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#26
kamal_

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Ok. I've altered up the feat list so it does the prereqs correctly and uploaded things in what could be considered a beta version: things seem to function as I intended. The classes included are cleric, fighter, paladin, ranger, rogue, wizard.

 

Some low level class feats are now available across classes. Non rogue classes can take training in flanking opponents (represented by sneak attack with a max 2d6), classes can have favored enemies ("Orcs killed mah daddy!"), basic tracking (hunting for a noble, or following marks as a rogue), and similar. Similarly, some racial feats are now available to the classes, such as resistance to poison ("They were both poisoned. I spent the last few years building up an immunity to iocane powder..."). For compatibility, the dialog.tlk is not altered, so these feats will not necessarily have appropriate descriptions. To strengthen paladins, they can now take weapon specialization (only standard, not greater... etc) like fighters. Higher level class feats are still unique to their classes, such as more advanced tracking for rangers, or higher sneak attack for rogues.



#27
WC_Sumpton

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Been playing around with this in the OC (Kaldor Silverwand's fantastic remake of it).  Problem Bevil can not use a club.  So I played around with packftbevil.2da and added the missing feats there.  Now he works!

 

Cheers...



#28
kevL

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Kam_ it sounds like you're 'bypassing' the onLevelup scripting by assigning prerequisites in Feat.2da

is that correct? if so, great

#29
kamal_

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Been playing around with this in the OC (Kaldor Silverwand's fantastic remake of it).  Problem Bevil can not use a club.  So I played around with packftbevil.2da and added the missing feats there.  Now he works!

 

Cheers...

Hmm, not something I'd considered. If you run into bugs, I would blame me.



#30
kamal_

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Kam_ it sounds like you're 'bypassing' the onLevelup scripting by assigning prerequisites in Feat.2da

is that correct? if so, great

If I understand correctly, yes. I adjusted the feats 2da so that some feat paths such as sneak attack 1d6, 2d6 etc now have the previous feat as a pre-requisite when the stock feat.2da did not have a prerequisite for the higher level of feat.

 

The feats for some of the feats like sneak attack and the paladin's x/day remove disease that improved with class level had no pre-requisites set in the feats.2da. When I first did this I just turned all the class feats into available at first level feats. I discovered that doing that meant every damage level of sneak attack feat showed as available and you could just select the max sneak damage with a single feat. What was going on is that the stock feats.2da was not setting pre-requisites for feats like sneak, the stock cls_feat_rog.2da (rogue feat selection) is set to automatically give sneak 2d6 at level 3, 3d6 at level 5 etc, so the level was serving as a pre-requisite for the given damage level of the sneak attack feat.

 

I altered the feats.2da to make the previous level of a feat such as sneak as a pre-requisite for a given level, with the base power of the feat having no pre-requisite, much the same way other feats like the weapon specialization/focus feats work. Doing that meant no more taking sneak 20d6 right off the bat with one feat as has been the case when I was first doing this, you have to correctly progressively take all the sneak feats to get up to sneak 20d6.

 

Hopefully that answers your question.



#31
kevL

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yes, it does

(i'm not looking at it now but) I remember seeing plenty of blanks in Feat.2da for 'prerequisite' and thought it strange. Ofc the .2da's for the classes control progression instead. That allows for a feat at an arbitrary level to be assigned without worrying about its prereq (i guess).

This might affect that. would have to test it, at least with a basic script that used AddFeat() and try to assign say SneakAttack 4d6, to a character that doesn't have the new 3d6 prereq. Which sorta begs the question: Is the only thing affected by Feat.2da 'prerequisite', what appears on levelup options? ...

anyway, a task for a rainy Sunday; keep it up!

#32
kamal_

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yes, it does

(i'm not looking at it now but) I remember seeing plenty of blanks in Feat.2da for 'prerequisite' and thought it strange. Ofc the .2da's for the classes control progression instead. That allows for a feat at an arbitrary level to be assigned without worrying about its prereq (i guess).

This might affect that. would have to test it, at least with a basic script that used AddFeat() and try to assign say SneakAttack 4d6, to a character that doesn't have the new 3d6 prereq. Which sorta begs the question: Is the only thing affected by Feat.2da 'prerequisite', what appears on levelup options? ...

anyway, a task for a rainy Sunday; keep it up!

