Okay, so I've been scripting NWN2 for a few weeks now and there are three things that I'd like to do which probably can't be done without hacking the game engine. I'm going to list them anyway in case any of you know any sneaky tricks.
1. I want to create Action hooks. When an Action (like ActionSpeakString or ActionSit) is called, I'd like to be able to have a script called just as the action starts, and another script called just as the action ends.
2. Yeah. I want to change the dice routines. Like, d4(), d6(), d8() etc. Why? Because I want to implement a character class that can bend probability.
3. Gestalt characters. Come on, please?
I'm currently making do with what I have, and doing a lot, but what I'm writing is not my first choice. Any tips would be most welcome.
Three impossible tasks
Débuté par
TheMortalGod
, août 08 2011 10:52
#1
Posté 08 août 2011 - 10:52
#2
Posté 09 août 2011 - 03:11
I think the main issue is you are think up how you wish the engine worked, and not really looking at how it actually works. Often it's a matter of wanting a square peg to go into a round hole, and other ways are available to get the same result.
1. Hooks are based on reworking the engine or doing nwnx to do it, both are quite a bit of work. Usually the wrong approach unless you are doing a framework. Instead of a script, you put your code into the start of the conversation in the module. Or action sit, you look at kemos code for doing sitting and modify that. ( the thing that came with game does not work that well compared to that )
2. Look at tome of battle. No you cannot do that, but you can sidestep them, or modify things so you always hit. Again look at tome of battle which has working examples. You are limited to setcombatoverride function effects, or to effects that are entirely scripted.
3. Not sure what those are, but enhanced levelup should solve some of that. It adds a lot more to what can be done ( 010010 is doing it )
1. Hooks are based on reworking the engine or doing nwnx to do it, both are quite a bit of work. Usually the wrong approach unless you are doing a framework. Instead of a script, you put your code into the start of the conversation in the module. Or action sit, you look at kemos code for doing sitting and modify that. ( the thing that came with game does not work that well compared to that )
2. Look at tome of battle. No you cannot do that, but you can sidestep them, or modify things so you always hit. Again look at tome of battle which has working examples. You are limited to setcombatoverride function effects, or to effects that are entirely scripted.
3. Not sure what those are, but enhanced levelup should solve some of that. It adds a lot more to what can be done ( 010010 is doing it )
#3
Posté 09 août 2011 - 02:16
http://www.d20srd.or...tCharacters.htm
So basically you allow a player to create a custom class, on the fly.
I can't see that happening in nwn2 with the engine limitations. Though if anyone could do it, it would be binary.
So basically you allow a player to create a custom class, on the fly.
I can't see that happening in nwn2 with the engine limitations. Though if anyone could do it, it would be binary.
#4
Posté 09 août 2011 - 08:04
Thank you for your responses. I'm already coding workarounds for what I want, but without core engine changes I won't be able to fully realize my ideas. I was hoping someone had some insight into hacking the engine.
#5
Posté 09 août 2011 - 08:46
#6
Posté 09 août 2011 - 11:30
Thanks, I'll look into it more closely.
#7
Posté 15 août 2011 - 10:44
A bit late, but whilst you can't create true Gestalt characters as per say, you could probably simulate them. The only thing is that it'd be a lot of work, and you'd have to replace the standard class/level-up system. You can add hit points, BAB, etc to people through effects so I think the thing to do would be simply give them a level in whatever spellcasting classes they needed (redoing the spellcasting would be hardest) and then add everything in artificially. You'd have to scrap completely the existing system though, I think, and effectively scrap all the existing classes.





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