I added some info to NWN2 Wiki on how to use Dominate spells and Control Undead to instant-kill enemies:
http://nwn2.wikia.co...Dominate_Person
Extremely funny, check out this screenshot:
http://i467.photobuc...2110_004825.jpg
Exploiting Dominate spells for instant kills
Débuté par
WRFan
, sept. 21 2010 10:40
#1
Posté 21 septembre 2010 - 10:40
#2
Posté 21 septembre 2010 - 11:07
So if they fail their will save and they're the last member of a group, they die? I'd rather not kill them, I can send them off to fight someone else.
#3
Posté 21 septembre 2010 - 11:28
it's a module switch option not an exploit. The OC just assumes if you defeat a group you'd just slit the members throat instead of "winning" only for the dominate to wear off and the batter resumes, even if you've already gotten the reward for winning.
Basically it's only an issue in official modules. Having a module variable "N2_S_KILL_DOM_GROUP" set to TRUE is needed for this to take effect. If its a random module it won't be set. Might be a setting in the campaign settings as well. But it's mainly to make sure the story does not get derailed.
here is an excerpt out of x2_inc_switches showing the other campaign vars
//------------------------------------------------------------------------------
// C A M P A I G N
//------------------------------------------------------------------------------
// These are stored as globals - note that global names can only be 32 chars long.
// Force kills dominated group members if no valid members remain - checked on HeartBeat ( nw_g0_dominate )
const string CAMPAIGN_SWITCH_FORCE_KILL_DOMINATED_GROUP = "N2_S_KILL_DOM_GROUP";
// Removes effect and prevents transition if object is dominated - checked on transition ( ginc_transition )
const string CAMPAIGN_SWITCH_REMOVE_DOMINATED_ON_TRANSITION = "N2_S_REMOVE_DOM_ON_TRAN";
// This global determines whether or not the campaign uses the personal reputation system, which affects
// whether or not neutrals can be damaged by spells
const string CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION = "N2_S_USE_PERSONAL_REP";
// Set companion's Plot Flag FALSE on UserDefined EVENT_ROSTER_SPAWN_IN (2051)
const string CAMPAIGN_SWITCH_UNPLOT_ON_ROSTER_SPAWN = "N2_S_UNPLOT_ON_ROSTER_SPAWN";
// Allows companions to do weapon swapping (also applies to AI controlled PCs)
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_ENABLED = "N2_S_WEAP_SWAP_ENABLED";
// Ties companion weapon swapping to the use item behavior. The flag above must be on for this to have any effect.
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_ON_USE_ITEM_ONLY = "N2_S_WEAP_SWAP_USE_ITEM_ONLY";
// Disables companion weapon auto preference by AI. They do this when a player hasn't specified a weapon to use (by putting it in there hands).
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_AUTO_PFEF_DISABLED = "N2_S_WEAP_SWAP_AUTO_PFEF_DIS";
// Makes sure clock information only shows time and not date as well
const string CAMPAIGN_SWITCH_ONLY_SHOW_TIME = "N2_S_ONLY_SHOW_TIME";
// Enables smith hammer to be used to rename any item
const string CAMPAIGN_SWITCH_SMITH_HAMMER_RENAME_ITEM = "N2_S_SMITH_HAMMER_RENAME_ITEM";
// Enables single player auto save on world map transition
const string CAMPAIGN_SWITCH_WORLD_MAP_AUTO_SAVE = "N2_S_WORLD_MAP_AUTO_SAVE";
// Set minimum value for wandering monsters check. Default is 0 (all rolls allowed)
const string CAMPAIGN_VAR_WM_MIN_THRESHOLD = "N2_WM_MIN_THRESHOLD";
// Not a switch but a string that tells the name of the script to run for custom IPSpeaker target
const string CAMPAIGN_STRING_CUSTOM_IPSPEAKER = "NX1_S_CUSTOM_IPSPEAKER";
// Enables use of total level for determining caster level for magical crafting.
