I doubt it on this one. I can see numerous places it could cause issues. For example, the NPC who leaves your party because they became an enemy. Not clearing the action queue may prevent them from properly becomming agressive to you.Calvinthesneak wrote...
I got a dumb one to ask about, what about a fix so that when someone drops a party it doesn't cancel an action que?
Coming to a screen near you soon!
#76
Posté 24 octobre 2010 - 12:10
#77
Posté 24 octobre 2010 - 12:47
Funky
#78
Posté 24 octobre 2010 - 03:58
#79
Posté 24 octobre 2010 - 11:07
ElgarL wrote...
Tyndrel wrote...
Will it allow builders to make weapons finessable? Specifically I'd like to make a finessable quarterstaff for my Celtic project... world... thing!
A quarterstaff is a Large weapon so shouldn't be finessable under any rule set
I know that's the existing rule but that's why I want to change it, I suppose an argument could be made for a dexterity component in the accuracy of most weapons I just think staves are particularly deserving and as there will be a reduced range of weapons in a celtic flavoured world I wanted them as a viable weapon for dexers, particularly monks... I could just ban monks though friar Tuck may not approve!
Modifié par Tyndrel, 24 octobre 2010 - 11:10 .
#80
Posté 25 octobre 2010 - 07:42
FunkySwerve wrote...
@WebShaman: the above-linked plugin has full CEP weapons feats, along with some cool new ones like Superior Focuses, and some NWN2 ones like Power Crit.
The big advantage to the plugin, which is unfortunately linux only, is, of course, no clientside exe. I'm certain we'd need one for the class stuff, though, so I eagerly await what Elgar is cooking up. If you have a chance, maybe you could add room for additional effects icons and side-by-side instances of the exe, from this one:
http://wiki.hgweb.or...lient_Changes (see HG-modified client executable, near the bottom)
Best,
Funky
Yeah, I know about that plugin, but what Edgar is doing is much more efficient than the Plugin method (and it is not linux only). I have been a big fan of the NWNx2 Plugins and what has been reached with it (Higher Ground being a great showplace for much of this, btw).
Allowing this sort of thing on the Client side, instead of the Server side, is awesomeness!
#81
Posté 27 octobre 2010 - 07:30
#82
Posté 27 octobre 2010 - 11:56
Either way, still very sweet and I really look forward to seeing this done.
Modifié par NorthWolf, 27 octobre 2010 - 11:56 .
#83
Posté 28 octobre 2010 - 01:20
If not, possible? Such would really do a lot to give the Barb back some of the most important parts of that class for NWN.
And would it be possible to increase the stacking limit from +12 (abilities) to something higher? Same for other bonuses (+20 being the limit, I believe).
#84
Posté 28 octobre 2010 - 05:15
#85
Posté 28 octobre 2010 - 06:25
just a noteWebShaman wrote...
BTW - are the stacking limits of Barbarian Rage, etc, done away with with this alteration?
If not, possible? Such would really do a lot to give the Barb back some of the most important parts of that class for NWN.
And would it be possible to increase the stacking limit from +12 (abilities) to something higher? Same for other bonuses (+20 being the limit, I believe).
barbarian rage and similar abilities like defensive stance are useless in nwn only because all items with ability bonuses stacks with itself + spells. So its very easy to reach +12 cap especially if the rage gives +8. But thats not right, in dnd they do not stack.
Also you can't raise the ability cap. If you do this you totally unbalance the game (charisma builds gets advantage, character will have bigger ab/DC/dmg...) (also een with cap raised, its possible to reach it again, which will solve nothing)
Also its not issue in all modules. I think this is best to left to module builders which have possibility to alter it to not add abilities but the bonuses the abilities would give.
Modifié par ShaDoOoW, 28 octobre 2010 - 06:26 .
#86
Posté 28 octobre 2010 - 07:29
ShaDoOoW wrote...
Also you can't raise the ability cap. If you do this you totally unbalance the game (charisma builds gets advantage, character will have bigger ab/DC/dmg...) (also een with cap raised, its possible to reach it again, which will solve nothing)
Also its not issue in all modules. I think this is best to left to module builders which have possibility to alter it to not add abilities but the bonuses the abilities would give.
Agreed. Raising these caps requires a great deal of planning by the builder - we're running at +14 right now (only from items), and planning to move to +16 eventually. Allowing builder-optional stacking would be great, though.
