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Buffing Rods


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8 réponses à ce sujet

#1
Arkalezth

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Hi. I'll start saying that I know almost nothing about the toolset and the like.

When I play the game with spellcasters in my party, I like to use some kind of "buffing rod", such as these ones:

Rod of Full Party Buffing

Rod of Preparation

They're a great anti-annoyance add-on, they make the buffing process much less boring.

However, there are some modules I've played (Edinmoor was a recent one, there were others but I don't remember which ones right now) where the rods don't work at all. I can activate the rod, but nothing happens. No spells stored, no buffs cast when I activate it again.

Can someone tell me if there's a workaround for this, or at least why they only work in some modules? As I said, I don't know much about this kind of things, so I have no clue on what  can cause it.

#2
nicethugbert

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I use the buff rods too if I'm soloing. LDOA PW had them. It was great.

#3
painofdungeoneternal

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Some modules mod the same script used by the buff rod. ( the use item script does not always allow tag based scripts. )



On my module i added a button to the main hotbar to do it for casters, i am slowly working on it and adding features to it as right now it's mainly for casters.

#4
Arkalezth

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@NTB: I play modules mostly, so I have a party usually, but I also use them if I don't have one and I'm playing a caster (I did it in the module "The Wizard's Apprentice", for example). Having multiple casters only multiplies the annoyance of buffing. I wish all modules were compatible with rods and Kaedrin's pack.



@pain: I figured it was something along those lines. Is there any way to make them compatible if that's the case (if it isn't too hard)? Sorry if it's a stupid question, I'm a bit lost here.

#5
painofdungeoneternal

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Not really, would have to edit the module, which is fine if you understand scripting and how its implemented, i would not say it's something to mess with unless you really want to start learning how to mod the game. ( Could be a few things going on actually, for a module flag not being set right to a overridden script, all basically the same issue really but )



I'd report it to the module author.

#6
Arkalezth

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Then I guess I'll have to play without it, I don't plan on mod the game for the moment. At least it works in most modules I've played. I could report it, yes, maybe it can be changed in future versions.
Thanks for your help.

Modifié par Arkalezth, 11 novembre 2010 - 06:59 .


#7
Arkalezth

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Thread necro. I've found a couple fixes in the comments of the rods' pages, to make them work with metamagic (extend and persistent spell mainly), but they don't seem to work reliably for me. Anyone knows how to make them work?

Modifié par Arkalezth, 01 février 2011 - 04:07 .


#8
Kaldor Silverwand

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I believe that standard NWN coding practice was to have one script that controlled item actions. So if a module had three items in it that needed to do special things when activated then the module activation script would handle it. This meant though that any other items that required activation logic would also have to be coded in that one script.



The standard practice for NWN2 is to use tag-based scripting, which doesn't require a single central script to have all of the code.



My guess is that modules written by people with a strong NWN modding background are more likely to use the central script method rather than tag-based scripting. People do what they know best. It is the same reason you see people writing custom scripts for conversations instead of passing parameters to generic scripts.



This would not be a difficult thing for the module author to change.



Regards

#9
loudent3

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I don't have anything really to offer the OP, it just happens to be pretty cool that more than two years after I retired from NWN2 development the work that I did is still remembered (I'm the auther of the Rod of Full Party Buffing and the admin/builder for the LDoA PW.)