Aller au contenu

Photo

A Jax of all trades.


  • Veuillez vous connecter pour répondre
18 réponses à ce sujet

#1
Master Jax

Master Jax
  • Members
  • 352 messages
As usual, I'm back to ask an unusual thing.

My first and only character (yes, he's the guy I've been developing since I first played this game many many years ago) is a Wizard/Paladin/Druid. -But Master Jax, why would you choose such a combo when there are more badass multi-class options out there?- you will surely wonder. Well, because it gives me the broadest plot possibilities in modules. Most deal with exclusive quests or abilities, and since the skills of the rogue may be used by any class, I chose the other classes that open more conversation or sidequest options.

Anyway, since I can go only so far in levels in order to squeeze as much as I can from such a mixture, I never have gotten around to checking the higher level spells or abilities of two of my current classes, so I played around with LETO in order to give my character some of that sweet stuff. However, I cannot use divine spells, or bardic songs, or barbarian rages and so on.

So, I'm wondering if there is a way for a character to actually be able to use other classes spells as if they were their own, not contained in items, which is fairly easy to accomplish, but somehow embedded onto the characters themselves,maybe as a skin, or through scripts, or whatever...

And no, I won't create a new character just to try out such things easily. My Fëanor Maeglin and I have a special relationship that goes well beyond the physical. <3

#2
Eradrain

Eradrain
  • Members
  • 224 messages
I imagine it's probably quite possible to create a creature skin with class-specific feats and then equip it. Not sure about that, but it's easy enough to check in the toolset and see what sort of properties are available.

If class-specific stuff isn't available for Creature Skins, you can download Ben Harrison's expanded item properties, and add it to whatever module you plan on playing. That should unlock stuff for you.

#3
Shadooow

Shadooow
  • Members
  • 4 471 messages

Eradrain wrote...

I imagine it's probably quite possible to create a creature skin with class-specific feats and then equip it. Not sure about that, but it's easy enough to check in the toolset and see what sort of properties are available.

If class-specific stuff isn't available for Creature Skins, you can download Ben Harrison's expanded item properties, and add it to whatever module you plan on playing. That should unlock stuff for you.

no thats not enough, class related feats are "locked" for the classes as they only show in that class radial menu, since he dont have that class he wont see them in there. In order to do that one must modify one class he have to be able to show every class feat in its radial menu as well, this is done in cls_feat_*.2da

#4
Eradrain

Eradrain
  • Members
  • 224 messages
Righto, my mistake.

#5
Master Jax

Master Jax
  • Members
  • 352 messages
That's not exactly what I meant... see, it seems you can't have more than three spell types per character, I even fear such is hard-coded. I wasn't thinking about feats, but spells, spell-ypes to be a little more precise. Since I have a Paladin/Wizard/Druid, the spellbook only shows the gained spells for such, but I would like to know if there is a way for me to have the spelltypes available to bards, or clerics, etc. ALONG with the ones I already have; I'm not talking about just BEING able to cast such spells, but about being able to organize and select them from the spellbook.

#6
SHOVA

SHOVA
  • Members
  • 522 messages
edit the spells2da and make all spells castable by whatever class you want.

#7
Master Jax

Master Jax
  • Members
  • 352 messages
And this would make all the spelltypes available in my spellbook? I never thought it was that simple!

#8
Shadooow

Shadooow
  • Members
  • 4 471 messages

Master Jax wrote...

And this would make all the spelltypes available in my spellbook? I never thought it was that simple!

no its not actually more than 255 spells in each spellbook crashes game

#9
Master Jax

Master Jax
  • Members
  • 352 messages
aww... so no joy?

#10
Alex Warren

Alex Warren
  • Members
  • 179 messages

ShaDoOoW wrote...

Master Jax wrote...

And this would make all the spelltypes available in my spellbook? I never thought it was that simple!

no its not actually more than 255 spells in each spellbook crashes game


Did anyone actually tested that? In theory with PRC Pack a Wizard can have over 400 spells in his spellbook. I'm not 100% sure but I think I had a character like that (I was testing PRC spells ;)).

Hmmm...  Clerics have 261 (without corrupt/santified) spells in a spellbook  :huh:.

Modifié par Alex Warren, 14 octobre 2011 - 04:06 .


#11
Shadooow

Shadooow
  • Members
  • 4 471 messages
Well last time I get this issue it was before 1.69 with older PRC version without this alignment and drug spellcrap so not really...

You should know it :D

#12
Master Jax

Master Jax
  • Members
  • 352 messages
So... you think it might actually work? Just by altering the spells.2da? Just making sure I'm getting it right before I do any tweaks...

#13
Shadooow

Shadooow
  • Members
  • 4 471 messages

Master Jax wrote...

So... you think it might actually work? Just by altering the spells.2da? Just making sure I'm getting it right before I do any tweaks...

