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FAQ on custom classes, spells, and feats. (Repost)


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#1
MokahTGS

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Posted 11/13/07 15:09 (GMT) by Kaedrin

I'm going to try and keep up with this thread to answer questions when people have them on how to do CC for these topics.  If you have any questions, post them below and I'll get to them.  For an example to follow along with, I suggest the Black Flame Zealot in my prc pack as it's a pretty cut and dried class.

Q:  How do I make a spellcasting progression PrC?

A:  First, create one new feat for each of the spellcasting classes you want the progression to work for (such as Sorcerer, Wizard, and Bard for arcane).

Second, in the CLS_BFEAT_* 2da file you point to with the classes.2da change the number of bonus feats at level 1 to 1.  Then change your CLS_FEAT_* 2da file to add those custom spellcasting feats you added.  Set the "List" column to 2 and the "GrantedOnLevel" column to 1.  At first level you will now gain a choice of which spellcasting class to progress with.

Third, open the CLS_FEATMAP_* 2da file for your class.  Tie your custom spellcasting feats to the appropriate classes with the featid.  This is so the game recognizes your custom feat as the correct one to use for progressing spellcasting.

Lastly, open the CLS_BSPLVL_* 2da file for your class.  This file is where you choose what the progression of the class is.  If you want full spellcaster progression set levels 0-9 (for a 10 level PrC) to 1.  If you want half casting like the Warpriest or Black Flame Zealot set it every other level (1,3,5,7,9).  If you have something custom like the Hospitaler (7/10 progression at odd levels) you can do that as well.

That's it in a nutshell.  If you have any questions please let me know and I'll elaborate on whichever step is needed.


**

Q: How do I create a persistent feat?

A:  Create the feat as you normally would in the feats.2da file.  Set the "spellid" to be the one you want to be cast every time the player rests or changes location.  Set the "IsActive" to 0 (not castable) and the "IsPersistent" to 1. 

The spell associated with the feat will now be cast (quietly, without animation or player interaction needed) for you by the module.  Make sure in the spell script that you make the effects supernatural and that you check for the spell effects existing on the target before you add them again (or they will stack).


**

Q: What if I want spellcasting progression *and* bonus combat feats in a PrC?

(i)A: This is a sticky situation that requires a small workaround.  The engine can't tell if you want a bonus feat to work only from level 2 and up so that level 1 can be used for the spellcasting feats.  The solution I found was to use the bonus feats for the combat feats as normal and to put the spellcasting feat choice in a converstation that is fired when the player is level 1 in the class. 

As an example, the Hospitaler PrC grants 3 bonus combat feats and allows for spellcasting progression in a divine feat.  If I didn't do the spellcasting feat choice in a conversation the player would have the ability to choose a combat feat at level 1 instead of the spellcasting feat.  This would prevent them from gaining bonus spell levels when they level up in the PrC.(/i)


Also a link to the old thread.

#2
Talon Argenthawk

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BTW, has anyone seen Kaedrin around on the new forums yet?

#3
dunniteowl

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Hmm. Now that you mention it, no. Some folks are completely turned off by the new site. And I suspect, they are responding in kind.

dno

#4
Darkmage187

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Two questions if I may:



1: Which file(s) determine the prerequisites required to cast an epic-level spell? For example I want to change the minimum spellcraft skill level required to cast Hellball from 30 to 28. I can't seem to locate this info in the nx_s2_hellball script, nor the spells.2da file.



2: I'm trying to incorporate the epic spell Greater Ruin into my module. The script ( x2_s2_ruin ) is still "left over" from NWN, but it isn't available as an epic spell/feat when leveling up.

#5
0100010

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epic spells are really feats, so you need to edit feat.2da
Hellball is line 876 and ruin is line 878.
To change the skill reqs, alter the value under column ReqSkillMinRanks.
To enable ruin as feat you need to change the vlaue under column REMOVED from 1 to 0. Note that I don't know if the spell script associated with the feat functions in NWN2, you will have to try that out. You will also need to set IsActive to 1.

Modifié par 0100010, 11 décembre 2010 - 05:44 .


#6
Darkmage187

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Did some testing, and found out that Ruin's script "partially" functions in NWN2. By this I mean, once it's activated in the feat.2da file, it shows up in the leveling menu, and becomes castable. However, Ruin's original visual effects do not seem to "transfer" over to NWN2 ( only the spellcaster's somatic animations, and actual spell damage do ).

