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#101
Feldar Silverspoon

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... I don't believe there are many (if any) additional races that are designed correctly to work as a default race.


Perhaps, but that would likely change if there were a way to implement them. Besides, what with all the classes of the PRC becoming available IG, it would be a bit anti-climactic to have to edit the bic file to use its races.Posted Image

In any case, what I've read above is far more than sufficient reason to await this addon with baited breath. Posted Image

#102
ElgarL

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As this client patch/launcher is taking longer than expected to reach beta, I'll release the BifManager on it's own for now, so others can get going on their projects.

Explanation of how to use (it's really simple) can be found on my forums.

palmergames.com/downloads/BIFManager_1.0.0.0.7z

Modifié par ElgarL, 11 novembre 2010 - 06:47 .


#103
WebShaman

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Thanks ElgarL!!!

#104
Genisys

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ElgarL, I praise you for your initiative and more importantly for opening the locked door...

I have only 1 request, and it may be difficult, but it's something that would greatly modify the game for us builders...

Is there some way you could make it where we could apply real permanent changes to ability scores in game through scripting? Like SetSTR(4); (Set Strength to 4) or AddSTR(2); (Give +2 Permanent Strength) etc..

This one edit would completely ratify nwn for me, and I wanted this to happen in 1.69, but alas, I asked the coders too late.. :(

Thank you very much for your hard work on this project & taking the time & initiative to make NWN much better... I'm very excited about your work here.. :D

Modifié par Genisys, 11 novembre 2010 - 04:38 .


#105
rafhot

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there is a resource limit in each .bif ? like have in haks?



for example can i merge all the cep content to a single bif file?



thank you for this tool, it will change the nwn forever! :)

#106
ElgarL

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rafhot wrote...

there is a resource limit in each .bif ? like have in haks?

for example can i merge all the cep content to a single bif file?

thank you for this tool, it will change the nwn forever! :)


I've not seen any limit, but I'm guessing there has to be one.
As to putting all the CEP into one BIF, I'd recommend keeping it seperate.
Just create a BIF for each HAK, then add them to the XP2Patch.key.
It will make it much easier to keep track of and simpler to update.

However, one thing to note.
Files within Bifs are prioritized as first come first served. So if you have a file in your bif that already exists in the stock Bif (XP2Patch) then your file will be ignored. To get around this, you must create the XP2Patch.key with YOUR Bifs entered first. To do this...

Extract the contents of the Bifs referenced by XP2Patch.key to a folder.
Create your Bifs and have the BifManager create a NEW key called XP2Patch for them.
Then add the original files back into the new Key.

Your Bifs will then be loaded first and the originals will be ignored.
You can ignore any duplicate files in earlier Bifs as they are over written by the key thats loaded last (XP2Patch)

#107
KenquinnTheInsaneOne

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Genisys wrote...

ElgarL, I praise you for your initiative and more importantly for opening the locked door...

I have only 1 request, and it may be difficult, but it's something that would greatly modify the game for us builders...

Is there some way you could make it where we could apply real permanent changes to ability scores in game through scripting? Like SetSTR(4); (Set Strength to 4) or AddSTR(2); (Give +2 Permanent Strength) etc..

This one edit would completely ratify nwn for me, and I wanted this to happen in 1.69, but alas, I asked the coders too late.. :(

Thank you very much for your hard work on this project & taking the time & initiative to make NWN much better... I'm very excited about your work here.. :D

You can allready edit player stats with script commands using NWNX_Funcs. There is a version for both Linux and Windows servers. Being tied in to NWNX is not a perfect solution, because you need to be running a server for Funcs to work.

Idealy ElgarL could create something like this, but I would rather see him concentrate on other things that have yet to be done. Like a hardcoded whirlwind attack fix.

Modifié par KenquinnTheInsaneOne, 14 novembre 2010 - 03:03 .


#108
NorthWolf

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Thanks for the release of the manager, Elgar. Still can't thank you enough for working on something like this.

#109
Talia Kirana

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Keep up the good work!

#110
Builder_Anthony

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Is this thing done or being tweaked ?

Modifié par Builder_Anthony, 30 novembre 2010 - 03:41 .


#111
ElgarL

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Builder_Anthony wrote...

Is this thing done or being tweaked ?

I'm still here, just had my time tied up in other projects . I'll get back to this shortly, or at the very least release the source.

#112
Shadooow

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Hey, thanks for BIF editor, thats itself probably the best ulitily that came up this year. And I understand the delay, I have just the same problem with my project...



Anyway, if the worst scenario happened, and you would not be able to finish it. Will you public what you have done so far, in order someone else would be able to finish it? Theoretically.

#113
Vansen Elamber

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ElgarL wrote...