I never said its not possible. It is but you have to make it smarter:
You need to have arcane and divine character like wiz/cleric or wiz/druid. Then you need to edit spells.2da and allow druid/cleric/wizard to cast cleric/druid-only spells, paladin-only spells and ranger-only spells. This way you shouldnt hit 255 limit at all.

You can also edit cls_psgn_*.2da and allow to have all spell levels at level 1 of that class.

Then you need to edit cls_feat_*.2da of your main class and put there every class-related feats like barbarian rages, bard song, curse song, divine might, divine shield, turn undead, harper feats, PDK feats, WM feats, rogue feats and all others you need and give them since lvl 1.

I think the best way is to make a Wizard/Druid/anything as that will allow you to have animal companion without need to modify 2da and animap empathy skill.

Maybe it would be easier to play game as dungeon master... That will give you all these possibilities with instant kill, gold cheating, XP cheating.

#14
Master Jax

Master Jax
  • Members
  • 352 messages
I am very interested in what you've posted ShaDoOoW, specially this dungeon master mode you speak of. However, I have no idea how that would work. How do you go into DM mode, and, does it change any other aspect of gameplay? I mean, I would like only to have all spells and feats functioning correctly, but not at the expense of other things. I really don't need the instant kill, gold or XP cheating, and I'm sure these are merely options in DM mode, but, are there any other significant changes that somehow diminish the gaming experience? Would all this work in DM mode without having to alter the .2da files? Thanks in advance for any further info you may share!

#15
Shadooow

Shadooow
  • Members
  • 4 471 messages
In order to be able to log in as a Dungeon Master, you must start the module you want to play as a server via nwserver.exe and then set up Dungeon Master password.

Then you run nwn.exe and choose DM Client, then you go into multiplayer, other multiplayer and find your server and join into it. Then youll see.

#16
Master Jax

Master Jax
  • Members
  • 352 messages
So, I went and checked the DM mode, and noticed it isn't exactly what I wanted. However, I'm guessing it could be a first step towards what I desire. I noticed the DM has all spells, and all are available without refresh, unlimited. However, there are two things right here: I want to be able to use my playing character, rather than a pre-generated DM, and I also would like the spells to work as usual, refreshing at rest, or with limited time-usage. Also, the DM runs like hell, which is something I don't like, and has no selected feats available. I noticed many of the feats aren't present in such a character, so I'm guessing, either they become available as the DM character levels up. or they were never meant to be used, seeing as the guy can instantly kill.

What I originally wanted was to be able to manage the spells exclusive to other classes, like bard songs and divine enchantments. However, I expected to do it by choosing from the spellbook and following attribute specs like intelligence and wisdom. I've noticed the spellbook holds only three slots at the top, one for each class, so I'm guessing you can't actually make a fourth class be selectable; maybe it is hard-coded as such, but I hope it can be clarified.

The DM mode is too overpowered to play single player games (it was obviously designed explicitly for multiplayer management), but I have to ask, could some of this options, just SOME of them, be added to a character via LETO? I wouldn't want the invisibility feature, or the character speed, etc. However, I would very much like to have access to the cleric and bard spells.

Thanks again!

#17
Shadooow

Shadooow
  • Members
  • 4 471 messages
You can play from DM client with any character, just take the character file and move it into dmvault folder. The invisibility can be toggled by Appear/Disappear button at top. Other issues are not very possible to change.

I suggested DM client as that is the easiest way to at least get closer to what you want to establish. If thats not enough, then you have to make many engine changes and many character edits. But have to warn you, if you want to have each class related feat and spell, then you become overpowered anyway.

Also note that bard song and curse song for example are bound on bard class level which will be none in your case even if you manage to add these feats to your character. I really wont bother to describe full process how to make bard song available by wizard as I dont believe you will try to do it anyway (very complicated). You already know how to change spells to appear in different class spelllist, if thats not enought then you have to find someone else.

#18
Master Jax

Master Jax
  • Members
  • 352 messages
Thank you for putting up with me, ShaDoOoW. I know I can be quite the nuisance! You showed me a whole new aspect to the game, one which I didn't even know existed. This I need to explore further.

#19
shadguy

shadguy
  • Members
  • 59 messages

ShaDoOoW wrote...

Master Jax wrote...

And this would make all the spelltypes available in my spellbook? I never thought it was that simple!

no its not actually more than 255 spells in each spellbook crashes game


I thought this was fixed in v1.69 of NWN.   I've been looking for it in the patch notes with no luck.  More poking around led to a bug report on invalid wizard chars on my own forums indicating that BW fixed it in v.169 beta 5, and then omitted mention of the fix from the final patch notes.

We have well over 255 spells and more than 1 wizard generalist knowing all of our spells, so I think this limit has been fixed for some time.   I haven't ever looked at hacked up single player projects with multiple spellbooks though. 

The DM Client is a good solution.

-Dave

Reference, though it's nothing official:  http://www.dreunocte...t=0