Rather than trying to get Ruin's visual effects to work in NWN 2, I'd like to "substitute" a different effect, specifically the light beam used by the spell Searing Light. I opened up the nw_s0_searlght.nss file and found the following visual effects/damage script:

//Set the damage effect
effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE);
effect eVis = EffectVisualEffect( VFX_HIT_SPELL_SEARING_LIGHT );
//Apply the damage effect and VFX impact
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}
}
}
effect eRay = EffectBeam(VFX_BEAM_HOLY, OBJECT_SELF, BODY_NODE_HAND);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
}


In the case of x2_s2_ruin.nss the visual effects/damage script is as follows:

effect eDam = EffectDamage(nDam, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_PLUS_TWENTY);
ApplyEffectAtLocation (DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(487), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_BLOOD_CRT_RED), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_CHUNK_BONE_MEDIUM), oTarget);
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));

 
I tried substituting the visual effects portion of Searing Light's script for Ruin's, but was unable to compile the "hybridized" script. Frankly, when it comes to scripting, I'm somewhat at a loss, so I'd appreciate all the assistance I could get.

Modifié par Darkmage187, 04 janvier 2011 - 08:43 .


#7
SlickRCBD

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Posted 11/13/07 15:09 (GMT) by Kaedrin
Q:  How do I make a spellcasting progression PrC?

[i]A:  First, create one new feat for each of the spellcasting classes you want the progression to work for (such as Sorcerer, Wizard, and Bard for arcane).


I'm very new to modding the NWN games. Can somebody please point me to a tutorial on how to accomplish step one? I understand how to do the rest, but can't get the first step done.

I'd like to give spell progression to the Arcane Archer class identical to the Pale MAster as it just doesn't seem all that useful as it stands. I've posted on Sorcerers Place, but only got referred to this thread on the old site. It seemed simple enough, and it was in NWN1, but I can't figure out how to make the feat required.

What tools do I use to copy the Pale Master's spell progresson feat and modify it to work with Arcane Archer? A beginner's gudie would help immenselly.

#8
The Fred

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Yes, this FAQ really only covers a few, slightly more advanced topics. Creation of feats and spells requires the modification of the 2da files - an edited version of these files can be placed in your override folder. You will, however, also need to modify the tlk file to give these things a name. There was a good NWN1 guide on how to do all these things here. It's good, just bear in mind that some of it is outdated. There might be similar tutorials for NWN2, but for feats and things, most things haven't changed (you don't need to extract the 2da files anymore, though, they're in zip folders).

#9
SlickRCBD

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I'm still confused on how to create a spellcasting progression feat. Those don't exist in NWN1.

#10
The Fred

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OK well they're basically just blank, dead, null feats, which don't do anything by themselves. Once you've made them, you can tie them into the class using a spell progression 2da. If you look at the classes.2da column, you'll see there's a column for spell progression which all the relevant prestige classes have. This tells you the name of the 2da to use. Just copy one of these, and change the feat values to the ones of the progression feats.

#11
SlickRCBD

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I'm not sure what I did wrong. The game is showing up with an empty bonus feat selection. Manually adding the appropriate feat with the console doesn't seem to work, it fails to show up in the character's feat list on screen, and I don't get the bonus spells.

Could somebody help me figure out what I'm doing wrong to give the Arcane Archer class spell progression like the Pale Master?

Here's what I did.
In the Feats.2da file
I copied the Pale Master feats 1801-1804
1801    FEAT_PALE_MASTER_SPELLCASTING_BARD    180772    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_PALE_MASTER_SPELLCASTING_BARD    6    ****    7    1    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    0    ****    ****
1802    FEAT_PALE_MASTER_SPELLCASTING_SORCERER    180773    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_PALE_MASTER_SPELLCASTING_SORCERER    6    ****    6    9    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    0    ****    ****
1803    FEAT_PALE_MASTER_SPELLCASTING_WARLOCK    180774    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_PALE_MASTER_SPELLCASTING_WARLOCK    6    ****    1    39    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    1    ****    ****
1804    FEAT_PALE_MASTER_SPELLCASTING_WIZARD    180775    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_PALE_MASTER_SPELLCASTING_WIZARD    6    ****    5    10    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    0    ****    ****

