A blog for me to track content generation for NWN2 outside of any particular server. I'll eventually get to where screenshots of in-development content are shown off as well. My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/
Tuesday, August 1, 2017
Tuesday update delayed till Sunday
Update: Sorry, this week has been a mess. I'm getting close (and going through some more bugs that were reported) and I've just about cleaned up the warlock code base changes from DB (separated them out since they aren't going to be part of the baseline).
Tuesday, July 25, 2017
Blaster Improvement Project
After 1.46 this is something I would like to look into further.
The goal here is to provide an across the board toolkit for blasters that provides a single
elemental damage spell of each spell type for each spell level that is valid. This spell will
have full support for energy substitution (fire, cold, electricity, and acid).
Each spell will have a default element that is varied between levels (largely cosmetic but
picking all fire for every spell level would be cheesy). The new spells will be named "Elemental
" plus their type except when the spell already exists (such as fireball). I may try to come up
with a 9 word progression system (Least, Lesser, Greater, Superior) etc to give each spell level
an adjective as well.
The VFX for each spell will be updated to support the 4 elements (pretty sure this was already done by Brian Meyer and made available to the public already).
Spell Types
Bolt - 30' line from 1-4, 60' line from 5-9, Reflex for half
Blast/Orb - RTA, No Save
Cone - 30' cone, Reflex save for half
AE - 20' AOE, Reflex save for half
PBAE - Relfex for half, d8 instead of d6
Volley - Up to 5 missiles, each with a RTA
Cloud - Area damage for up to 10 rounds
Missile - No RTA, No Save, lower damage, elemental magic missile
Wall - Reflex save for half
Storm - Half blunt, half elemental, No save, lower damage cap than AE (one tier less)
Bolt Example: Lightning Bolt
Blast/Orb Examples: Polar Ray, Orb of Fire
Cone Examples: Burning Hands, Cone of Cold
AE Example: Fireball
PBAE Example: Fireburst
Volley Example: Flame Arrow
Cloud Example: Incendary Cloud
Missile Example: Magic Missile
Wall Example: Wall of Fire
Storm Example: Ice Storm
General Notes:
Bolt, Cone, AE, PBAE, Cloud, Wall, and Storm will start with level 2 to 9 spells.
Blast, Volley, and Missile will start with level 1 to 9 spells.
Table: Maximum Damage for Arcane Spells
Arcane Spell Level Max Damage (Single Target) Max Damage (Multiple Targets)
1st 5 dice —
2nd 10 dice 5 dice
3rd 10 dice 10 dice
4th 15 dice 10 dice
5th 15 dice 15 dice
6th 20 dice 15 dice
7th 20 dice 20 dice
8th 25 dice 20 dice
9th 25 dice 25 dice
Table: Maximum Damage for Divine Spells
Divine Spell Level Max Damage (Single Target) Max Damage (Multiple Targets)
1st 1 die —
2nd 5 dice 1 die
3rd 10 dice 5 dice
4th 10 dice 10 dice
5th 15 dice 10 dice
6th 15 dice 15 dice
7th 20 dice 15 dice
8th 20 dice 20 dice
9th 25 dice 20 dice
The goal here is to provide an across the board toolkit for blasters that provides a single
elemental damage spell of each spell type for each spell level that is valid. This spell will
have full support for energy substitution (fire, cold, electricity, and acid).
Each spell will have a default element that is varied between levels (largely cosmetic but
picking all fire for every spell level would be cheesy). The new spells will be named "Elemental
" plus their type except when the spell already exists (such as fireball). I may try to come up
with a 9 word progression system (Least, Lesser, Greater, Superior) etc to give each spell level
an adjective as well.
The VFX for each spell will be updated to support the 4 elements (pretty sure this was already done by Brian Meyer and made available to the public already).
Spell Types
Bolt - 30' line from 1-4, 60' line from 5-9, Reflex for half
Blast/Orb - RTA, No Save
Cone - 30' cone, Reflex save for half
AE - 20' AOE, Reflex save for half
PBAE - Relfex for half, d8 instead of d6
Volley - Up to 5 missiles, each with a RTA
Cloud - Area damage for up to 10 rounds
Missile - No RTA, No Save, lower damage, elemental magic missile
Wall - Reflex save for half
Storm - Half blunt, half elemental, No save, lower damage cap than AE (one tier less)
Bolt Example: Lightning Bolt
Blast/Orb Examples: Polar Ray, Orb of Fire
Cone Examples: Burning Hands, Cone of Cold
AE Example: Fireball
PBAE Example: Fireburst
Volley Example: Flame Arrow
Cloud Example: Incendary Cloud
Missile Example: Magic Missile
Wall Example: Wall of Fire
Storm Example: Ice Storm
General Notes:
Bolt, Cone, AE, PBAE, Cloud, Wall, and Storm will start with level 2 to 9 spells.
