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Any way to disable Enlarge Person's size scaling?


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#1
CalverKelevra

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I love this spell and all, and it's damage bonus is great, but I really dislike the whole Godzilla look it gives my character... Is there any way to disable the whole size scaling shebang?

I'm pretty new to the whole NWN2 modding, but I did try to mess around with nw_s0_enlrgeper.NSS and changing EffectSetScale(1.5) to 1.0, to no avail. Actually, any spell I've tried to modify in this way didn't do squat, so... could someone please tell me what am I missing here? What do I need to change to turn off the "visual part" of the size increase?

thanks in advance

#2
MasterChanger

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The easiest way to change the way a spell works is to save a new copy of the script in your MyDocs/NWN2/override folder. Then the new script would be called rather than the old script.

You could, if you like, just comment out the lines relevant to the size scaling. To do this, just put "
//
" in front of any lines you don't want, or "
/*
" at the beginning of the segment and "
*/
" at the end (the latter is for multi-line comments).

If you do comment it out, you'd have to comment out later references to the scale effect as well.

You can also drop a copy of the script in the directory of the module you are playing (if it is saved as a directory) or in its campaign folder. The override method I described above is probably easiest but also applies to everything you're playing.

#3
painofdungeoneternal

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Hit compile? Save it in override. ( You need the file that ends with ncs for it to work so you can't just edit it, you need to compile the text into code the game understands, then make sure it's in your override folder. Also make sure you don't have other content which includes a modded version of this spell. )

Would suggest just toning it down, 1.1 or 1.2 perhaps, that way it does not look as cartoonish instead of removing the visual entirely, and seeing how that looks.

Also review changing the line ( assuming you want to make the spell work as it originally was designed in PNP )

 effect eDmg = EffectDamageIncrease(3, DAMAGE_TYPE_MAGICAL);

to
 effect eDmg = EffectDamageIncrease(3, 3);

This takes advantage of a bug to change the bonus damage to match your weapon type ( since the game cannot figure out how), so you do damage due to the weapon being bigger, and not magical damage which they did mostly as a short cut. Note it does reduce the effect of the spell in game play, but it also makes it more tactical ( you need to use bludgeoning damage on certain undead or they can ignore some of the damage, magical damage sidesteps all such rules which makes it the most powerful. )

Modifié par painofdungeoneternal, 10 avril 2012 - 05:29 .


#4
CalverKelevra

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painofdungeoneternal: thank you, I was sure I've missed something, and that was compiling... As I've mentioned, sadly, I'm pretty new to NWN2 modding. toned down the scaling and used nssclc (http://nwvault.ign.c...ls.detail&id=54) to compile it, now it works like a charm.

one more question though: I'm using Spell Fixes and Improvements version 6.05 (http://nwvault.ign.c...ts.Detail&id=99), which comes only with nw_s0_enlrgeper.NCS, without an NSS file... is there any way to get the NSS file to mod? I'd kinda miss my stacking +2 strength (as per PNP, because it's a size increase).

thanks again for you help!

#5
CalverKelevra

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nvm, apparently the stacking with Bull's Strength still works. awesome :)

#6
painofdungeoneternal

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Most of the rpgplayer1 fixes are in NWN2, or in other community content. ( The damage type to untyped instead of magical, is actually one of the main fixes you see still done to enlarge person by the community. ) 

Use this instead Advanced Script Compiler for NWN2

That compiler has errors ( because the stock compiler has bugs ) and you should use the one currently maintained by skywing. ( The guy who fixes all the bugs found serious issues with the created compiled code which can crash the game or toolset, but he also improved error reporting, warnings, and optimized the resulting created code, not to mention fixing the issue where some code would just crash the toolset without telling you where your error is. )

It includes a stand alone command line compiler, toolset plugin, and shows warnings and makes things a lot easier to find problems or errors on your part.

Modifié par painofdungeoneternal, 10 avril 2012 - 07:57 .