I was just in the middle of adding default event script code hooks when I had an accident and put my back out. (typing this flat out on my bed). It's going to be a couple of days before I can get to my dev pc to have a play, but I will be sure to have a look at psionics.


OMG! I know that feeling, the day it started to snow I went outside to get my car cleaned off and did not notice one of my front tires was flat because of the snow hiding it. So on my way to the laundramat I notice my steering was way off and I had to keep the wheel cranked over so the car went straight, ie a flat tire. I got out to change it and in the process of getting my spare out of the trunk I tweaked my back. Had to drive back home on flat tire because there was no way at that point I could finish changing the tire. Spent the next four days on my back, getting up once in a while to check out forums and play a little NWN....Posted Image

This really does look like an impressive project and I can't wait to see it when you release! Posted Image

Modifié par Vansen Elamber, 01 décembre 2010 - 03:49 .


#114
ElgarL

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ShaDoOoW wrote...

Hey, thanks for BIF editor, thats itself probably the best ulitily that came up this year. And I understand the delay, I have just the same problem with my project...

Anyway, if the worst scenario happened, and you would not be able to finish it. Will you public what you have done so far, in order someone else would be able to finish it? Theoretically.


If it came to that, yes. The code at current isn't tidy, but it's extremely well commented.

#115
Trentoster

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Impressive!

You've done very well dealing with some of the quality challenged areas of the NWN codebase.



-Trent

#116
Talia Kirana

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Good to see you post again, ElgarL.

#117
the.gray.fox

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I am keeping an eye on this topic -- like many others, I am sure.

Is there any update?

#118
ElgarL

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Sorry, not at the moment. Not had time to do any on it of late. With RL bits and Xmas comming up close.



It's still here though. Not forgotten.

#119
NorthWolf

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Glad to hear!

#120
cokeCan

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Any progress?

#121
Calvinthesneak

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Thread Necromancy.


I've some time and I'll help with 2das if you need help still, let me know if anything is going on with this project still?

Just curious because with the toolset Changes.  The PRC could be completely integrated into the NWN framework.  No external compiler.  Now if we could have all the classes and such available from the selection screens.....

Modifié par Calvinthesneak, 18 juin 2011 - 05:14 .


#122
dsabrae

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Ditto that I have some free time myself and I am certain i can scare up lots of unskilled labor if you need 2das rewritten.This truly had so much potiential its a shame to sit on a shelf somewhere.

#123
WebShaman

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*pokes ElgarL*

Still there, my friend?

#124
Sylrae

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This project is amazing - and I wasjust starting to gather people to put together a similar project (though not using the PRC, but something different) - so it's of great interest to me.

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.

For the record; if it became doable, I'd have several races I would immediately be looking to implement (from scratch), as well as several subraces. Especially if you implemented races/subraces as separate 2das along the lines of how they did things in nwn2.

A couple other suggestions for things I'd really like to be configurable:
 - The ability to define the multiplier that applies to skill ranks at level 1.
 - The ability to define the maximum number of ranks in a skill by level.
 - A 2da to define which levels grant bonus feats.
 - A 2da to define which levels grant ability bonuses (and how much, such as +1 to 2 attributes)
 - The ability to alter character bic files, creatures, and item properties from within the game via scripts, even in singleplayer.
 - Skills. If they're scripts that are editable, I'd love to be able to change them. I'd like to condense the skill list for a project I'm starting up. Examples include: Acrobatics (Balance, Jump, Tumble), Disable Device (Disable Trap, Open Lock), Knowledge [Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Planes, Religion] (Lore) - Being able to define which skill(s) can be rolled to identify an item, Perception (Listen, Search, Spot), Spellcraft (Concentration, Psicraft, Spellcraft), Bluff (Bluff, Taunt), Sense Motive (Discipline, Sense Motive), Stealth (Hide, Move Silently).
The ones I think could prove problematic are the ones that may be hardcoded (Bluff, Disable Device, Knowledge, Perception, Sense Motive, Stealth)

The project is hugely promising, and I'd be willing to help out if you need anything.

Modifié par Sylrae, 07 juillet 2011 - 02:36 .


#125
Sylrae

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Hmm.

There are a few other things that could use some editableness. It would be particularly helpful if we could get fractional BAB (bab stored as a float), or have access to the combat maneuver scripts, and with the monk, it would be helpful if we could have access to the monk unarmed damage, and the list of applicable weapons for flurry of blows. Because, it's *supposed* to be all weapons on the monk list, but in nwn it's just unarmed/kamas.

Two-Weapon Fighting while unarmed should work too.

Any chance you'll be making feats accessible to mess with, or are they staying hardcoded. I'm really interested in this project, if you can't tell.

Modifié par Sylrae, 08 juillet 2011 - 10:33 .