alanschu Posted November 16, 2006 Posted November 16, 2006 Sounds about right to me. I am planning on getting rid of the supernatural planetouched people in mine as well. THough it's still fantasy, so I still expect to allow dwarves and whatnot. I'll need to tweak the builds a bit as well, because I don't want any uber classes like the Drow. I may still have dark elves, but maybe not as a player class, or perhaps not as a class that is so much more powerful than a different class. Though at the same time, it would be kind of neat to create maybe a medieval game, and only have a human race, and have classes like Archer, Warrior, and so on.
Darque Posted November 16, 2006 Posted November 16, 2006 If I make one, I'll be removing everything except humans and planetouched. And really stripping down the class options also.
alanschu Posted November 16, 2006 Posted November 16, 2006 Why humans and planetouched? Would you just keep the Aasimar, or also the Tiefling?
Darque Posted November 16, 2006 Posted November 16, 2006 Because I dislike most "fantasy" races. And I'd keep both Aasimar and Tieflings.... since both are technically human. I might keep one of the dwarven and elven races, Wood Elves and Gold Dwarves... but all others would be removed. Also there'd be NO gnomes or halflings. At all. I tend to like things a bit streamlined, rather than having dozens upon dozens of different races/monsters. Not to mention an endless horde of "humanoids" If I could figure out how to make my own races, I'd probably convert a few monsters into playable races. As for classes, I'd keep them basic. Barbarians, Rangers, Fighters, Clerics... of a sort, Druids, Rogues, Sorcerers and Warlocks. Maybe wizards, but the rest wouldn't fit what I have in mind.
alanschu Posted November 16, 2006 Posted November 16, 2006 The original plan was Humans, Dwarves, and Elves as the dominant races. Since I am convinced that tweaking the races and classes may be much easier than I expected, I may end up cutting them down to those 3.
Dark_Raven Posted November 16, 2006 Posted November 16, 2006 Planetouched are muppet races and should not be allowed to be playable races. Stupid 3.x rules. Hades was the life of the party. RIP You'll be missed.
Darque Posted November 16, 2006 Posted November 16, 2006 Planetouched are muppet races and should not be allowed to be playable races. Stupid 3.x rules. <{POST_SNAPBACK}> Kinda like Drow.
Darque Posted November 16, 2006 Posted November 16, 2006 The original plan was Humans, Dwarves, and Elves as the dominant races. Since I am convinced that tweaking the races and classes may be much easier than I expected, I may end up cutting them down to those 3. <{POST_SNAPBACK}> What about feats? Do those look easy to toy with?
Dark_Raven Posted November 16, 2006 Posted November 16, 2006 Drow are a legit subrace. Planetouched are the offspring of gods and demons. I never cared for half-gods, half-demons, half-dragons, etc. Too powerful. Hades was the life of the party. RIP You'll be missed.
alanschu Posted November 16, 2006 Posted November 16, 2006 They don't look that difficult. Admittedly, I haven't looked too much though. Just about a half of an hour or so, when I found out that you could examine the .2DA files in the toolset directly. I do plan on having custom feats though, and have them similar to the History Feats you get all through the OC. Except I'm going to add a bit more flavour to them, and maybe have them affect your abilities in some way as well. So I'll get back to you on that. I plan on looking into them a bit more this weekend.
Darque Posted November 17, 2006 Posted November 17, 2006 @Alan Keep us updated, I was thinking of doing the exact same thing. @DR Your confusing Half Fiends and Half Celestials with Aasimar and Tieflings. Both of which were official playable races in 2nd edition, and are also quite balanced. Drow on the other hand were never "balanced" until 3rd edition.
alanschu Posted November 17, 2006 Posted November 17, 2006 Personally I think the Drow are overrated, and way way way overrepresented.
Llyranor Posted November 17, 2006 Posted November 17, 2006 Which is why you want to allow Planetouched. Ok. (Approved by Fio, so feel free to use it)
Dark_Raven Posted November 17, 2006 Posted November 17, 2006 Humans should be the only playable race. <{POST_SNAPBACK}> Humans suck. What is the point of RPing a fantasy setting if you get stuck with playing a human? Bleh. Hades was the life of the party. RIP You'll be missed.
Maria Caliban Posted November 17, 2006 Posted November 17, 2006 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. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Llyranor Posted November 17, 2006 Posted November 17, 2006 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. (Approved by Fio, so feel free to use it)
Tigranes Posted November 17, 2006 Posted November 17, 2006 And if that doesnt work, there will have to be a 3rd party .exe where you choose "Normal 2DAs or X Mod 2DAs" upon loading, a bit like Elder Scrolls plugins. Not impossible, but cumbersome. I dont see any reason that NWN1 way wouldnt work, though. Let's Play: Icewind Dale Ironman (Complete) Let's Play: Icewind Dale II Ironman (Complete) Let's Play: Divinity II (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG1 (Complete) Let's Play: Baldur's Gate Trilogy Ironman - BG2 (In Progress)
Maria Caliban Posted November 17, 2006 Posted November 17, 2006 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. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Dark_Raven Posted November 17, 2006 Posted November 17, 2006 Drizzt sucks. He almost killed the c00lness of the drow. Hades was the life of the party. RIP You'll be missed.
Darque Posted November 17, 2006 Posted November 17, 2006 Drow are overdone and boring. Anyway... on the topic of Hakpacks... how do you make something like that?
Maria Caliban Posted November 17, 2006 Posted November 17, 2006 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. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Darque Posted November 17, 2006 Posted November 17, 2006 I don't really like any non-humans, as I've said. About tutorials, anyone have any idea how much of the old NWN tutorial information is of use in the NWN2 toolset? Or is it all 100% new?
Llyranor Posted November 17, 2006 Posted November 17, 2006 It really depends on what you're looking at. For terrain placement and such, NWN2 would be completely different. The included documentation (in the folder of the same name) goes through the basics well enough for that. The rest is more about experimentation. For scripting and dialogue, it's essentially the same, with some small additions. You can go through some NWN1 tutorials for scripting, and that'll benefit you a lot for NWN2. 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. (Approved by Fio, so feel free to use it)
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