How to make feats
#1
Posté 30 novembre 2013 - 09:57
#2
Posté 01 décembre 2013 - 01:14
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
Posté 01 décembre 2013 - 01:36
#4
Posté 01 décembre 2013 - 01:41
there might be some other way
#5
Posté 01 décembre 2013 - 02:16
#6
Posté 01 décembre 2013 - 02:22
#7
Posté 01 décembre 2013 - 02:43
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
Posté 01 décembre 2013 - 05:02
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
Posté 01 décembre 2013 - 06:52
#10
Posté 01 décembre 2013 - 07:00
--
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
Posté 01 décembre 2013 - 09:01
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
Posté 01 décembre 2013 - 09:12
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
Posté 01 décembre 2013 - 11:29
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
Posté 01 décembre 2013 - 01:45
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
thanks in advance. my spell descriptions & me'd appreciate itIn any case, it might be safer to just make a custom one.
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
Posté 01 décembre 2013 - 02:51
#16
Posté 01 décembre 2013 - 02:55
Yes.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.
#17
Posté 01 décembre 2013 - 08:21
sounds like you have the gist of the tlk thingkamal_ wrote...
Yes.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.
iirc there is a feat.
Modifié par Morbane, 01 décembre 2013 - 08:27 .
#18
Posté 11 décembre 2013 - 07:57
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
Posté 11 décembre 2013 - 08:21
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
Posté 11 décembre 2013 - 10:42
#21
Posté 12 décembre 2013 - 04:45
#22
Posté 04 mars 2014 - 07:52
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...
?
#23
Posté 04 mars 2014 - 09:56
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 ![]()
- andysks aime ceci
#24
Posté 04 mars 2014 - 10:05
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
Posté 04 mars 2014 - 10:08
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





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