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Adding/Removing Skills


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#1
4Pop

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Hello. I'm creating a module that will be based off of characters leveling skill by practice. Traditional level up won't exist, it will all be handled through a menu conversation. With that brief explanation, I've already solved the issue of multiple classes. However, skills are a problem. I assume this can be done through a hak, but I want to remove and add some skills.

 

Remove:

Animal Empathy

Spot

Hide

Bluff

Perform 

Spellcraft

Intimidate 

Craft Weapon

Craft Armor

 

Add skills called:

Magic

Craft

 

 

Rename:

Move Silently, renamed to Stealth

Listen, renamed to Detect



#2
MerricksDad

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In modifying skills.2da for use with a 4e rules set, I have found great difficulty in removing some skills. I however find no issue with adding new skills. Replacing any skill, especially if you want to rewrite what that skill does, is not suggested. Instead, simply add a new skill. In the case of stealth skills, and skills pertaining to internal perception lists, or of skills related to spellcasting and of identifying those spells as they are cast, I can only say that you should just go with what the engine has. If you want other things, add them separately instead of making a new skill, and if need be, increase the number of skill points given per level to compensate for the new variety.

 

You'll want to read up on the aspects of the skills.2da, specifically the Untrained column, and the AllClassesCanUse column. You'll need to change the class derived skill lists. To do that, see details about classes.2da, specifically the column SkillsTable. From there, you can track the data to a list of skills and whether or not the skill is a class skill, which relates back to the columns in skills.2da I have mentioned.

 

http://nwn.wikia.com/wiki/Skills.2da

http://nwn.wikia.com/wiki/Classes.2da

 http://nwn.wikia.com...Cls_skill_*.2da

 

Have you given any thought to how you will apply permanent skill modifiers to characters?



#3
4Pop

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Yep. I've got most of that covered. Specifically what I am looking to do is remove the skills listed from the character sheet. Will this work for that? Thank you for the helpful links. As for spells, I'm removing how spells work entirely. Spells will be activated by speaking text strings, and identification will be custom scripted to those within hearing radius playing off of the Magic skill.



#4
Shadooow

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Yep. I've got most of that covered. Specifically what I am looking to do is remove the skills listed from the character sheet. Will this work for that? Thank you for the helpful links. As for spells, I'm removing how spells work entirely. Spells will be activated by speaking text strings, and identification will be custom scripted to those within hearing radius playing off of the Magic skill.

make them trained-only and then remove them from all cls_skills_*.2da files



#5
meaglyn

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I believe adding skills causes the game to crash when using "Create New Character" directly. I don't recall if it's the server or just the client which crashes. Any one?

 

Just something to be aware of if you are not already...



#6
Shadooow

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I believe adding skills causes the game to crash when using "Create New Character" directly. I don't recall if it's the server or just the client which crashes. Any one?

 

Just something to be aware of if you are not already...

indeed, fortunately its only client crash otherwise it would be so easy to crash server on purpose...



#7
4Pop

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Wish I knew that. People won't be able to create characters, then?



#8
MerricksDad

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I've never gotten a client crash creating characters with my new 4e skills. How do you make it crash?



#9
meaglyn

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If you go to "select premade character" first then  "new character" it doesn't crash.  It only crashes if you got straight to "create new character" first. If I recall it's not till you are done with creation and are entering the module that it crashes. The actual creation process works (or appears to work) correctly.