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How to make feats


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#1
andysks

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Hi all. As the title. I have no idea how, but I would like to make a few history feats that the PC will get in various moments of the story. Is it something similar to the loadhints 2da? tlk and 2da edit and I'm done?

#2
kevL

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pretty much looks like it. Find a suitably similar feat in Feat.2da and copy the line to a new one, editing it according to the nwn2.wiki and giving it HISTORY_FT_CAT. Give it an icon and then simply assign the feat to a character IG...

If you want it to do something special, like in a conversation, just check for the feat on the dialog node. Or if you want something special to happen to/for a character with a custom feat in an area, just check for it in the area's onEnter script, etc etc.


making a Feat usable isn't too much harder. it has to refer to a line in Spells.2da and have a spellscript there. Best way is to get examples from the .2da's themselves, eh

#3
andysks

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Thanks KevL. I see it doesn't even need a tlk. Everything is handled by the numerous columns on feat.2da :D.

#4
kevL

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might need .Tlk entries for the FEAT & DESCRIPTION columns

there might be some other way

#5
andysks

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Ah so when the wiki says "A StringRef indicating the name of the feat", it means the associated tlk entry. Is that correct? Also, just to give me a bit more clarity. When I make a history feat, are all the properties, like class, skill, level even needed? Or I can leave them blank let's say ?

#6
andysks

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Was just looking at the 2da. For example the backround bully has all columns **** except the resrefs and the categories. Thanks.

#7
andysks

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I just get the whole idea of tlk 2da association. I remembered that I already had in my campaign a custom tlk for the Greyhawk deities. I also noticed, that the OC only has one tlk in the installation folder. I opened my dialogue.tlk out of curiosity. It turns out it is a copy of the OC dialogue.tlk, with some lines added for the deities. Please correct me if I'm wrong. I can edit a copy of the OC's tlk, or in this case the tlk I got from the Greyhawk deities. Any unused line could do it. Then assign this resrefs to the feat.2da and I'm done. Of course, I have one more question. The guide for the custom loadhints says to create a tlk from scrap. Why is that?

I also noticed that the tlk from the deities doesn't work from a campaign folder. I haven't added it in the toolset on the module properties though. If I place it in my documents it works, and I have deities descriptions. If I assign it to the custom tlk, like I do with a hak, will it work from the campaign folder?

#8
Morbane

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the point being that the dialog.tlk has to be in the main player nwn2 directory - thus overriding the default dialog.tlk

if you make a custom one both function normally

but of course that would mean the Greyhawk entries would have to be duplicated and the row numbers would have to also

#9
Tchos

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I wonder if it's possible to just put the string itself into the 2da, where the normal game uses a string ref, and omit the need for a TLK edit?

#10
kevL

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Tchos, i was wondering, and it probably works but would also be awkward.

--
here's what i'd do

First of all create a custom.tlk and put it in the /tlk folder. Use the numbering system that Morbane prob knows more about than me; the info should be easy to find with a "nwn2 custom.tlk" search. it starts at 16-million+some


As a player I freely edit my Dialog.Tlk and keep it in the installation folder ( custom edits show up in the toolset that way also, they might not if you're relying on a Dialog.Tlk in the player folder ).

Put yer custom lines in a custom.Tlk and learn to use it, since it's for distribution. People (me) don't want hundreds of hours of effort put into fixing spell descriptions and whotnot suddenly being overridden ...

#11
Morbane

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custom tlk start at 16777216 which equals 0

not sure why but there you have it (its likely to do with keeping any possible range from being messed with in the std tlk)

using the standard tlkedit found on the vault ctrl+u alternates between 0,1,2,3,and 16777216....

Modifié par Morbane, 01 décembre 2013 - 09:04 .


#12
Morbane

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Morbane wrote...

but of course that would mean the Greyhawk entries would have to be duplicated and the row numbers would have to also


I meant this only in the case that one would choose to eliminate the override dialog.tlk

if you choose not to it would still be fine but things like Kaedrin's wont be implementable since he chose to use the override version rather than make an independent custom.tlk

also: im not entirely positive, but i think there can be only 1 custom.tlk per module... maybe not entirely positive but quite sure in any regard.

Modifié par Morbane, 01 décembre 2013 - 09:14 .


#13
andysks

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also: im not entirely positive, but i think there can be only 1 custom.tlk per module... maybe not entirely positive but quite sure in any regard.


It would make sense actually.

The deities dialogue tlk works from the Documents folder (not override). When I put it in the tlk folder it doesn't.
Does that mean that even if it's not in the override, when someone starts the OC for example and has the customized dialogue.tlk in the documents folder AND the original in the program files one, the custom will anyway override the original?

In any case, it might be safer to just make a custom one. The deities start at 17236809. If I copy them to the exact  lines on the custom, I don't need to alter the 2da, just attach the custom.tlk to the module, right?
And when this is done, whenever I need a new tlk entry, I work on the custom. For feats for example.

Also, which tlk editor you people recommend? I use the AussieNWN TLK editor for NWN2 at the moment,

Modifié par andysks, 01 décembre 2013 - 11:31 .


#14
kevL

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andysks wrote...