Blast, Volley, and Missile will start with level 1 to 9 spells.
Table: Maximum Damage for Arcane Spells
Arcane Spell Level Max Damage (Single Target) Max Damage (Multiple Targets)
1st 5 dice —
2nd 10 dice 5 dice
3rd 10 dice 10 dice
4th 15 dice 10 dice
5th 15 dice 15 dice
6th 20 dice 15 dice
7th 20 dice 20 dice
8th 25 dice 20 dice
9th 25 dice 25 dice
Table: Maximum Damage for Divine Spells
Divine Spell Level Max Damage (Single Target) Max Damage (Multiple Targets)
1st 1 die —
2nd 5 dice 1 die
3rd 10 dice 5 dice
4th 10 dice 10 dice
5th 15 dice 10 dice
6th 15 dice 15 dice
7th 20 dice 15 dice
8th 20 dice 20 dice
9th 25 dice 20 dice
Tuesday, July 18, 2017
New feats page updated
http://kaedrin-nwn2.blogspot.com/p/new-feats.html
The list has been updated with just about everything except for the thrown weapon feats and the new armor/shield fields that should be part of a Knight base class.
It's still very much a potential list which I'll try to work with the servers and see which ones make the most sense to prioritize.
Kobold is apparently going into the new races pile and I'm still working on cleaning out the unfinished/excess stuff from my pack for a full public release. Slowly but surely now that I'm back at it. I've also had a few ideas for a crafting system and new content for it.
The list has been updated with just about everything except for the thrown weapon feats and the new armor/shield fields that should be part of a Knight base class.
It's still very much a potential list which I'll try to work with the servers and see which ones make the most sense to prioritize.
Kobold is apparently going into the new races pile and I'm still working on cleaning out the unfinished/excess stuff from my pack for a full public release. Slowly but surely now that I'm back at it. I've also had a few ideas for a crafting system and new content for it.
Monday, July 10, 2017
New Races
Part of the work I did for a new PW (that ended up not working and was based on what I wanted to for a Moonshaes PW). I'm trying to work out what I want to include in the core pack and what parts I want to make an optional download.
***
***
This is an optional download that includes some new races and rebalances. It was intended for a new server that didn't happen.
All races lose "favored class", all base classes lose the experience penalty.
Green are new bonuses.
Red are removed stats.
Races not listed aren't changed.
Gold dwarf: +2 Con, +2 Wis, -2 Dex
Shield dwarf: +2 Con, +2 Wis, -2 Cha
Sun elf: +2 Dex, +2 Int, -2 Con
Wood elf: +2 Str, +2 Dex, -2 Con, -2 Int
Wild elf: +2 Dex, -2 Int, +2 Con
Rock Gnome: +2 Con, +2 Cha, -2 Str
Deep Gnome: -2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma, No Slippery Defense, No Spell Resist, no ECL
Half-elf: +2 Con
Half-drow: +2 Con
Strongheart halfling: +2 Dex, -2 Str, +2 Con
Lightfoot halfling: +2 Dex, +2 Cha, -2 Str
Human: +2 Con
Aasimar: +2 Wis, +2 Cha, no +1 ECL
Tiefling: +2 Dex, +2 Int, -2 Cha, no +1 ECL
Air genasi: +2 Dex, +2 Int, -2 Con, no +1 ECL, No -2 Wis
Earth genasi: +2 Str, +2 Wis, -2 Cha no +1 ECL, No +2 Constitution, No -2 Wisdom
Fire genasi: +2 Dex, +2 Cha, -2 Wis, no +1 ECL, No +2 Intelligence, No -2 Charisma
Water genasi: +2 Dex, +2 Wis, -2 Str, no +1 ECL, No +2 Constitution, No -2 Charisma
Deep Gnome: -2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma, No Slippery Defense, +1 ECL (down from +3)
Star Elf: +2 Int, +2 Cha, -2 Con
Painted Elf: +2 Con, +2 Dexterity, -2 Cha
Yuan-Ti: +2 Dex, +2 Int, No Spell Resistance, No AC bonus, No +2 Cha, No Alertness, No +2 ECL
Goblin: +4 Dexterity, –2 Strength, and –2 Charisma, Small race
Hobgoblin: +2 Dexterity, and +2 Constitution, Medium sized Goblin
Kayal: +2 Dex, +2 Cha, -2 Wis
Imaskari: -2 Dex, +2 Int, +2 Con
Spellscale: +4 Cha, -2 Con, -2 Dex
Feytouched: +2 Cha, +2 Dex, -2 Con
Mountain Orc: +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma
Surface Drow: +2 Dexterity, +2 Intelligence -2 Constitution, No Spell Resist, No +2 Cha, No +2 ECL
Oakling: +2 Strength, +2 Wisdom, -2 Charisma, Humanoid Plant: While technically a plant, an oakling has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Variation 1 of a plant race
Volodni: +2 Wis, +2 Con, -2 Int, -2 Cha, Humanoid Plant: While technically a plant, an oakling has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Variation 2 of a plant race
Lythari: +2 Con, +2 Int, -2 Dex, Wolf Shape (no bonuses on transfer, not wildshape)
Zenythri: +2 Dex, +2 Wis, -2 Cha (law planetouched)
Svartalfar: +2 Dexterity, +2 Charisma, -2 Constitution
