I recommend the graphic packages listed on this page http://bgtscc.wikia....Getting_Started. They improve the game tremendously, nearly to a level like Dragon Age: Origins in carefully crafted areas. ![]()
Enjoy your reaquantaince!
I recommend the graphic packages listed on this page http://bgtscc.wikia....Getting_Started. They improve the game tremendously, nearly to a level like Dragon Age: Origins in carefully crafted areas. ![]()
Enjoy your reaquantaince!
( you'll know Tony's AI is installed if the Behavior tab grows twice as long )
thanks Kevl, will check when i get the chance, hopefully tonight
Right-click on the character, open the console and type:Also, is there a way to respec my main character ?
thanks but i don't want to get some free XP...i took 2 wrong feats for a build that i now want to follow and would like to swap those
( you'll know Tony's AI is installed if the Behavior tab grows twice as long )
it looks like it is installed.
It's all very nice, but is there a specific setting to avoid my companions to rush like crazy against any mob they see in a 1000 miles radius like they do now ?
Right-click on the character, open the console and type:
debugmode 1
dm_givexp -x
dm_givexp x
debug mode 0
"x" being your total experience points.
Close the console afterwards.
I was thinking...could i maybe use the console to add the feats i have missed (and remove the other ones i took instead) using this list of feats i have found ?
http://www.gamefaqs....ts-2/faqs/45639
EDIT: I think i found it:
While playing, hit ~ to bring up the console. Then type in "DebugMode 1" without the quotes.
Then i will have to use: givefeat # (number taken from the previous list) and removefeat #
Am i right ?
Cheers
yep. btw, Ark's instructions don't give free xp. he says remove all your XP then give it back the same - the character relevels from scratch.
It's all very nice, but is there a specific setting to avoid my companions to rush like crazy against any mob they see in a 1000 miles radius like they do now ?
idk. i always play full-puppet mode ...
wow, thanks! And thanks Arkalezth, i did not get what you meant.
I think it's much better this way instead of adding/removing feats one by one (that might also spoil the char, who knows...)
Can you also get the feats you normally get only during the first character creation ? (i.e. luck of heroes)
And yes Kevl, you are right, I suppose puppet mode is to be considered actually. I like micromanaging anyway.
But I would be happier if i could make the AI manage at least the very basic things and then i could fine tune it by manual intervention when needed.
Tony's AI behaviors have a lot of configurability.
iirc, the distance can be set before attack kicks in - short, medium, long range
but it likely works in conjunction with other behaviors, like do/don't attack if in Follow mode ...
you'll have to look & play around with it. personally I've tweaked the scripts so that when I do have the companion AI on (just to make everyone automatically Follow while travelling) and they spot an enemy, they'll give me an OOC message "Turn the AI off". But iirc that simply replaces a stock AI string "Should I attack?". The point being, if a companion can ask "Should I attack?" that means there is a way to set things so they don't attack until instructed to.
Thanks a lot, I will have to play around with it and get the hang of it i guess.
Regarding the respec, i might as well restart from scratch maybe. I am just some hours into the game and maybe it's not worth the risk, cuz i would need to change also some feats i took during creation...
Anyway it's good that now i know how to fix something if i mess it in the future.
Thanks all guys, really appreciated. ![]()
if you use both relevel and give/remove feat (when back at level 1), you'll likely get what you want, it's actually [quite] hard to screw it up.
// up to you
Editado por kevL, 13 enero 2015 - 02:44 .
If you instruct them "Follow me" via the voice menu, they will ask "Should I attack?" when they sense an enemy, and not attack until you instruct them to do so. If you leave them with the standing order "Follow me", then they'll stop attacking after you manually make them attack, and ask "Should I attack?" again, until you either instruct them to attack via the voice menu or turn off their AI (either using puppet mode or clicking the AI button).
Thanks Tchos ! Yesterday i managed to respec without issues (i hope lol).
BTW, then i have checked my 2 override folders (in my documents and in the game folder), and i noticed that i had your UI (.7z file) in the documents override folder, while i had the uncompressed files in the game override folder.
