The Player Resource Compendium
#1
Posté 06 mars 2011 - 04:56
I'm quite aware the PRC shut down its doors in January of this year (really a pity), but I'm looking where to possibly get some help concerning its implementation into a persistent world module. It seemed to indicate a section somewhere on these forums which I admit I'm completely unable to locate so I was hoping someone could point me in the right direction (or possibly even help *fingers crossed*).
Essentially we are trying to implement it which they have the tools for quite nicely, but not everything is balanced or lorewise acceptable for player options. As an rp world, we really don't want dread necromancer liches running around for example. So what we are looking to do is either make these options (feats, classes, prestige classes, spells) either not selectable or preferably not even capable of being seen as possible options.
I'll be the first to admit I'm a bit green with custom content in general but even general pointers would help. Thanks so much for your time!
#2
Posté 06 mars 2011 - 05:49
#3
Posté 06 mars 2011 - 06:26
#4
Posté 06 mars 2011 - 06:44
Modifié par Aleron, 06 mars 2011 - 06:45 .
#5
Posté 06 mars 2011 - 08:39
- the easies one would be editing 'classes.2da' and changing the value of 'Playerclass' column for given class to 0 (players won't see disabled classes)
- you could also change 'cls_pres_*.2da' for that class and set 'PRC_Allow*' variable to 1 (in case of Dread Necro: edit 'cls_pres_dnecro.2da' and set 'PRC_AllowDNecro' to 1) (players will see disabled classes, but won't be able to choose them)
- you could edit 'prc_prereq.nss' script to always set above mentioned variable to 1.
The last option will work serverside - if you decide to go with 2da editing you'll have to create a top hak for your server and place all 2das you've changed there.
BTW PRC forum is still active, you can use our chat or post your questions there
Modifié par Alex Warren, 06 mars 2011 - 08:41 .
#6
Posté 06 mars 2011 - 04:49
In any case, you've all been a great help, thank you!
Modifié par Aleron, 06 mars 2011 - 04:59 .
#7
Posté 06 mars 2011 - 04:51
Modifié par Aleron, 06 mars 2011 - 04:52 .
#8
Posté 06 mars 2011 - 05:05
Aleron wrote...
Thanks very much Alex! I wasn't sure if that was the case or not. It sounded like the forums were or were about to be shut down so I wasn't sure where to turn. I'll register over there in case I have any further troubles. I suspect doing the same for classes, races, and feats is the same?
In any case, you've all been a great help, thank you!
well, disabling races and feats will require 2da edit:
- in case of races you need to edit 'racialtypes.2da' and set 'PlayerRace' to 0
- for feats edit feat.2da and add some impossible requirement ie. 'MINSPELLLVL' 99
should work
disabling spells is not that easy though
#9
Posté 06 mars 2011 - 05:29
As for spells, I take it there is no simple 2da column you can just alter by the look then...any hints or ideas? Less painful the better mind you, but if it has to be painful and dirty so be it lol.
#10
Posté 06 mars 2011 - 07:20
should work"
Heh, smart solution.
So question: We have Shayan's subrace system atm and it doesn't like the fact that our IP changes. Does the subrace system in the PRC work better with a server that does not have a static IP address, but changes between the same two?
#11
Posté 06 mars 2011 - 09:10
Jenna WSI wrote...
"- for feats edit feat.2da and add some impossible requirement ie. 'MINSPELLLVL' 99
should work"
Heh, smart solution.
So question: We have Shayan's subrace system atm and it doesn't like the fact that our IP changes. Does the subrace system in the PRC work better with a server that does not have a static IP address, but changes between the same two?
PRC is not compatible with Shayan's subrace system - if you haven't edited it, you will experience some conflicts :/
We don't have subrace system in PRC though. PRC races work as all usual NWN races (this solution is better IMHO
#12
Posté 06 mars 2011 - 09:40
The one problem I see (working with AL here btw) is there aren't any ELCs...
Edit: So as I understand it, once you use the character creation tool, you can select the character bic file and play the server.. but does the bic allow for edits, or is there any way to keep people from adjusting stats, etc?
Modifié par Jenna WSI, 06 mars 2011 - 11:31 .
#13
Posté 07 mars 2011 - 08:31
Jenna WSI wrote...
Sounds like a lot of work, haha. But worth it once it's set up right. Thanks for the quick answer, it's nice to know before diving into documentation and trying to find it.
The one problem I see (working with AL here btw) is there aren't any ELCs...
Edit: So as I understand it, once you use the character creation tool, you can select the character bic file and play the server.. but does the bic allow for edits, or is there any way to keep people from adjusting stats, etc?
There is a simple ECL system in PRC, it requires that our experience system is also enabled though (if you don't want our XP system - someone made PWFXP compatible with PRC ECL, but I guess you'll have to search that on the vault).
Setting up ConvoCC is a bit complicated, but it's worth it
ConvoCC is a serverside character creator - player can select all his characters properties (race, gender, class, feats etc) and it allows him to use PRC contenst right from lvl 1. It has some anti-cheat mechanics implemented, so your players should not be able to break it. Once the character is created ConvoCC will not edit that character in any way (no way of adjusting stats by players).
#14
Posté 07 mars 2011 - 01:36
With it being conversation driven, will we also have to edit the conversations so they cannot take options that we have "blocked" though? Such as, for instance, I made it so players can't take the dread necromancer class or say the vampire race, etc. using the 2da edits mentioned above. Would that carry through to the convoCC or would I have to also alter that so those options can't be taken through it as well?
Thanks so much for the help so far, by the way. You've been a huge help with this.