Kayal: Known as Fetchlings by humans on the material plane. Descended from humans trapped on the Shadow Plane, fetchlings are creatures of darkness and light intertwined. Generations of contact with that strange plane and its denizens have made fetchlings a race apart from humanity. While fetchlings acknowledge their origins, they exhibit little physical or cultural resemblance to their ancestors on the Material Plane, and are often insulted when compared to humans. Some members of the race also take offense at the name fetchling, as it was given to them by humans who saw them as little more than fetchers of rare materials from the Shadow Plane. Most fetchlings instead prefer to be called kayal, a word borrowed from Aklo that roughly translates to “shadow people” or “dusk dwellers.” Infused with the essence of the Shadow Plane and possessing human blood commingled with that of the Shadow Plane’s natives, fetchlings have developed traits and abilities that complement their native plane’s bleak and colorless terrain. Though most fetchlings treat the Shadow Plane as home, they often trade and deal with creatures of the Material Plane. Some fetchlings go so far as to create enclaves on the Material Plane in order to establish alliances and trade routes in areas where the boundary between the two planes is less distinct. These fetchlings often serve as merchants, middlemen, and guides for races on both sides of the planar boundary.
Spellscale: Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examination, because each spellscale displays a unique philosophy and behavior. What's most true of them as a group is that these dragonblood humanoids have a very strong racial inclination towards sorcery.
Feytouched: Feytouched are a widely varied group of beings — some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm — vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins. Feytouched that seclude themselves in nature are usually druids or rangers. Feytouched clerics are rare, since most fey have a strong aversion to the worship of gods.
Imaskari: Secret and few, the deep Imaskari are heirs to the lost empire of Imaskar. One of the earliest human empires, Imaskar rose in what is now the Dust Desert and Plains of Purple Dust. Wizard-kings of heady power, the Imaskari were destroyed by the slaves they had abducted from other worlds (who eventually became the folk of Mulhorand and Unther) and the machinations of unusual creatures of their own creation (the phaerimms). The Imaskari faded away into history as their empire crumbled, leaving behind nothing but mysterious ruins. A secret few, however, charged with epic wizardry, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world.
The deepest fissures of the earth have long hidden an ancient secret: The descendants of the Imaskari still live. Thousands of years of isolation combined with purposeful magical modifications have transformed these deep Imaskari into a human subrace adapted to life underground. The deep Imaskari have long managed to conceal the existence of their hidden kingdom even from other Underdark races by enforcing complete separation. Now, however, deep Imaskari isolation is coming to an end. The magical seal that so long protected the kingdom of Deep Imaskar has been breached, and a few deep Imaskari have begun to wander the deep ways of the world that their ancestors fled long ago.
Oakling: Oaklings are unusual plant creatures distantly related to treants, though much further removed from the forces of nature. While a fairly new race, their origins are a mystery even to themselves. The first oaklings crept from the darkest forests en mass a little over a dozen decades ago, with little memory of or interest in where they came from.
Lythari: Lythari (originally Ly-tel-quessir) are good-aligned elven lycanthropic wolves, similar in appearance to werewolves and often mistaken as such. Lythari differ from werewolves in that they have no hybrid form and are friendly and companionable when in lupine form. Although much less numerous than werewolves, a lot of Lythari are sponsored by the church of Selûne.
Svartalfar : Svartalfar are the descendents of fey who settled on the Plane of Shadow. By bonds of oath and bonds of blood, they became servants of a dark god. They can be found anywhere the dark god’s work is being done. Often they take the role of the leaders or protectors of cults dedicate to dark gods. Other times they use their darkly seductive natures to torment others, preferring to inflict spiritual pain over physical. They are often blamed for bringing nightmares or tragedy, even if they had no role in the events.
http://nwn2customcontent.wikidot.com/wip-new-races
All races lose "favored class", all base classes lose the experience penalty.
Green are new bonuses.
Red are removed stats.
Races not listed aren't changed.