I then pasted them in at the end and made minor changes. I decided to keep the pointers to the pale master strings as it was unimportant at the moment, and I fear that editing the .tlk file might be as difficult as in Baldur's Gate, so I decided to sidestep it at the moment.  Here's the feats I created:
2136    FEAT_ARCHER_SPELLCASTING_BARD    180772    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_ARCHER_SPELLCASTING_BARD    6    ****    1    1    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    0    ****    ****
2137    FEAT_ARCHER_SPELLCASTING_SORCERER    180773    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_ARCHER_SPELLCASTING_SORCERER    6    ****    1    1    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    0    ****    ****
2138    FEAT_ARCHER_SPELLCASTING_WARLOCK    180774    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_ARCHER_SPELLCASTING_WARLOCK    6    ****    1    39    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    1    ****    ****
2139    FEAT_ARCHER_SPELLCASTING_WIZARD    180775    180776    ife_PM_spellcast    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    0    0    0    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    ****    FEAT_ARCHER_SPELLCASTING_WIZARD    6    ****    1    1    ****    ****    0    classABILITY_FT_CAT    0    0    ****    ****    0    0    ****    ****

Here are the changes I made to classes.2da
29    Arcane_Archer    9003    9004    9005    9006    ic_b_arcanearcher    ic_arcanearcher    8    CLS_ATK_1    CLS_FEAT_ARCHER    CLS_SAVTHR_WILD    CLS_SKILL_ARCHER    CLS_BFEAT_ARCHER    8    ****    ****    1    0    0    0    0    0    0    ****    ****    ****    ****    0    0    0    0    0    0    12    16    14    8    14    12    DEX    ****    0x00    0x0    0    class_TYPE_ARCANE_ARCHER    1    2    3    4    5    6    7    8    9    10    11    12    13    14    15    16    17    18    19    20    CLS_PRES_ARCHER    10    0    CLS_BSPLVL_ARCHER    CLS_FEATMAP_ARCHER    2    0    10    65    ****    ****    ****    -1    -1    -1    n2_pca_archer    ****    ****    ****    ****

I put a one on the first line of cls_bfeat_archer.2da just like in Pale Master

I copied the following lines from the cls_feat_palema, pasted them into the end of cls_feat_archer.2da and  made the following changes
70    FEAT_ARCHER_SPELLCASTING_BARD    2136    2    -1    0
71    FEAT_ARCHER_SPELLCASTING_SORCERER    2137    2    -1    0
72    FEAT_ARCHER_SPELLCASTING_WARLOCK    2138    2    -1    0
73    FEAT_ARCHER_SPELLCASTING_WIZARD    2139    2    -1    0

I changed the following lines in cls_featmap_archer.2da
1    1    Bard    2136
9    9    Sorcerer    2137
10    10    Wizard    2139
39    39    Warlock    2138

Opened cls_bsplvl_palema.2da in toolset, saved it without making changes, then went to the newly created file in the overide directory and renamed it as cls_bsplvl_archer.2da.

That is the extent of my work, and it doesn't work. What did I forget, or what did I do wrong? Don't assume anything, if I didn't list it in the steps here, I probably didn't do it.

Also, if somebody can point me to a better way to post the long feat lines, I'd apprecaite it. the BBCode "code" tag doesn't seem to be cutting it.

Modifié par SlickRCBD, 23 mars 2011 - 11:25 .


#12
dethia

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I am not entirely sure but i think those palemaster feats are hardcoded and can't simply be applied to any other class as you describe. I may be wrong so best someone more informed gives you the final say.

#13
SlickRCBD

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it is spell progression that I am trying to add. Nothing else. Just giving 1/2 spell progression in arcane magic to the arcane archer like the Pale Master or the Arcane Trickster.

I find the archer to be weak, and want to put some Arcane back in the Arcane Archer.

Modifié par SlickRCBD, 23 mars 2011 - 11:27 .


#14
The Fred

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Ah yes, you are best making copies of all the feats for the arcane archer. You'll notice that each PrC with spellcasting progression has its own set (though I think this may be more to prevent unintended behaviour if a player takes both of those classes).

#15
SlickRCBD

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Why aren't the feats I copied showing up in the feat selection? For that matter, when I use the console to "givefeat 2139" why doesn't it show up in my character's feat list?
I think that might be part of the problem. Do I need to edit the .tlk file as a final step?

Also, to the previous poster, if I understand what you are saying correctly, I believe I did. Read the first part about what I did to feats.2da again, as it is possible that I made an error in the process.

Modifié par SlickRCBD, 25 mars 2011 - 12:39 .


#16
SlickRCBD

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I'm stumped, I got it to partially work by setting things to point to the original pale master featmap file and bsplvl and adding the original palemaster feats to cls_feat_archer.2da, although it requires 3rd level aracane spells instead of first.
I fear this would conflict if I made (I probably wouldn't, but don't want to be careful) say a wizard(5)/palemaster(x)/archer(x).
Yet when I copy those same lines to the end of feat.2da and change featmap to point to them, it doesn't work. Why?
I'm baffled.
Obviously there is more to those feats than just feat.2da, but I have no idea what it is.