Also, could you give some tips on the spell blocking? I've found the spells.2da and it looks like I can block them by just removing them from the base NWN classes that way...but I don't think this would help for classes like the favoured soul, mystic, etc. Am I correct in that?
#15
Posté 08 mars 2011 - 12:56
Aleron wrote...
Fascinating, that sounds just about perfect.
With it being conversation driven, will we also have to edit the conversations so they cannot take options that we have "blocked" though? Such as, for instance, I made it so players can't take the dread necromancer class or say the vampire race, etc. using the 2da edits mentioned above. Would that carry through to the convoCC or would I have to also alter that so those options can't be taken through it as well?
Thanks so much for the help so far, by the way. You've been a huge help with this.
Also, could you give some tips on the spell blocking? I've found the spells.2da and it looks like I can block them by just removing them from the base NWN classes that way...but I don't think this would help for classes like the favoured soul, mystic, etc. Am I correct in that?
As a part of ConvoCC set-up you'll have to generate a sql database from PRC 2da files. You should use your modified 2das for this so that every content you blocked won't show in the conversation. No other edits are needed.
Frankly, I've never tried disabling a spell from new-spellbook class, but I can imagine this might cause some problems. Spell info for every nsb class is stored in a few 2das - cls_spcr_*.2da, cls_spell_*.2da, cls_feat_*.2da, spells.2da, feat.2da and iprp_feat.2da. I guess you would have to remove that spell from all of those 2da files
#16
Posté 08 mars 2011 - 10:39
Thanks so much for your help Alex. Really appreciate it.
#17
Posté 10 mars 2011 - 02:49
As we know the PRC uses a conversation based spell system. I've tested it a bit myself with a favoured soul. So my question is, when these spells are selected at levelup/added to spell slots (such as when playing a cleric/wizard like character) is it possible to remove the option to select/set them from the conversation? This would essentially make them unable to be selected and hence "blocked" to PCs. Or does this conversation load a database or something I'm not understanding to make this undoable?
Help would be appreciated either way. If it's a dead end, so be it...but it did seem worth looking into possibly.
#18
Posté 10 mars 2011 - 03:16
If you're just adding spells to existing classes all you have to do is ensure there are icons, descriptions, entries in 2das etc. There are several tutorials out there and putting a custom spell in game. I've done a few in the past like dimension door, crimson scourge, augment familiar, etc.
I think that no matter what route you go, the said spells would have to be in the 2da files to function.
#19
Posté 10 mars 2011 - 05:16
Aleron wrote...
Some of the other DMs have been suggesting ideas and thought I would run them by here to see if anyone had ideas if this would work.
As we know the PRC uses a conversation based spell system. I've tested it a bit myself with a favoured soul. So my question is, when these spells are selected at levelup/added to spell slots (such as when playing a cleric/wizard like character) is it possible to remove the option to select/set them from the conversation? This would essentially make them unable to be selected and hence "blocked" to PCs. Or does this conversation load a database or something I'm not understanding to make this undoable?
Help would be appreciated either way. If it's a dead end, so be it...but it did seem worth looking into possibly.
Try removing spell from cls_spell_*.2da file and put it in your top hak. Than copy 'fresh' prc_data.* files to your database directory (ie from rar package). conversation options are cached into database the first time you enter PRC module and if you change any cls_spell_*.2da later, you won't see your changes.
Haven't tested that yet (working on sth else currently) but it should work.
#20
Posté 11 mars 2011 - 01:15
#21
Posté 11 mars 2011 - 04:52
#22
Posté 11 mars 2011 - 05:54
#23
Posté 13 mars 2011 - 01:36
Races and classes adjusting was as easy as you said. Took me only a couple hours to nix the options we didn't want. Also easier than I thought on races, so I was able to adjust some previously unusable options to be a bit more in line with our module.
Started on the feats editting. This one is uglier than I thought it would be suffice to say. Not hard, but the lack of organization in the file makes it slow work. I had on question regarding this, if I alter a feat in there a class gets at a certain level (Favoured Soul Wings let's say) and make it a caster level 100 required like everything else I'm disabling, will they still get it? Or do I need to adjust that in some other manner to accomplish that?
The last thing I hopefully have to ask on is skills. One of two options here, I need to disable a couple or preferably if possible reame and refunction them. Instead of some of the skills (iajutsu focus and psicraft) I wanted to change them into skills like knowledge (arcana) or similar. Is this possible or difficult? I suspect it requires editting the convo file. Some pointing in the right direction for the files I think is what I need more. I suspect they'd be added to the top hak like the rest of this....
Anyway, thanks for all the help so far!
#24
Posté 13 mars 2011 - 03:01
Favoured soul wings feat will still work even if you adjust required spell level to 100. You'll have to edit cls_feat_favsoul.2da file to disable that feat.
BTW I've checked disabling spells from new-spellbook classes. The solution I described above (with editing cls_spell_*.2da) works
Editing skills is possible but a bit difficult - you would have to create custom tlk file for your PW containing PRC strings and names/descriptions for new skills. Other than that you have to edit skills.2da and almost all cls_skill_*.2da files.
#25
Posté 15 mars 2011 - 08:35
I had wondered if something like that was the case for the FS wings. Again, thanks for clearing it up.
Glad that solution is tested and known to work now. Will be starting on them after feats are finished. Should go faster now. Fortunately for me, Jen is up to her neck with testing and fixing up some other hak issues from the tilesets and clothing haks we added, so I have more time than I thought to get this all fixed up.
Ah...skills. I had feared that tbh. A lot more work than I believe it'll be worth. Is it easier to just disable a skill or does it still require as much work and going through every cls_skill .2da file? Or is it possible to remove similar to classes/races in the skills.2da one?





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