Does that mean that even if it's not in the override, when someone starts the OC for example and has the customized dialogue.tlk in the documents folder AND the original in the program files one, the custom will anyway override the original?


yep. The entire player (Documents) folder is like an override, not quite 100% but nearly

In any case, it might be safer to just make a custom one.

thanks in advance. my spell descriptions & me'd appreciate it :)


TlkEdit2 is pretty much the standard. note it opens dozens of different nwn2 filetypes..


And.. am pretty sure the /Tlk folder is for a custom.Tlk only.

#15
andysks

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So that means that a custom tlk, could be named anything. Assigned to the module, and then the game will be using two of them. The dialogue and the custom one, right? Dialogue for the original stuff, and the custom only for the custom. Meaning that the changed 2da will be drawing resources from both.

#16
kamal_

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andysks wrote...

So that means that a custom tlk, could be named anything. Assigned to the module, and then the game will be using two of them. The dialogue and the custom one, right? Dialogue for the original stuff, and the custom only for the custom. Meaning that the changed 2da will be drawing resources from both.

Yes.

#17
Morbane

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kamal_ wrote...

andysks wrote...

So that means that a custom tlk, could be named anything. Assigned to the module, and then the game will be using two of them. The dialogue and the custom one, right? Dialogue for the original stuff, and the custom only for the custom. Meaning that the changed 2da will be drawing resources from both.

Yes.

sounds like you have the gist of the tlk thing

iirc there is a feat.doc.txt in the install directory/data/2da.zip it looks a lot like what the wiki has to offer in a printable format - its basically oei builder notes - there are however some improvements in the wiki - mostly on which columns have/serve no purpose in the nwn2 game engine - (nwn1 had some extra things that were phased out incidentally)

Modifié par Morbane, 01 décembre 2013 - 08:27 .


#18
andysks

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I spent the last day making some custom load hints and history feats that range from 16777216 to 16777300ish. I think I know now how to manage this, and I'm ready to get in there and make my hands dirty. But, the deities of greyhawk dialogue.tlk, uses ranges around 40k I think, or 400k, I don't have it in front of me. If I copy their lines after mine, and then change the deities.2da they provided to use these lines, it will be all just fine right?

Another thing I wanted to ask. In Jaessun's guide, when he opens the tips 2da he has rows for story state and so on, while I just have the one for string resref. What's the story there?
If the guide is old, and the 2da changed afterwards to be only with strings and nothing more making it impossible to select specific story state for the tips, I guess I can make one custom tlk for the tips per plane, since I wanted different tips while in the material and while away in outer planes.

#19
Morbane

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 answer to the first Q is yes - it will be fine - no typos now ;)


as for the second - as long as you follow the rules you have learnt up to now - you should be fine =]


after reading the second part again - i dont think you can choose which tips to use - however if your campaign is divided and each mod uses different 2da's and you custom tlk has all the necessary bit and bobs then ya no worries.

Modifié par Morbane, 11 décembre 2013 - 08:24 .


#20
andysks

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These typos :D... and to think I always double check! Thanks Morbane, good help as always.

#21
Surango

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If you're making new background feats and scripting them, you're also going to need spell IDs. All you really need is the skill increases/decreases and a 24 hour duration. Permanent durations can flake out. It's permanent... until you go into another module in a campaign.

#22
andysks

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If I may bring this back for a bit, most of of is clear, but please bear with me in these questions :). Say I need a feat, a background one or history that has a 24 hour duration. I was checking the feat.2da, and the stock feats as Bully for example have all their columns defaulted *****. Even the SpellID column. How does the game recognize that I need +1 to intimidate and fortitude and -1 to bluff -2 diplomacy? Surango said I need new IDs if I make background feats, so why the stock ones use none? I even opened the spells.2da, and the bully's ID is never to be found. I don't know if it's bullying the 2da, but... it is strange to me. How the attributes get raised or lowered with no reference. At least no reference that I can find.

But this is all I want to do. Add some feats that require no activation, are always there and raise some attributes or skills. Why is this so hard for me... :huh: ?



#23
Morbane

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bully does not actually do anything per se in nwn2 so thats a start on your question of why no spellid - i think it is a reputation thing

 

a spellid is necessary for a  feat to work thus a spellscript in kind in spells.2da - excepting it is simply a placeholder that leads to a feat that does have a spellid at some later stage

 

for a feat to be always on it needs to be "persistent" - "Active" means it must be turned on with a click of the mouse - or item etc...

 

a feat that raises a stat(s) really only need fire once i.e upon receipt of the feat - but if it is situational an active feat is your go

 

if it is an aura or similar the scripting get a bit complicated in that the spellid spell is usually some kind of persistent vfx (2da) that handles/runs your AOE script etc

 

i think i might be able to help in more detail if i knew the actual feat and implementation you wish.

 

otherwise hit the 2da wiki for more specific stuff if your keen to mete it out solo ;)


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#24
andysks

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Ah the bully does nothing. That explains it. What I want is what you said there. You receive it, and it doesn't even need activation. It's immediately active. Example:

You clear a huge dungeon. Upon completion you receive a feat named... I don't know: Dungeon Raider. It gives +1Con and +1STR. End. No activation, nothing. I guess atributes and skill are alike. It could give +2Disable Device and +2Search.

It might be given from the quest rewarded, or automatically... but I guess these are easily accessed.



#25
Morbane

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ya if it is a stat increase - receiving the feat will run your script once raising your stats then its final - in that cae i think it can be persistent so that it cannot be activ-ated over and over raising a stat to the limit in a few minutes