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Kaedrin's Pack and Modules - Compatibility List


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#26
Arkalezth

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Subtlety of Thay was the first NWN2 module that I played and I was thinking of replaying it. It's listed as compatible with Kaedrin's version 1.34.5.7z. I guess I can run into problems if I play with the latest version. Can it be (easily) made compatible with it, or am I better not using it at all?

Editado por Arkalezth, 30 enero 2011 - 03:03 .


#27
dunniteowl

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I'd give it a shot and see, Arkalezth. Subtlety of Thay is an excellent module and I imagine that the newer Kaedrin's might show a few cracks, though, on the whole, I'm willing to bet it'll be pretty okay fine. And if it does, maybe someone can convince the author (maybe) to update it.

dunniteowl

#28
Arkalezth

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Thanks dno. I think I'm going to play Path of Evil first because I couldn't complete my test run and, besides, I'm in the game and I want to see it. If someone has anything else to add on the matter, please do.

AFAIK, the author of SoT has been missed for years now, so I don't know if an update is possible. Though I don't lose anything for trying.

Editado por Arkalezth, 30 enero 2011 - 07:03 .


#29
Arkalezth

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I've asked the author of A Fairy Tale about compatibility with Kaedrin's, but he doesn't seem to be familiar with it, so I couldn't get a definitive answer. Has someone played that module with it installed?

I'm taking a look at the files that come with the download, and I don't see anything with the extension .2da. Does this mean it's compatible? It comes with a hak, but I don't know if that's a problem. I don't even know how to open it, much less if it has something to do with compatibility. Can someone take a look at it? Parts 2 and 3 at the download page are only module files, so only part 1 would have to be checked, I believe.

#30
manageri

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If the author hasn't built it with Kaedrin's in mind there's pretty much no chance it's perfectly compatible, even if it was just a mod file.

#31
Arkalezth

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I'll keep that in mind, but I was hoping someone could give a more specific answer.

I'd like it to be compatible because it reachs higher levels than most modules, so I could try some classes I've never had the chance to.

#32
The Fred

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I think it's the module events which will let you down, because they probably won't fire Kaedrin's stuff. What you could do is put modified versions of the module's events in the override folder, much like Kaedrin has for the OCs (it might actually work if they use the OC scripts) so as to make sure Kaedrin's code gets fired.

#33
M. Rieder

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Fred, I'm glad you bumped this so I could see it. It looks like DJ Doc is describing a system of merging 2da's on the fly. Do I understand correctly? That could be very helpful when putting in content.

#34
manageri

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Arkalezth you could try copy pasting Kaedrin's stuff into those event scripts, or if the mod uses the default scripts without any changes then I think you can safely just replace them with kaedrin's scripts. I've never bothered trying to make mods compatible with it so there could be further complications, but I can't think of any if there's no 2da conflict.

Editado por manageri, 08 abril 2011 - 03:14 .


#35
Tsongo

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With regards to my module just mentioned I haven't changed any scripts on NPC's except for in one area when a perception one got changed, there are a couple that change things when you enter an area ( people appear ) as well as a few jump ones from transitions, all these scripts have there own name anyway so shouldn't be overridable. I didn't go digging around in original scripts and altering them as I wouldn't know where to start ! Most scripts run from conversations (99%) and they are all the standard ones from the toolset. So possibly putting in the OC Kaedrin change might do it ( I'm saying this when I don't even know what it does or what was changed by the way )

Good luck to your Paladin Arkalezth you can become my first ever tester !

#36
Arkalezth

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Thanks for the answer, Fred, but I don't understand half of your post. ;)

I know almost nothing about these things, would that be hard to modify (for a newbie), or would it require much work?

Edit: I missed Manageri's and Tsongo's (thanks for coming) comments. It's not that important if I can't play with Kaedrin's, it's just that I don't know how to be sure.

Editado por Arkalezth, 08 abril 2011 - 03:39 .


#37
The Fred

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Well, Kaedrin uses modifed even scripts (such as the OnItemEquipped script) to make stuff happen (e.g. to turn the Ninja AC bonus on and off when armour is equipped or unequipped). If the module you are trying to apply it to uses custom event scripts, this "stuff" won't happen. What you could do is add an ExecuteScript() line to these scripts to fire off Kaedrin's stuff. If you didn't want to modify the actual module, you can take a copy of these, with the extra line added, and put them in the override folder.

At least, it should work in theory. ;-)

#38
Lugaid of the Red Stripes

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Is there a builder's guide somewhere that lists all the modified scripts and what kind of hooks we need to include?