Gold dwarf: +2 Con, +2 Wis, -2 Dex
Shield dwarf: +2 Con, +2 Wis, -2 Cha
Sun elf: +2 Dex, +2 Int, -2 Con
Wood elf: +2 Str, +2 Dex, -2 Con, -2 Int
Wild elf: +2 Dex, -2 Int, +2 Con
Rock Gnome: +2 Con, +2 Cha, -2 Str
Deep Gnome: -2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma, No Slippery Defense, No Spell Resist, no ECL
Half-elf: +2 Con
Half-drow: +2 Con
Strongheart halfling: +2 Dex, -2 Str, +2 Con
Lightfoot halfling: +2 Dex, +2 Cha, -2 Str
Human: +2 Con
Aasimar: +2 Wis, +2 Cha, no +1 ECL
Tiefling: +2 Dex, +2 Int, -2 Cha, no +1 ECL
Air genasi: +2 Dex, +2 Int, -2 Con, no +1 ECL, No -2 Wis
Earth genasi: +2 Str, +2 Wis, -2 Cha no +1 ECL, No +2 Constitution, No -2 Wisdom
Fire genasi: +2 Dex, +2 Cha, -2 Wis, no +1 ECL, No +2 Intelligence, No -2 Charisma
Water genasi: +2 Dex, +2 Wis, -2 Str, no +1 ECL, No +2 Constitution, No -2 Charisma
Deep Gnome: -2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma, No Slippery Defense, +1 ECL (down from +3)
Star Elf: +2 Int, +2 Cha, -2 Con
Painted Elf: +2 Con, +2 Dexterity, -2 Cha
Yuan-Ti: +2 Dex, +2 Int, No Spell Resistance, No AC bonus, No +2 Cha, No Alertness, No +2 ECL
Goblin: +4 Dexterity, –2 Strength, and –2 Charisma, Small race
Hobgoblin: +2 Dexterity, and +2 Constitution, Medium sized Goblin
Kayal: +2 Dex, +2 Cha, -2 Wis
Imaskari: -2 Dex, +2 Int, +2 Con
Spellscale: +4 Cha, -2 Con, -2 Dex
Feytouched: +2 Cha, +2 Dex, -2 Con
Mountain Orc: +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma
Surface Drow: +2 Dexterity, +2 Intelligence -2 Constitution, No Spell Resist, No +2 Cha, No +2 ECL
Oakling: +2 Strength, +2 Wisdom, -2 Charisma, Humanoid Plant: While technically a plant, an oakling has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Variation 1 of a plant race
Volodni: +2 Wis, +2 Con, -2 Int, -2 Cha, Humanoid Plant: While technically a plant, an oakling has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Variation 2 of a plant race
Lythari: +2 Con, +2 Int, -2 Dex, Wolf Shape (no bonuses on transfer, not wildshape)
Zenythri: +2 Dex, +2 Wis, -2 Cha (law planetouched)
Svartalfar: +2 Dexterity, +2 Charisma, -2 Constitution
Kayal: Known as Fetchlings by humans on the material plane. Descended from humans trapped on the Shadow Plane, fetchlings are creatures of darkness and light intertwined. Generations of contact with that strange plane and its denizens have made fetchlings a race apart from humanity. While fetchlings acknowledge their origins, they exhibit little physical or cultural resemblance to their ancestors on the Material Plane, and are often insulted when compared to humans. Some members of the race also take offense at the name fetchling, as it was given to them by humans who saw them as little more than fetchers of rare materials from the Shadow Plane. Most fetchlings instead prefer to be called kayal, a word borrowed from Aklo that roughly translates to “shadow people” or “dusk dwellers.” Infused with the essence of the Shadow Plane and possessing human blood commingled with that of the Shadow Plane’s natives, fetchlings have developed traits and abilities that complement their native plane’s bleak and colorless terrain. Though most fetchlings treat the Shadow Plane as home, they often trade and deal with creatures of the Material Plane. Some fetchlings go so far as to create enclaves on the Material Plane in order to establish alliances and trade routes in areas where the boundary between the two planes is less distinct. These fetchlings often serve as merchants, middlemen, and guides for races on both sides of the planar boundary.
Spellscale: Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examination, because each spellscale displays a unique philosophy and behavior. What's most true of them as a group is that these dragonblood humanoids have a very strong racial inclination towards sorcery.
Feytouched: Feytouched are a widely varied group of beings — some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm — vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins. Feytouched that seclude themselves in nature are usually druids or rangers. Feytouched clerics are rare, since most fey have a strong aversion to the worship of gods.
Imaskari: Secret and few, the deep Imaskari are heirs to the lost empire of Imaskar. One of the earliest human empires, Imaskar rose in what is now the Dust Desert and Plains of Purple Dust. Wizard-kings of heady power, the Imaskari were destroyed by the slaves they had abducted from other worlds (who eventually became the folk of Mulhorand and Unther) and the machinations of unusual creatures of their own creation (the phaerimms). The Imaskari faded away into history as their empire crumbled, leaving behind nothing but mysterious ruins. A secret few, however, charged with epic wizardry, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world.
