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Everything posted by Maria Caliban
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Have you tried right clicking it and choosing 'copy blueprint'? The toolset wont let you edit the originals.
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Oerwinde: " I wish there was a way to copy and paste entire rows in the toolset 2da editor though." There is. Just click the row so the entire thing is highlighted and hit ctrl+c. metadigital: "The reason that I ask is that it would make it possible, considering custom monster creations, to build any world in one's imagination " Almost everyone I've spoken with at the BioBoards has had the game crash when they tried to play their monster race. I think the functionality is there, however. It's just we haven't figured out how to do it. Darque: " Hey, does anyone know if it's possible to make new Feats? You could add racial feats that way to give further customization." From what I gather, you can create a feat as long as it does something the engine already supports. You could create a background feat that adds +2 to a skill and gives you spell focus but it appears that much of the feat abilities are hardcoded.
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jorian: "Thanks, does Red Wizard count now as 'unique'? " Sadly, yes. If you try to create any new spellcasting class, there's no way to specify what spells they have access to at level up. Therefore, they get every spell and power in the game.
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I decided that my classes should all have their own, different outfits at start up so made some and changed the references in the classes.2da file. Below is the Hunter Garb. It's not that different from the Ranger outfit but I thought the armbands and arrows were nice and I wanted something a bit more fairytale like for the colors.
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Other than plot related items, I'm content with the items already in the game. Even if items are easier, I'd rather work on characters, locations, quests, and conversations.
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Dark Raven: " Like in BG mod creation, start with the simple things and advance your way up." Creating an NPC is rather simple. However, the simplest thing might be working on terrain. I'm not certain what you're trying to say with this comment. Volourn: " But, if I'm a CE dwarven barbarian who hates druids (they killed his dad because he was a woodcutter), I might very well do it." Well, it's not like he runs up to you and says, "How are you doing, I'm a druid." " I'm just asking if the PC will have a choice of being nice or not to him. To me (since I tend to play good characetrs anyways); it's more meaningful to play the good guy if you *can* choose to be bad." That's a good point. The problem is that killing someone is an extreme action. Lord Elah is a major character and right now the 'story' that I'm making requires that he be around for the protagonist to finish it. If I allow the PC to just kill him then I need to create a walkaround for the quests and information he provides and I'd also feel the need to have other characters react to that event and possibly become hostile with the PC. That's a great deal of work for one action I'd rather the PC not take and if I let them kill the majority of character, that's an astronomical amount of work for a single mod maker. That said, there are other ways to be bad and I plan on supporting them, there will even be situations where doing an immoral act is more beneficial than doing 'the right thing.' But, no, you can't kill him. Sorry.
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Volourn: "Can we kill him?" I... hadn't considered that. Would you be interested in killing him?
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jorian: "Can you help me how to create prestige classes? Please? " I haven't done any prestige classes yet but would be happy to try to help you. Have you checked out the classes.2da file? Do you know how to make just a regular class? I have to warn you, they haven't supported custom spellcasting classes as of yet but talk on the BioBoard suggests they may do so in the future. If you want to do a unique spellcasting prestige class, you'll have to wait for them to implement a few changes. Dark Raven: "I may tinker around with the toolset, see if I can make some new swords." Great news! Be certain to share your creations with us - perhaps some of us would like to "borrow" them. "
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Here's a picture of my first NPC, Lord Elah. Elah is an old Germanic word for oak. He also has a tail but I figured you didn't want a screen shot of his posterior. Lord Elah is the first NPC you encounter in the module. He's a druid who aids you after your caravan is caught in an avalanche of snow. Bards and Mages can convince him to lead a search party deeper into the snowfall to search for more survivors, which will cause an extra NPC to appear later in the game.
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Llyranor, It's taking me some getting used to, is all. Is the scene in your sig line from Apocalypse Now?
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Good news guys, from the BioBoards...
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I found the conversation editor to be less simple to use. Likewise, creating original NPCs isn't as easy. I'm still cracking away at the 2da files and making a mess of things. I've gotten the game to crash several times! Fun.
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Tigranes: "In my first playthrough I spent prodigious sums of money to upgrade everything fully (since I only equipped my main 3-4 characters), but couldn't do everything because even though I kept finding ore, the armourr/weaponsmith kept saying they needed more ore to upgrade weaponry." Did you recruit the two miners to get the ore for you? The weaponsmith isn't going it hike out to the mountains to get the ore himself.
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Sandra by a slim margin. Even Grobnar is an interesting character if you get over the 'funny' meeting moment and spend some time with him in your party.
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Just an FYI but instructions 1-6 aren't necessary. The toolset comes with a tool to open and alter the 2da files.
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My paladin took Tyr as a god. At first, I thought religious choice had a impressive impact at the game.. then I realized every reference to tyr was hard-coded. I even had a priest of Tyr say "We may not worship the same god but I'm going to help you..." I believe PC aasimers and tieflings have the native outsider type, which isn't exactly the same as the outsider type.
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There are regional feats in 3.5. Neither tieflings nor aasimar PCs automatically receive martial weapon proficiencies.
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NWN II doesn't have a Hak creation tool. If you have the original game, you can use the one provided there; I just did with my class and race changes and had no problem.
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Just an update: I see that the tool editor did not change the original .2da files but placed new files in the override directory in the My Documents folder. There's also an override directory in the games folder which I assume is for changes from Obsdian.
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Llyranor: "As for a hakpak, I'm not sure. NWN1 had an included tool to create such a file, as well as a hak folder in which to put them in. I see neither right now." I have a hakpak folder. Neverwinter Nights II installed itself my games folder (where I told it to) and in My Documents. The games folder has the majority of items but the My Documents folder has my saves, the mod I'm working on, and a hak folder. I see the tool to create efr files, that might be it. ~edit~ Oh, and I figured out how to make it rain. I wonder why they go rid of the weather system.
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Are regular elves and dwarves any less overdone? I have no idea how to create a hakpak. I've read five tutorials so far and none of them include that information.
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alanshu: " Personally I think the Drow are overrated, and way way way overrepresented. " They're one of the few evil races that aren't idiots. I've also noticed that there's a high titlation factor involved. But yeah, Drizzt allowed DnD players to try out their inner V:tM player by making angsty, uberkewl drows. Llyranor: "IIRC, how it worked in NWN1 was that you'd have to put the modified 2da file into a hakpak, which the mod would then use. Directly modifying from the root folder would affect the whole default game." I just opened up the toolset and there's a "View 2da" tab menu that brings up all the files and allows you to edit from that utility. I had no idea that I would be editing the original ones. I assumed that like everything else with the module, when I hit the save button, it was creating files in my module folder. Wrong. Now I have to undo what I've done and figure out how to do this correctly.
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Alanshu: " Sounds about right to me. I am planning on getting rid of the supernatural planetouched people in mine as well." I just found out that editing those 2da files in the module also edit those for the OC. I tried to start a new campaign today and now can only select humans. Does anyone know how to edit a 2da file for *only* that one module? At least I found this out before I started to do some serious tinkering.