I just tested giving a newly created fighter character the sneak 8d6 feat via the givefeat command. It correctly gave the feat. I also gave him the Hide In Plain Sight (Outdoors) ranger feat, which I put in a pre-requisite feat chain with the ranger tracking feats. When I did so it only gave the fighter the HIPS(outdoors), and did not grant him the pre-requisite feats. So it seems the givefeat does not bother to check prereqs.

 

I am going to have to look at the level up feat preference 2das for the classes and make adjustments to those, since they don't seem to recognize not having the normal class feats so they don't choose them. I let me test fighter choose the "default" options all the way through and the fighter picked up exotic weapon proficiency and dodge and such, but not the basic weapon/armor proficiencies. That seems to explain WC_sumpton's report of Bevil's proficiency issue.



#33
kevL

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so Default Packages seems to develop 'an issue' ?

#34
WC_Sumpton

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LoL  That was the point I was trying to make when I was talking about Bevil.  The defaults (packft*.2da) needs adjusting.  Not just the packftfighter1, packftfighter2... but also the NPC that have entries within packages.2da.  Check the column 'FeatPref2DA' to see what files need to be adjusted.

 

I have adjusted fighters and paladins and the system seems to work.  I restarted the OC with a greatsword only paladin and am having a great time!!!

 

Thanks so much for this package.  (I also adjusted Bevil's file so he feats out differently.)  Going to adjust Rangers, Rogues, Wizards and Clerics... This is so much FUN!!

 

Cheers...



#35
kamal_

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I've updated my page with a set of featpacks for the various "recommended" options and feat packs for the OC npc's of the covered classes (Bevil, Shandra, Bishop, Neeshka, Khelgar, Sand, Casavir). That should ensure if a character takes the various packages, they will get the stock level 1 feats for the class as a failsafe, and cover the OC npcs.



#36
kamal_

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Proposed changes
 
General feats

Slippery Mind requires Improved Uncanny Dodge or Swashbuckler Dodge 3 (so it's not available very early).

Barbarian Rage 1-2, has been added to all classes. ("You have anger issues")
Damage Reduction 1 has been added to all classes. Pre-requisite is Barbarian Rage or Toughness, making it functionally Toughness level 2 ("You can shrug off damage")
Greater Resiliency is available with Damage Reduction 1, making this functionally Toughness level 3. (http://nwn2.wikia.co...ater_Resiliency)
Trap Sense 1 has been added to all classes ("My spidey sense is tingling!")
All rage skills now have the optional feat prerequisite of Dwarven Weapon Proficiency, making the full barbarian rage skill line open to all dwarves and allowing a "Dwarven Battlerager" type. (http://forgottenreal...iki/Battlerager says the Battleragers draw from fighters, not barbarians)
 
cls_feat_warlock.2da
fiendish_resilience_3 correctly named fiendish resilience_5, as that's the actual name of the feat

Barbarian:
The various barb rage improvements (greater, tireless, mighty) are a feat tree, so you must take the prior one to get to the next one
Rages/day are a feat tree.
Damage Reduction is a feat tree.
Trap sense is a feat tree.

Druid:
Wildshape is a feat tree, plant and elemental wildshape requires the same number of animal shapes/day as the normal class progression (so 4x/day animal before you can take plant, and 5xday before elemental)

Bard:
Songs per day are a feat tree with prerequisites of the previous x/day use.
Inspirations are a feat tree, in order based on stock levels when learned.
Songs require the stock perform skill and the base Bardic Music feat only, not a given class level. This seems to fit better with the idea of "kits" like the skald that specialize in particular types of songs.
 
Sorceror:
No real changes other than the new feat options for all classes as this isn't a feat based class.
 
Favored Soul
No real changes other than the new feat options. I'd like to make it a feat tree for weapon proficiency but Favored Soul Deity weapon proficiency seems to be granted somewhere other than via the feat lists.
 
Warlock
Fiendish Resilience, Damage Reduction Cold Iron, Energy Resistance and eldritch blast are now feat trees with prereqs. Elritch Lore -> Deceive Item -> Imbue Item is now a feat tree.
 
Spirit Shaman
Spirit Form has Warding of the Spirits as a prerequisite, and the spirit feats (chastise, detect, Blessing, Follow the Guide, Ghost Warrior, Warding of the Spirits etc) are in a tree.
 