The deepest fissures of the earth have long hidden an ancient secret: The descendants of the Imaskari still live. Thousands of years of isolation combined with purposeful magical modifications have transformed these deep Imaskari into a human subrace adapted to life underground. The deep Imaskari have long managed to conceal the existence of their hidden kingdom even from other Underdark races by enforcing complete separation. Now, however, deep Imaskari isolation is coming to an end. The magical seal that so long protected the kingdom of Deep Imaskar has been breached, and a few deep Imaskari have begun to wander the deep ways of the world that their ancestors fled long ago.
Oakling: Oaklings are unusual plant creatures distantly related to treants, though much further removed from the forces of nature. While a fairly new race, their origins are a mystery even to themselves. The first oaklings crept from the darkest forests en mass a little over a dozen decades ago, with little memory of or interest in where they came from.
Lythari: Lythari (originally Ly-tel-quessir) are good-aligned elven lycanthropic wolves, similar in appearance to werewolves and often mistaken as such. Lythari differ from werewolves in that they have no hybrid form and are friendly and companionable when in lupine form. Although much less numerous than werewolves, a lot of Lythari are sponsored by the church of Selûne.
Svartalfar : Svartalfar are the descendents of fey who settled on the Plane of Shadow. By bonds of oath and bonds of blood, they became servants of a dark god. They can be found anywhere the dark god’s work is being done. Often they take the role of the leaders or protectors of cults dedicate to dark gods. Other times they use their darkly seductive natures to torment others, preferring to inflict spiritual pain over physical. They are often blamed for bringing nightmares or tragedy, even if they had no role in the events.
http://nwn2customcontent.wikidot.com/wip-new-races
Monday, July 3, 2017
Trying to catch up!
Title says it all. Working through emails and looking at content to see where I'm at with an update.
Tuesday, March 7, 2017
Still working on the update and other news
I'm still working on the update (trying to test 200+ new blueprints takes time).
In other news, two existing PWs are looking to add some content (spells for Tales of Moonsea and Ninja for Baldur's Gate) from my content at some point.
I'm also going to help a new PW with content which should help accelerate the release of new base classes, feats, and spells for everyone while helping keep me tied to the community. The new PW is set in Waterdeep and their forums can be found here for those interested: http://forum.thecityofsplendors.com/
I'm going to keep working on the single player and multiplayer versions of course, so that Trinity, Dalelands, and any other PWs can continue to add content from the pack.
In other news, two existing PWs are looking to add some content (spells for Tales of Moonsea and Ninja for Baldur's Gate) from my content at some point.
I'm also going to help a new PW with content which should help accelerate the release of new base classes, feats, and spells for everyone while helping keep me tied to the community. The new PW is set in Waterdeep and their forums can be found here for those interested: http://forum.thecityofsplendors.com/
I'm going to keep working on the single player and multiplayer versions of course, so that Trinity, Dalelands, and any other PWs can continue to add content from the pack.
Thursday, February 16, 2017
Beastmaster Question
I ran into a wall this past weekend and I thought I'd ask for opinions before I choose an approach to resolve it. So the question is: should I go with Solution A, B, C, D, or E?
Problem: I tried to use the Familiar slot for the second pet so that you can visually pick your second pet and get to name them uniquely. This failed because the AI of the familiar is such that it runs from combat/tries to stay out of the way. In addition, the Beastmaster ONLY companions are visible to Wizards/Sorcerers because the engine isn't respecting the feat column in the familiars table.
I think I found a way around the AI but I can't resolve the engine ignoring the damn feat column of the 2DA file.
Solution A: Let the player pick the second pet visually using the familiar slot. Sorcerers who pick a Beastmaster pet (clearly marked as such with the description) will instead summon the beetle. Dung for the lack of reading comprehension! If you pick a non-beastmaster familiar you get a boar. Truffles for you!
Solution B: The player's second companion is identical to the first and it's name is "X's twin" where X is whatever you named your first pet. Simple, to the point, and no reading required. The player does not get a familiar at all.
Solution C: The player's second companion is identical to the first and it's name is "X's twin" where X is whatever you named your first pet. Simple, to the point, and no reading required. The player does get a familiar so they can have a non-combat cute fuzzy to go with the pair of non-cute fuzzies.
Solution D: The player picks the second companion type from a bonus feat list while leveling up (probably at level 1). The familiar GUI is available and it is only used to let them name their second pet. No familiar is available to the player.