If somebody familiar with making spellcasting prestige classes could point me to a walk through, or better yet, attempt this themselves and try to figure out where I'm going wrong, I'd appreciate it.
I just tried recreating my attempt from scratch, and did it in less than an hour with the same results. I even had time to try the above, so it shouldn't be too hard for somebody who knows what they are doing

Thanks.

#17
painofdungeoneternal

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Did you read this post, it explains how to do it.

Prolly just some detail being missed, prolly need someone like kaedrin who has done a lot of those to look at your edits.

#18
SlickRCBD

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painofdungeoneternal wrote...

Did you read this post, it explains how to do it.

Prolly just some detail being missed, prolly need someone like kaedrin who has done a lot of those to look at your edits.

I tried to follow that, and I can't get the new feats to work. I think that is my problem, creating the new feats. Just copying lines in feats.2da is insufficent.
I got partial success by using the existing feats for both Pale Master and the Harper Scout.
I'm thinking of leaving it with the Harper scout feats, as it seems to be working when I created a Ranger(5)/Wiz(2)/Arcane Archer(6)/Harper(5) in MotB.
I'm not sure of any problems. I get spell progression for both the ranger and the wizard, arcane archer gives me only the arcane classes (as intended), harper gives all.

It just bothers me that I can't get the feats to work when I copy them, but it seems to be working for now. Maybe not "properly" and of course it says "harper" instead of "archer", but I can live with it.

Anyways, check this to see what I did, maybe somebody can spot the error:
http://social.biowar...3121008#6732818

Modifié par SlickRCBD, 25 mars 2011 - 11:35 .


#19
GustavHaas

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Hello folks
I want to edit the feat Armor Skin, so it give +2 to natural AC instead of +1... but I simply can't find out which file to edit. Any idea how can I do this?

Thanks!!

Modifié par GustavHaas, 18 mai 2011 - 05:23 .


#20
MasterChanger

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GustavHaas wrote...

Hello folks
I want to edit the feat Armor Skin, so it give +2 to natural AC instead of +1... but I simply can't find out which file to edit. Any idea how can I do this?

Thanks!!


Unfortunately Armor Skin is a hard-coded feat (as are most feats which provide a constant bonus to a stat) which means that it is not implemented by a script that we (as the community) can access. Don't despair, however! You'll just need to create a new feat (a persistent one) that has an ImpactScript of your choosing.

See the first post in this thread regarding how to set up a persistent feat, and the wiki pages on Feat.2da and Spells.2da for reference.

Modifié par MasterChanger, 18 mai 2011 - 06:42 .


#21
GustavHaas

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Thanks, but I think it's not worth the effort, for such a small change anyways...

Hope the future games will be much more open, like the way EU3 is... easier editing = more fun! :)

(BTW, do you know which files contain those hard-coded data?)

#22
The Fred

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Being "hardcoded", the data is likely built into the engine somehow, though I'm no expert. Admittedly doing a lot of things in NWN(2) is not easy, but there's always a balance to be had between ease and power.

#23
animedreamer

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What do i need to build my own custom class and how do i go about implementing it into NWN2?
I have NWN The complete collectors additon with both NWN1 and 2 and all their official and 2 of their unofficial campaigns (King Maker and Mysteries of Westgate.)

#24
I_Raps

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animedreamer wrote...

What do i need to build my own custom class and how do i go about implementing it into NWN2?
I have NWN The complete collectors additon with both NWN1 and 2 and all their official and 2 of their unofficial campaigns (King Maker and Mysteries of Westgate.)



I can't give you a definitive answer - it depends on what your new class does.  Is it a basic class or a prestige class?  Does it have new feats, spells, etc. or use existing ones?  Are new graphics required?  Etc.

Your best approach is probably to download this mod - Kaedrin's PRC Pack.

Even if you don't install it, you can look through the contents and get an idea of the requirements for your class.

#25
Dann-J

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Does anyone happen to know how to restrict a prestige class to a particular deity? I've looked at the Doomguide 2DAs, but there don't seem to be any deity-related entries in them that I can see.

 

And please don't mention the dreaded H-word. :)

 

 

Edit:

 

To partially answer my own question - it seems Doomguide doesn't require Kelemvor as a deity, but rather forces the deity change on you afterward. So to ask a new question - how does a prestige class force the deity change?