#39
Kaldor Silverwand

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If you look at his OC module event scripts you can compare them to the originals to see most of what is needed. Requires some study though.

#40
Tsongo

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Arkalezth.. I just stuck Kaedrins override in my NWN2 override folder and the tlk one in the NWN2 folder and hey presto there are all the classes. I gave myself 20,000 xp and was able to level up as one of the prestige classes. Now whether it works or not is your department as this takes too long to play for me to test it again. From what The Fred says about event scripts it's looking possible as I haven't changed any from the originals, a couple of placeables have conversations on them but that's about it..

Whether or not your "Ninja War Priest" will unbalance the whole mod and your companions will become super human is yet to be seen.. Good luck.

#41
Arkalezth

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Thanks for the explanation, Fred, it's clearer now. I don't see myself modifying all that, but it's good to know.

Tsongo: Yes, that usually works (I believe I played a non-compatible module at some point and I could still take new classes and the like), but other things might not work, so I'm a bit reluctant to use it if I'm not sure about the compatibility. And by the way, sometimes Kaedrin's is useful even if you don't use the new content, because it fixed a lot of bugs.

I will see about it when the time comes, I'm with a module trilogy right now, so I intend to finish it before.

#42
MasterChanger

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By the way, those who are interested in Kaedrin's work might want to listen to NWN podcast #138 which has an interview with Sir K. Interesting conversation!

I especially found it interesting that he said he doesn't play NWN2 that much, and other PW and CC developers said they don't really play their content that much. My experience was quite similar: when I played the stuff I developed, I could never really immerse myself in the playing experience.

#43
Guest_Chaos Wielder_*

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MasterChanger wrote...

By the way, those who are interested in Kaedrin's work might want to listen to NWN podcast #138 which has an interview with Sir K. Interesting conversation!

I especially found it interesting that he said he doesn't play NWN2 that much, and other PW and CC developers said they don't really play their content that much. My experience was quite similar: when I played the stuff I developed, I could never really immerse myself in the playing experience.


This is certainly true for myself as well. In fact, I recall hearing a real game designer--I believe a DOOM 3 Dev--discussing how they had no ability to judge whether or not their game was good or not. They'd been testing/designing it for so long, their ability to judge quality was completley neutered.

#44
kamal_

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Yeah. So much staring at my own stuff I can't judge it.

#45
Arkalezth

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Just a heads up, it probably doesn't look like so, but I've been updating the OP more or less regularly. About those modules that are present on both the Vault and the Nexus, I've linked to their Nexus page, simply because I prefer that site myself. Their Vault counterpart should be easy to find if you wanted to. I guess I could link to both sites, but I'm lazy. I might do it at some moment, or I might not.

As I wrote in the OP, if somebody knows about the compatibility, or lack of, of a module that's not on the list, or if you find any error on it, let me know and I'll update it.

#46
Hirdas

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Just wondering if you can use this addon if you only have the main game? Without expansions i mean.

#47
Arkalezth

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No, you need both expansions, as with many other modules/add-ons. The complete game is pretty cheap at the moment in several sites, so you may want to take a look.

#48
GFallen01

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I wonder about compability with Reeron's Spell Fixes, and in how far this list would apply. For instance, for Trinity (here classified as compatible), I've read about the Spell Fixes breaking stuff.

As to events, just "not changing" them isn't sufficient; IIRC I've heard Kaedrin mention somewhere that the toolset doesn't set them up correctly by default ("correctly" = like in the Campaigns).

Further candidates for this list:

http://nwn2customcon...-modules-events

I wasn't able to get an answer from Kaedrin or the module authors, so this is what I can see with my limited modding experience. Someone with more insight may want to check things before updating the list:

Compatible:

Vordan's Hero Creator
Battle of the Builds
FRW Character Creator

Uncompatible

JEGs Training Module.

Editado por GFallen01, 14 agosto 2012 - 02:04 .


#49
Arkalezth

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Added those to the list, thanks.

No idea about Reeron's or the technical stuff. I haven't used the former much and I'm not knowledgeable about the latter.

#50
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Just a couple of questions..

Does Kaedrins have any different monk type classes ? As if it doesn't it wont matter whether it clashes with my latest mod and if I changed 1 line of 2da to give my monks 3 instant death quivering palms instead of 1 would that effect it ? I haven't changed any other scripts and would what I've done get overwritten and become unnoticeable anyway ?