Solution E: The player picks the second companion type from a bonus feat list while leveling up (probably at level 1). The second pet's name is "X's twin" where X is whatever you named your first pet. They get a familiar as well for the cute-fuzzy aspect.
Edit:
Ok, a different way to look at this and a much simpler question:
Do you want a familiar?
If so, your second pet will not have a unique name.
If not, your second pet will have a unique name.
Regardless, you will be able to pick whatever type you want for each companion (such a spider and lizard, or wolf and cat).
Problem: I tried to use the Familiar slot for the second pet so that you can visually pick your second pet and get to name them uniquely. This failed because the AI of the familiar is such that it runs from combat/tries to stay out of the way. In addition, the Beastmaster ONLY companions are visible to Wizards/Sorcerers because the engine isn't respecting the feat column in the familiars table.
I think I found a way around the AI but I can't resolve the engine ignoring the damn feat column of the 2DA file.
Solution A: Let the player pick the second pet visually using the familiar slot. Sorcerers who pick a Beastmaster pet (clearly marked as such with the description) will instead summon the beetle. Dung for the lack of reading comprehension! If you pick a non-beastmaster familiar you get a boar. Truffles for you!
Solution B: The player's second companion is identical to the first and it's name is "X's twin" where X is whatever you named your first pet. Simple, to the point, and no reading required. The player does not get a familiar at all.
Solution C: The player's second companion is identical to the first and it's name is "X's twin" where X is whatever you named your first pet. Simple, to the point, and no reading required. The player does get a familiar so they can have a non-combat cute fuzzy to go with the pair of non-cute fuzzies.
Solution D: The player picks the second companion type from a bonus feat list while leveling up (probably at level 1). The familiar GUI is available and it is only used to let them name their second pet. No familiar is available to the player.
Solution E: The player picks the second companion type from a bonus feat list while leveling up (probably at level 1). The second pet's name is "X's twin" where X is whatever you named your first pet. They get a familiar as well for the cute-fuzzy aspect.
Edit:
Ok, a different way to look at this and a much simpler question:
Do you want a familiar?
If so, your second pet will not have a unique name.
If not, your second pet will have a unique name.
Regardless, you will be able to pick whatever type you want for each companion (such a spider and lizard, or wolf and cat).
Saturday, February 11, 2017
Wednesday, November 23, 2016
So close...
I'm pretty close to a release. Got most of the Dalelands stuff cleaned out, and I'm working to sanitize what's left so that "in development" stuff doesn't clutter up the 2DA files and Dialog.tlk file.
Saturday, March 5, 2016
Small update
I've taken a staff position on the Realms of Trinity. Doing new classes and content for them will help keep me in the community after I wrap up this rather large update. LOL
Got the warlock code cleaned up from DB (no more alignment changes to evil just for using basic abilities). Did a pass on the alchemy stuff but I need to isolate the code so I can make sure it will work without other DB files. Did a status review on the new weapons and their impact on scripts and an initial crack at the separation of Beastmaster.
Got the warlock code cleaned up from DB (no more alignment changes to evil just for using basic abilities). Did a pass on the alchemy stuff but I need to isolate the code so I can make sure it will work without other DB files. Did a status review on the new weapons and their impact on scripts and an initial crack at the separation of Beastmaster.
Monday, February 15, 2016
Test Server
If folks wouldn't mind, ping this IP and let me know what the time is. It's a Dallas TX datacenter I'm looking at renting a server from.
45.35.0.3
45.35.0.3
Saturday, February 13, 2016
Content work has resumed
About the middle of last week I wrapped up the big project I've been doing for work (that has been very time consuming for the past six months) so no more 10-15 hour days, etc! I've been assessing what I have left to do to wrap up the SP update and seeing what all is unfinished and should be pushed to the next one to speed this one up.
I was also testing the waters again for helping servers but it seems they aren't really looking for new stuff right now. Maybe I'll pull the trigger on renting a server and start working on that new ruleset. :)
No ETA on 1.46 (gone this weekend for family) but hopefully next weekend I'll get the bulk of it knocked out.
I was also testing the waters again for helping servers but it seems they aren't really looking for new stuff right now. Maybe I'll pull the trigger on renting a server and start working on that new ruleset. :)
No ETA on 1.46 (gone this weekend for family) but hopefully next weekend I'll get the bulk of it knocked out.
Monday, December 21, 2015
Long overdue update
It's scary how fast time flies considering it's been like four months now since my last post. I do apologize for the lack of communication but this always ended up losing when it came to prioritizing the crazy whirlwind of stuff going on. Not being tied to a server unfortunately made it even easier to put off. I won't bore you with the reasons but I am slowly trying to finish the 1.46 update (more on that in a bit). I'll try to catch up and reply to the comments I've read over the last two updates since they have stacked up a bit.
