Is the Lore skill broken?
#1
Posté 23 septembre 2010 - 06:18
#2
Posté 23 septembre 2010 - 08:56
Shutting up now.
dno
#3
Posté 23 septembre 2010 - 09:59
#4
Posté 24 septembre 2010 - 02:57
It's too bad there isn't a Lore identification script somewhere that we could intercept. I suppose we could have a generic dark blue icon'd "unidentified item" that has a custom On Acquire script. If the possessor meets certain requirements, then it switches to the real item (per an assigned variable matching a resref). Otherwise it remains unidentified. We would also need to intercept the script for equipment dropped by a dead monster and switch in the unidentified items appropriately. It would need a similar script for containers as well.
I guess the other benefit of this approach is unidentified items could be tried out, including cursed items. Maybe give a bonus to Lore for trying the item, then unequip it if the Lore check fails. You could also add in synergy bonuses to the Lore check from ranks in other skills. (E.g. Craft Armor.)
Modifié par rjshae, 24 septembre 2010 - 03:09 .
#5
Posté 25 septembre 2010 - 01:02
#6
Posté 27 septembre 2010 - 03:42
Shaun the Crazy One wrote...
The lore skill used to be broken for me as well (the 1 point of lore lets you identify anything issue), then I installed SoZ and now it seems to work fine.
I just picked SoZ this weekend so I'll give it a try. Thanks.
#7
Posté 07 octobre 2010 - 11:36
rjshae wrote...
Shaun the Crazy One wrote...
The lore skill used to be broken for me as well (the 1 point of lore lets you identify anything issue), then I installed SoZ and now it seems to work fine.
I just picked SoZ this weekend so I'll give it a try. Thanks.
Oldish thread but something I might be able to chime in on given some 2da stuff I was doing recently.
NWN2 OC has no lore 2da like NWN1 which controlled lore skill vs Item value... MOTB doesnt either, they only have the UMD version... however SOZ incorporated a new column in the SkillsvsItem.2da which UMD uses for its values. This new colum introduces the Lore required values that the old NWN1 Lore 2da used to have and NWN2 was missing...
Hence why SoZ works as it should.
I noticed this since im tweaking the UMD and Lore (which ive replaced with Lore (Arcana) ) 2da recently to get it in line with the fact ive stripped all cost values from basicly everything, also trying to get lore for identification purposes alot more balanced (its to easy in my opinion and trivialises the indentify spell and Bardic lore). Took me aback to notice the differences and omissions, bit of a WTF? moment sicne i had no idea lore was bugged (always wondered why it was so easy to identify everything).
On an aside, does anyone know if the UMD really uses a DC skill check to work or is it a flat number comparison between value and skill (manuals and wikis conflict in how they say it works) and the game has no feed back beyond a failed attempt message... from my tweaking ive come to the conclusion its neither, which is a real head scratcher (its appears to be not a UMD skill check nor an 'if you have this skill level all items of this level can be equiped' setup).
#8
Posté 08 octobre 2010 - 01:40
BigfootNZ wrote...
On an aside, does anyone know if the UMD really uses a DC skill check to work or is it a flat number comparison between value and skill (manuals and wikis conflict in how they say it works) and the game has no feed back beyond a failed attempt message... from my tweaking ive come to the conclusion its neither, which is a real head scratcher (its appears to be not a UMD skill check nor an 'if you have this skill level all items of this level can be equiped' setup).
I think it's a set number for equipping (take 20, perhaps) and a roll for using in combat, such as casting a scroll. I've seen several instances of failing the UMD check with scrolls; I don't recall one way or the other on wands or the like.
Modifié par I_Raps, 08 octobre 2010 - 01:41 .





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