Funky
#87
Posté 29 octobre 2010 - 05:57
FunkySwerve wrote...
...
Allowing builder-optional stacking would be great, though.
...
I would like to see this as well.
#88
Posté 29 octobre 2010 - 09:40
Edit: I have been told that there are two limits. One is a 16K limit for items in the toolset pallete(cant save a module with more than that) and the other is a limit on the number of items in the DM Pallete. Which he does not know.
++For making the stacking builder optional
Modifié par KenquinnTheInsaneOne, 29 octobre 2010 - 09:58 .
#89
Posté 29 octobre 2010 - 09:41
Modifié par KenquinnTheInsaneOne, 29 octobre 2010 - 09:42 .
#90
Posté 30 octobre 2010 - 01:21
KenquinnTheInsaneOne wrote...
ElgarL I was wondering how hard it would be for you to stop the pallet crash for the DM client. It happens when a module has more than 16K items in their pallet and a DM tries to log into it.
Edit: I have been told that there are two limits. One is a 16K limit for items in the toolset pallete(cant save a module with more than that) and the other is a limit on the number of items in the DM Pallete. Which he does not know.
++For making the stacking builder optional
This is one thing I do intend to take a look at once I get time. However, at the moment I'm hung up on a caster type . The only one not working correctly at the moment is Artificer. Once I find that bug I'll be looking at the default event scripts to try and get an open beta out.
As to stacking and caps, anything and everything is possible, but one step at a time.
The modified client works single player and multiplayer when it's client to client. For Multiplayer server it will require a recode of the server, which will be my next task.
#91
Posté 30 octobre 2010 - 01:30
#92
Posté 30 octobre 2010 - 07:24
Also to never automatically equip arrows from containers.
Modifié par ShaDoOoW, 30 octobre 2010 - 07:40 .
#93
Posté 30 octobre 2010 - 10:06
ShaDoOoW wrote...
When playing as an archer, I found out very annoying that when the last ammunition is fired the game automatically puts in the slot new ammunition, but of the "best" type. I don't know how order is used, but if I have piercing arrow on me, and fire last one, game automatically equip fire arrows. That can be very annoying, when shooting fire immune creature. Would be possible to change it in way, the game would equip the same arrows?
Also to never automatically equip arrows from containers.
Thats possible. It currently uses the same code as NPC's to find the best weapon.
#94
Posté 30 octobre 2010 - 10:33
As for the builder optional stacking, it would be nice to have separate effects that provide stacking like WebShaman suggests.
Removing the caps works as well, though.
#95
Posté 30 octobre 2010 - 04:06
#96
Posté 03 novembre 2010 - 11:20
Is it possible for you to extend the range limitation of ranged weapons, and to add some 2da controlled range bonii/malii to hit modifiers (and also possibly damages)?
In modern modules we'd really love to have that (but bows/xbows could use it too) XD
#97
Posté 04 novembre 2010 - 07:49
I've noty had time to do any work on this project the past week, but I'll be getting back to it shortly.Jez_fr wrote...
ElgarL thank you for your work on this. It sound too good to be true =)
Is it possible for you to extend the range limitation of ranged weapons, and to add some 2da controlled range bonii/malii to hit modifiers (and also possibly damages)?
In modern modules we'd really love to have that (but bows/xbows could use it too) XD
#98
Posté 04 novembre 2010 - 12:11
(Just a note, I have no use for PRC so feel free to release your launcher only with bare bones. NWN with less limitations would be such a great thing by itself! XD)
#99
Posté 06 novembre 2010 - 10:07
I also (of course) have a question. Having read through this thread, I noticed that character race selection has not been mentioned. Of course, as it stands, most aspects of the dialog are hard-coded. However, that is what this project is about, so I will stick out my neck and ask... Can ingame selectable races be changed and/or added to?
#100
Posté 10 novembre 2010 - 10:38
Races can be changed, but at teh moment I see no point in doing so. It would require a few UI changes, but currently I don't believe there are many (if any) additional races that are designed correctly to work as a default race.Feldar Silverspoon wrote...
Outstanding project, and my thanks for the work you are doing to compete it .
I also (of course) have a question. Having read through this thread, I noticed that character race selection has not been mentioned. Of course, as it stands, most aspects of the dialog are hard-coded. However, that is what this project is about, so I will stick out my neck and ask... Can ingame selectable races be changed and/or added to?





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