I've been off the staff of Dalelands since July and they haven't wanted any updates nor have I heard of any. I still log in every now and then when someone PMs me a question in order to answer it. Like any server with my stuff, they have complete permission to change or not change whatever they want. I consider the whole Dalelands subject closed as I can't see going back at this point (and not for negative reasons, simply their way of doing things isn't compatible with what I would like for doing content) so hopefully folks won't keep emailing about it (I get one every few weeks lol).
As far as Baldur's Gate - the whole thing was years and years ago and today I simply don't care. No grudge is worth carrying and I buried that hatchet years ago frankly (when I cleaned up the Nexus and Vault which was 2-3 years ago?).
Once I release a version with the source code they are free to use it (or not) at their discretion. The source code won't come with any caveats on who or what is allowed. One of items on the checklist for releasing the 1.46 update is to clear out all of the incomplete/unused descriptions from the TLK file. No chance of problems! If they wanted to use the content and ask me questions, I'd answer just like I will with any other server.
Speaking of - Realms of Trinity is waiting on the 1.46 update and I know that Realms of Darkness is looking at a re-launch and would like the source code as well. So that's two servers that are looking forward to future content and each will decide which pieces they intend to use from the set.
Which brings us to the topic of the source code. Removing the DB only source code and separating out the HyperV approved code has turned out to be a much nastier problem than I expected. It's simply the volume of files that I have to go through which is extremely tedious and time consuming. I'm also running into the problem of having a creature model hak that works for single player in order to make the Beastmaster work.
I'm working to clean out the unused descriptions (which are legion LOL) as well as add a lot more cmi_options to turn off the MP only decisions (since SP players don't care about exploits) which will hopefully restore compatibility with TonyK's AI. All of this is a lot of work!
What is likely to happen is that I will release a 1.46 update that has no Beastmaster and no source code. That way those wanting to play the game with the pack will be able to do so without much more of a delay. The 1.46.1 update will include the Beastmaster (and a separate download for an override set of creature models) and the cleaned up source code. Once I get closer to release I'll give an estimated release date but for now (and with the holidays) I feel its best to simply not give a date that I'll likely miss.
I have never and I will never take any payment for the work I've done on NWN2. It's always been in a grey area due to licensing (making money of WoTC content can get you sued or slapped with a C&D) and because of that and my job I simply don't want to deal with it. IF I were to ever be the one running a server then any funds allowed would be simply for the cost of the hardware/server rental. Frankly, I'd rather eat that out of my pocket as an entertainment expense in order to keep that clear separation of finances in place. Especially in todays day and age. :(
Combined packs have never and will never be supported by me. It's a risk when someone mashes two things together and hopes it all works out. That's just not something I have the time to chase down or even remotely want to deal with when time is such a precious commodity.
This past weekend was a free trial of Sword Coast Legends which I spent 4-5 hours trying out to see if it was any good. It was ok. It definitely showed the upsides and the downsides of a timer based skill system instead of having uses per day. It was kind of a hybrid between Dragon Age and D&D (which hewing closer to Dragon Age frankly). I realize with a max of 4 characters this will never be a replacement for NWN1/2 but it seems to be fine for doing specific stories for single player.
Maybe if they really do support it will enough over the next year or two that I'll try my hand at that single player story I've had in the back of my mind the last decade. I'd love to mod a campaign to tell that story but lack of time is and always will be the killer. Especially since it seems to have a very small community so it's probably not worth the time investment. Maybe I should just write short stories. LOL
The other thing of note I want to mention before I finish with this late lunch is that I was looking into kicking off a new NWN2 server set in the Moonshaes but that has essentially failed. We were unable to find any area builders so the whole thing was never going to get off the ground. I'm not sure there is even enough interest in a new server to spend the time on it if we did have builders. LOL.
The plans were to essentially drop a nuke on my pack and strip out of ton of the useless and OP stuff and try to generate a set of baseline classes that are open to RP in many different ways. Instead of PrCs for RP you simply go the epithet/guild route. Eh, enough of that, it's all a pipe dream!
That lack of interest will likely extend to future updates past the 1.46 series as well. I'm not sure there is enough interest between servers and the handful of single player users to justify the time I could probably spend on watching some TV shows I've put off for years. No decisions one way or the other yet, I play to get through 1.46 and see how that shakes out before making any real choices.
Thanks again for the interest you folks have (and have shown) and I wish you happy holidays (and a Merry Christmas)!
I've been off the staff of Dalelands since July and they haven't wanted any updates nor have I heard of any. I still log in every now and then when someone PMs me a question in order to answer it. Like any server with my stuff, they have complete permission to change or not change whatever they want. I consider the whole Dalelands subject closed as I can't see going back at this point (and not for negative reasons, simply their way of doing things isn't compatible with what I would like for doing content) so hopefully folks won't keep emailing about it (I get one every few weeks lol).