Swashbuckler
Swashbuckler Dodge and Grace are feat trees. Acrobatic Mastery has a prereq of Swash Dodge 2 and Grace 2 (you normally gain Acrobatic Mastery at a level when you have Swash Dodge 2 and Swash Grace 2). Improved Flanking requires Mobility (seemed logical). Inisghtful strike requires Weapon Finesse (because of precise targetting of finesse weapons). The stat sapping crit feats require Insightful Strike (because of precise targetting of finesse weapons).
 
Monk:
Body/Soul feats are a feat tree.
Quivering Palm has Diamond Body as a prereq. (The monk understands and can strike the body's chi centers.)
Monks can now take all the weapon focus/specialization feats as long as they meet the prerequisites (due to the forms of martial arts that are weapon focused, and all those wushu movies).
 

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#37
kamal_

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Other than fixing some known bugs (there are a few blank feats showing up that I haven't tracked down the cause of, you'll know them when you see them), this should be in decent shape for use. Vault updated. I still need to test to make sure a character can get all the rage feats as a dwarf so you can make a "Dwarven Battlerager".



#38
kamal_

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Update:

All classes can take any of the class weapon proficiencies (think of them as only being trained in given weapon types, for instance particular societies might have favored weapons), so you can have a fighter who is only proficient with spirit shaman weapons because those are what is used in his society. Martial Weapon Proficiency requires any of Simple, Druid, Rogue, Monk, Spirit Shaman, Bard (toolset limit is max of six optional prereqs).

 

I think I've got all the prerequisite bugs fixed as well, and the blank feat bugs are eliminated. So that should be about it unless people report bugs.

 

No Dwarven Battlerager from the fighter class, sorry, not sure why and probably not going to spend the time figuring it out. Can still make them from the barbarian archetype.

 

Enjoy!



#39
Xanathol

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Ok. I've altered up the feat list so it does the prereqs correctly and uploaded things in what could be considered a beta version: things seem to function as I intended. The classes included are cleric, fighter, paladin, ranger, rogue, wizard.

 

Some low level class feats are now available across classes. Non rogue classes can take training in flanking opponents (represented by sneak attack with a max 2d6), classes can have favored enemies ("Orcs killed mah daddy!"), basic tracking (hunting for a noble, or following marks as a rogue), and similar. Similarly, some racial feats are now available to the classes, such as resistance to poison ("They were both poisoned. I spent the last few years building up an immunity to iocane powder..."). For compatibility, the dialog.tlk is not altered, so these feats will not necessarily have appropriate descriptions. To strengthen paladins, they can now take weapon specialization (only standard, not greater... etc) like fighters. Higher level class feats are still unique to their classes, such as more advanced tracking for rangers, or higher sneak attack for rogues.

May I ask how you implemented Weapon Specialization as a selectable feat for Paladins, etc? I am able to autogrant it to a non-Fighter class upon a given level but it does not show as a selectable feat for a non-Fighter class for me if I try that route.



#40
kamal_

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May I ask how you implemented Weapon Specialization as a selectable feat for Paladins, etc? I am able to autogrant it to a non-Fighter class upon a given level but it does not show as a selectable feat for a non-Fighter class for me if I try that route.

Weapon Specialization is normally class restricted by the MinLevelClass column of the feat.2da (http://nwn2.wikia.com/wiki/Feat.2da) . I removed this by replacing the code for the fighter in the column with **** (which the game treats as "none"). The MinLevel column I kept as the default of 4, so it's not available earlier. The ALLCLASSESCANUSE column of the feat.2da should be 0 so not every class can take it, unless you wanted that. Then I added relevant feat lines to the cls_feat_pal.2da, which is the 2da that covers which feats paladins can choose. So 2 2da files are involved in making it available to paladins, plus theoretically any 2das for paladin class packages you optionally wanted to adjust.

 

By making sure the MinLevelClass column is set to the constant for the fighter class (the fighter's row in classes.2da) for the greater weapon proficiencies, the greater proficiencies are still restricted to fighters.


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#41
Xanathol

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Thanks! Go figure, the feat I was referencing to try and figure this out was the only one that was already set to *** for the class level (Weapon Specialization Club). Your instructions worked like a charm!