I removed the .7z from the docs override and the interface and windows (that were small before, but not SO small, they were nice , playing at 1900x1200 ) now became even bigger. That confused me.
Should your mod be in the docs' or in the game's override folder ? and should it be unzipped or i can just place the .7z file there?
I have read the instructions and it's written to put it in the documents override folder but now i am confused because if that is the case, then the windows and letters should have become smaller, not bigger... ![]()
All NWN2 mods should go in the Documents version of the override, not the program install folder's version of it. All NWN2 mods also need to be unzipped, and not left as .7z files.
But is it safe to create subfolders (in the override folder) for each mod and extract all the files there ? So if you want to remove one mod you just remove the folder, otherwise it would be impossible if all the files are together.
And do they go in the Doucments folder even when it's clearly stated that they should go in C:\Program Files\Atari\Neverwinter Nights 2\Override ?
( 3 examples: http://neverwinterva...e-bumped-mapped, http://neverwintervault.org/project/nwn2/images/texture/floorboards-hi-rez-bump-mapped , http://neverwintervault.org/project/nwn2/images/texture/all-nwn2-cloaks-retextured-hi-res-bumpmapped )
Thanks again
Yes, you can create subfolders. Be aware though that only one version of the 2da files will be used, so if two (or more) mods use the same 2da, you may have conflicts if said 2da appears several times (meaning different versions saved in different subfolders). I tend to use a \2da subfolder where I put all 2da, whatever mod they come from, and "activate" the necessary one when needed (for example, if mod1 and mod2 both use placeables.2da, I have placeables_mod1.2da and placeables_mod2.2da in this \2da directory, and rename the placeables_mod?.2da file according to the mod I want to use).
Yes, ignore the instruction to place the floorboards in the program install folder. I have that mod in my documents override, where mods should go, and it works fine.
I highly recommend using subfolders in your override, but take heed of 4760's warning that if there are any files with the same names in the subfolders of your override, only one will be used, and it might not be the one you want.
Cool, that's much clearer now, many thanks ![]()
I tend not to use many mods so i shouldn't have that kind of problem but i will double check anyway.
I tend to keep the various overrides in a separate folders in a separate directory with a shortcut to the documents/override folder. That makes is easy to keep track of the ones I need for the current game. I copy and paste in only the ones I need and if there are conflicts, only the copies are affected.
Have you ever tried the -home switch method? You can just add that switch to a new shortcut to the game and tell it to use a completely different set of user content folders. It can be useful for keeping overrides separate for modules that need them, and always make sure you're using the right ones.
I recommend the graphic packages listed on this page http://bgtscc.wikia....Getting_Started. They improve the game tremendously, nearly to a level like Dragon Age: Origins in carefully crafted areas.
Enjoy your reaquantaince!
There's also Xaltar's NWN2 Facelift Pack.
Thanks Rjshae, i had installed also that one. I think it overlaps with one posted above (possibly the "creatures" one), but i guess that whichever of them that takes priority is anyway better than the original so i won't bother checking the files lol.
With all the graphics mods, i have to admit it is much better and it's a pleasure to the eyes for being a 2006 game.
Does any of you know how to make companions show helmets i wear them ? I've read i have to edit the save files, for each companion, but i do not seem to be able to open them...they have a .ros extension.
Cheers
EDIT: I managed to open it with an Hex Editor . These below are the instructions I've found in order to show helmets. I have found the line "NeverDrawHelmet", but there is no such a value as 1 or 0, there are like 15 couples of numbers and letters. Does anyone know how to change it without messing things up ?
There is a way to do it, but it requires editing the save folder. Find the file for each NPC in your party and change the value NeverDrawHelmet=0.
I don't recommend doing it. Not all the helmets fit all the NPC heads and there are often some nasty clipping issues.
tlkedit2
opens & edits .Ros files
thanks, it was way easier to modify it with TlkEdit.
I have changed "neverDrawHelmet" from 1 to 0, saved the file. Reloaded that modified saved game file. it doesn't seem to work...mmmm
EDIT: My bad! I was using a backup save folder, not the actual one. It does work...yeeeeh ![]()