Somewhere out there someone must have made a script that persists the Stormlord's shock weapon class ability rather than having to click on it every 5 minutes, but my Google search skills do not seem to be up to the task in finding it. Can anyone help?
Stormlord no-click script?
Débuté par
Joy Divison
, févr. 01 2013 04:24
#1
Posté 01 février 2013 - 04:24
#2
Posté 01 février 2013 - 04:52
I don't know, but I guess there must be a way to increase its duration or something. In the meantime, you may be interested in this, to make buffing in general a bit less tedious: http://neverwinter.n...ds.com/mods/197
#3
Posté 01 février 2013 - 05:14
aye Ark got me pseudo interested in this. It's a hidden feature in MetaPrepa beta.92
but it's not permanent, and tbh I don't know how he pulls off the stuff he does re. buffing
so, if you can edit & compile a script okay here's what to do:
The change is really simple. The spellscript is nx_s2_stormlordelementalweapons ( install->Data\\Scripts_X1.zip ). Copy the .nss to MyDocs->Override and open it in the toolset. Simply change the line (46)
to
Compile ... of course it totally breaks the economy, since it lets the PC pump out enchanted spears/darts/shurikens/throwingaxes ad infinitum!
( note. Kaedrin's PrC Pack may offer a 24 hr. duration option; in any case make sure there's no duplicates in Override )
/untested,
but it's not permanent, and tbh I don't know how he pulls off the stuff he does re. buffing
so, if you can edit & compile a script okay here's what to do:
The change is really simple. The spellscript is nx_s2_stormlordelementalweapons ( install->Data\\Scripts_X1.zip ). Copy the .nss to MyDocs->Override and open it in the toolset. Simply change the line (46)
float fDuration = RoundsToSeconds(20); // Always lasts 20 rounds.
to
float fDuration = 0.f; // Lasts a lifetime.
Compile ... of course it totally breaks the economy, since it lets the PC pump out enchanted spears/darts/shurikens/throwingaxes ad infinitum!
( note. Kaedrin's PrC Pack may offer a 24 hr. duration option; in any case make sure there's no duplicates in Override )
/untested,
#4
Posté 01 février 2013 - 09:01
kevL - that sounds like the easiest solution. Unfortunately, I'm am not finding the toolset easy to work with because it seems designed for people to make modules rather than editing a file (I can't even get it to open the NSS file). I found some well made guides which say a lot how to make my own modules, but if they've got a section about changing a single line in a NSS file, I missed it.
Do you know of a guide that can walk me through making a solitary change as you suggested rather than creating an entire adventure?
edit: Or is this something I can just alter in notepad and not have to use the toolset?
Do you know of a guide that can walk me through making a solitary change as you suggested rather than creating an entire adventure?
edit: Or is this something I can just alter in notepad and not have to use the toolset?
Modifié par Joy Divison, 01 février 2013 - 09:02 .
#5
Posté 01 février 2013 - 09:30
Doing this from memory, so hoping you get the gist and can figure out the specifics. ( you probably should install skywings compiler plugin as well, it fixes various issues in what the official compiler does )
open toolset
Make a new module, make sure it's directory mode, give it a unique name you can find later and save it inside "your docs/neverwinter nights 2/modules/".
Look for open convo / script in the toolset menu, type in desired file name you want to open, it will open it.
Do your edits, use the script assist for reference to commands. Since you are new to scripting you probably want do minimal edits, ie change duration from
float fDuration = RoundsToSeconds(20);
to
float fDuration = RoundsToSeconds(2000);
Basically don't change much, or add anything, just adjust some of the values.
Compile it, then hit save. It will be in the list of scripts now for your new module.
After you are done, go to the modules folder, and open the folder named the same as the module you created using windows explorer. Hopefully in your docs folder. Copy the nss and ncs files to your override folder, keep this module around just to have a place to do edits.
