLastSpellCastClass();     // gets the class the PC cast the spell as
    int iCastLevel = GetCasterLevel(OBJECT_SELF);   // gets the level the PC cast the spell as
    int iSpellDC = GetSpellSaveDC();                // gets the DC required to save against the effects of the spell
    int iCasterAlignment = GetAlignmentGoodEvil(OBJECT_SELF);  // Returns the good/neutral/evil constant for the caster

    int iSpell = GetSpellId();                      // returns the SPELL_* constant of the spell cast

    switch (iSpell)
//:: Spells Section

                FloatingTextStringOnCreature(ColorString(C_RED, "The Continual Flame spell is currently disabled."), oCaster, FALSE);

Basically, in the spellhook file you want to
1) Identify the spell via spell ID (GetSpellId())
2) Do something with the spell (script your own spell, call another script, whatever); in my example I play some floating text in the caster.
3) Tell the original spell NOT to fire (via SetModuleOverrideSpellScriptFinished() call)

My example just ends the spell, and doesn't do #2, but for a different fireball you could do this:

        case SPELL_FIREBALL:
                ExecuteScript("my_cust_fireball", OBJECT_SELF);

And then you can write up your own fireball script in the "my_cust_fireball" scritp file.
Help / Re: Can't create Psion with the Creator tool?
« Latest: by ThE LoSt BoY on January 20, 2018, 03:18:02 PM »
Most of the CC fraps are related to Java, although there are other Usual Suspects. There are a good deal of searchable CC fix threads still around.

If no one can find a fix, there are a couple of workarounds.

1) PM someone with a working CC with the stats, etc. you want & they PM back or post the .bic.

2) PRC Leto an existing .bic that started as a Psion at L1.
Download the PRC Leto.
Using Leto, de-level down to 1, then save.
Change the feats per marohair39's inputs here:, then save.

PRC Leto is very good to have regardless, but method 1 is recommended if no fix is found.
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