const string CAMPAIGN_SWITCH_CRAFTING_USE_TOTAL_LEVEL = "NX1_S_CRAFTING_USE_TOTAL_LEVEL";
// This will cause the NX1 single party rest system to use Force Rest instead of ActionRest (thus no resting bar)
const string CAMPAIGN_SWITCH_REST_SYS_USE_FORCE_REST = "NX1_S_REST_SYS_USE_FORCE_REST";
Basically it's only an issue in official modules. Having a module variable "N2_S_KILL_DOM_GROUP" set to TRUE is needed for this to take effect. If its a random module it won't be set. Might be a setting in the campaign settings as well. But it's mainly to make sure the story does not get derailed.
here is an excerpt out of x2_inc_switches showing the other campaign vars
//------------------------------------------------------------------------------
// C A M P A I G N
//------------------------------------------------------------------------------
// These are stored as globals - note that global names can only be 32 chars long.
// Force kills dominated group members if no valid members remain - checked on HeartBeat ( nw_g0_dominate )
const string CAMPAIGN_SWITCH_FORCE_KILL_DOMINATED_GROUP = "N2_S_KILL_DOM_GROUP";
// Removes effect and prevents transition if object is dominated - checked on transition ( ginc_transition )
const string CAMPAIGN_SWITCH_REMOVE_DOMINATED_ON_TRANSITION = "N2_S_REMOVE_DOM_ON_TRAN";
// This global determines whether or not the campaign uses the personal reputation system, which affects
// whether or not neutrals can be damaged by spells
const string CAMPAIGN_SWITCH_USE_PERSONAL_REPUTATION = "N2_S_USE_PERSONAL_REP";
// Set companion's Plot Flag FALSE on UserDefined EVENT_ROSTER_SPAWN_IN (2051)
const string CAMPAIGN_SWITCH_UNPLOT_ON_ROSTER_SPAWN = "N2_S_UNPLOT_ON_ROSTER_SPAWN";
// Allows companions to do weapon swapping (also applies to AI controlled PCs)
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_ENABLED = "N2_S_WEAP_SWAP_ENABLED";
// Ties companion weapon swapping to the use item behavior. The flag above must be on for this to have any effect.
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_ON_USE_ITEM_ONLY = "N2_S_WEAP_SWAP_USE_ITEM_ONLY";
// Disables companion weapon auto preference by AI. They do this when a player hasn't specified a weapon to use (by putting it in there hands).
const string CAMPAIGN_SWITCH_COMPANION_WEAPON_SWAP_AUTO_PFEF_DISABLED = "N2_S_WEAP_SWAP_AUTO_PFEF_DIS";
// Makes sure clock information only shows time and not date as well
const string CAMPAIGN_SWITCH_ONLY_SHOW_TIME = "N2_S_ONLY_SHOW_TIME";
// Enables smith hammer to be used to rename any item
const string CAMPAIGN_SWITCH_SMITH_HAMMER_RENAME_ITEM = "N2_S_SMITH_HAMMER_RENAME_ITEM";
// Enables single player auto save on world map transition
const string CAMPAIGN_SWITCH_WORLD_MAP_AUTO_SAVE = "N2_S_WORLD_MAP_AUTO_SAVE";
// Set minimum value for wandering monsters check. Default is 0 (all rolls allowed)
const string CAMPAIGN_VAR_WM_MIN_THRESHOLD = "N2_WM_MIN_THRESHOLD";
// Not a switch but a string that tells the name of the script to run for custom IPSpeaker target
const string CAMPAIGN_STRING_CUSTOM_IPSPEAKER = "NX1_S_CUSTOM_IPSPEAKER";
// Enables use of total level for determining caster level for magical crafting.
const string CAMPAIGN_SWITCH_CRAFTING_USE_TOTAL_LEVEL = "NX1_S_CRAFTING_USE_TOTAL_LEVEL";
// This will cause the NX1 single party rest system to use Force Rest instead of ActionRest (thus no resting bar)
const string CAMPAIGN_SWITCH_REST_SYS_USE_FORCE_REST = "NX1_S_REST_SYS_USE_FORCE_REST";
Modifié par painofdungeoneternal, 21 septembre 2010 - 11:28 .
#4
Posté 24 septembre 2010 - 09:46
@WRFan: I always get shocked when I see other's screenshoots. All your characters are so buffered! I usually cast just a bless enchantment before a battle...o_O





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