There are scripting tutorials on the vault, and in the stickies threads in the scripting sub forums.
open toolset
Make a new module, make sure it's directory mode, give it a unique name you can find later and save it inside "your docs/neverwinter nights 2/modules/".
Look for open convo / script in the toolset menu, type in desired file name you want to open, it will open it.
Do your edits, use the script assist for reference to commands. Since you are new to scripting you probably want do minimal edits, ie change duration from
float fDuration = RoundsToSeconds(20);
to
float fDuration = RoundsToSeconds(2000);
Basically don't change much, or add anything, just adjust some of the values.
Compile it, then hit save. It will be in the list of scripts now for your new module.
After you are done, go to the modules folder, and open the folder named the same as the module you created using windows explorer. Hopefully in your docs folder. Copy the nss and ncs files to your override folder, keep this module around just to have a place to do edits.
There are scripting tutorials on the vault, and in the stickies threads in the scripting sub forums.
#6
Posté 01 février 2013 - 09:43
I figured it out (I think). Thanks!
#7
Posté 01 février 2013 - 09:55
Just so you know, you can also do as you asked, which is to create or edit uncompiled scripts (.nss) in Notepad or any other text editor, and compile them with an external compiler (there is at least one on the Vault), and then deposit the compiled script (.ncs) in your override as described above, and thereby bypass using the toolset.
#8
Posté 02 février 2013 - 02:15
@Joy, hope you got things sorted.
There's lots of tricks big & small. Like Pain says, having your own module directory to do fiddling in is a plus, but once the .nss is in Override it can be opened right after the toolset loads. Just *turn off Autosave*
another option for the line is:
And as Tchos says, hooking a stand alone compiler into a programmer's editor really is the way to go for intermediate or higher scripters; Skywing's compiler is truly (for me) empowering as both standalone and/or toolset based. It's just much much much better than the default or any other i know of. But if using a programmer's editor you wouldn't get Script Assist like in the toolset. c'est la sans
There's lots of tricks big & small. Like Pain says, having your own module directory to do fiddling in is a plus, but once the .nss is in Override it can be opened right after the toolset loads. Just *turn off Autosave*
another option for the line is:
fDuration = HoursToSeconds(24); // 24 hour.
And as Tchos says, hooking a stand alone compiler into a programmer's editor really is the way to go for intermediate or higher scripters; Skywing's compiler is truly (for me) empowering as both standalone and/or toolset based. It's just much much much better than the default or any other i know of. But if using a programmer's editor you wouldn't get Script Assist like in the toolset. c'est la sans
#9
Posté 02 février 2013 - 04:23
This got me wondering
shouldn't the Plot flag be set ( for the duration ) to prevent a StormLord from standing at the local blacksmith's, buying and selling spears ??
shouldn't the Plot flag be set ( for the duration ) to prevent a StormLord from standing at the local blacksmith's, buying and selling spears ??
#10
Posté 02 février 2013 - 06:47
...Or download Kaedrin's pack. It's one of the cmi_options and it's on by default in it.
"Row 12 Stormlord24HrBuffDuration 1
This option defaults to on.
The PnP compliant version is on.
This option allows the Stormlord's buffs to last for 24 hours instead of 20 rounds per cast."
By the way, the pack changes some stuff about the classes and adds a ton of stuff, while fixing lots of it, too.
Since you're a Cleric (most likely) he changed some domains. The most important being the Time Domain where he made Haste not persistable.
If you don't have that domain, then you're good.
"Row 12 Stormlord24HrBuffDuration 1
This option defaults to on.
The PnP compliant version is on.
This option allows the Stormlord's buffs to last for 24 hours instead of 20 rounds per cast."
By the way, the pack changes some stuff about the classes and adds a ton of stuff, while fixing lots of it, too.
Since you're a Cleric (most likely) he changed some domains. The most important being the Time Domain where he made Haste not persistable.
If you don't have that domain, then you're good.
#11
Posté 08 février 2013 - 04:01
Ninjad!
Modifié par nicethugbert, 08 février 2013 - 04:01 .





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