As far as Baldur's Gate - the whole thing was years and years ago and today I simply don't care. No grudge is worth carrying and I buried that hatchet years ago frankly (when I cleaned up the Nexus and Vault which was 2-3 years ago?).
Once I release a version with the source code they are free to use it (or not) at their discretion. The source code won't come with any caveats on who or what is allowed. One of items on the checklist for releasing the 1.46 update is to clear out all of the incomplete/unused descriptions from the TLK file. No chance of problems! If they wanted to use the content and ask me questions, I'd answer just like I will with any other server.
Speaking of - Realms of Trinity is waiting on the 1.46 update and I know that Realms of Darkness is looking at a re-launch and would like the source code as well. So that's two servers that are looking forward to future content and each will decide which pieces they intend to use from the set.
Which brings us to the topic of the source code. Removing the DB only source code and separating out the HyperV approved code has turned out to be a much nastier problem than I expected. It's simply the volume of files that I have to go through which is extremely tedious and time consuming. I'm also running into the problem of having a creature model hak that works for single player in order to make the Beastmaster work.
I'm working to clean out the unused descriptions (which are legion LOL) as well as add a lot more cmi_options to turn off the MP only decisions (since SP players don't care about exploits) which will hopefully restore compatibility with TonyK's AI. All of this is a lot of work!
What is likely to happen is that I will release a 1.46 update that has no Beastmaster and no source code. That way those wanting to play the game with the pack will be able to do so without much more of a delay. The 1.46.1 update will include the Beastmaster (and a separate download for an override set of creature models) and the cleaned up source code. Once I get closer to release I'll give an estimated release date but for now (and with the holidays) I feel its best to simply not give a date that I'll likely miss.
I have never and I will never take any payment for the work I've done on NWN2. It's always been in a grey area due to licensing (making money of WoTC content can get you sued or slapped with a C&D) and because of that and my job I simply don't want to deal with it. IF I were to ever be the one running a server then any funds allowed would be simply for the cost of the hardware/server rental. Frankly, I'd rather eat that out of my pocket as an entertainment expense in order to keep that clear separation of finances in place. Especially in todays day and age. :(
Combined packs have never and will never be supported by me. It's a risk when someone mashes two things together and hopes it all works out. That's just not something I have the time to chase down or even remotely want to deal with when time is such a precious commodity.
This past weekend was a free trial of Sword Coast Legends which I spent 4-5 hours trying out to see if it was any good. It was ok. It definitely showed the upsides and the downsides of a timer based skill system instead of having uses per day. It was kind of a hybrid between Dragon Age and D&D (which hewing closer to Dragon Age frankly). I realize with a max of 4 characters this will never be a replacement for NWN1/2 but it seems to be fine for doing specific stories for single player.
Maybe if they really do support it will enough over the next year or two that I'll try my hand at that single player story I've had in the back of my mind the last decade. I'd love to mod a campaign to tell that story but lack of time is and always will be the killer. Especially since it seems to have a very small community so it's probably not worth the time investment. Maybe I should just write short stories. LOL
The other thing of note I want to mention before I finish with this late lunch is that I was looking into kicking off a new NWN2 server set in the Moonshaes but that has essentially failed. We were unable to find any area builders so the whole thing was never going to get off the ground. I'm not sure there is even enough interest in a new server to spend the time on it if we did have builders. LOL.
The plans were to essentially drop a nuke on my pack and strip out of ton of the useless and OP stuff and try to generate a set of baseline classes that are open to RP in many different ways. Instead of PrCs for RP you simply go the epithet/guild route. Eh, enough of that, it's all a pipe dream!
That lack of interest will likely extend to future updates past the 1.46 series as well. I'm not sure there is enough interest between servers and the handful of single player users to justify the time I could probably spend on watching some TV shows I've put off for years. No decisions one way or the other yet, I play to get through 1.46 and see how that shakes out before making any real choices.
Thanks again for the interest you folks have (and have shown) and I wish you happy holidays (and a Merry Christmas)!
Monday, September 7, 2015
Brief note
I'll post a longer update tomorrow or Wednesday. Been overwhelmed between work and being sick for two weeks (cold - flu - sinus infection).
Thursday, August 13, 2015
Quick Update
1.46 obviously didn't get released as I ended up busy Saturday (and the time I did have Saturday morning ran into a roadblock with trying to pull the DB content) and with a migraine Sunday/Monday. Tuesday was a huge day at work and yesterday just sucked. Hopefully tonight I'll get some work on it and shoot for this coming weekend. Meh all around. I'll have a lengthier update when I get a chance (and respond to the comments this past week).
Friday, August 7, 2015
Plans for this weekend
I'm intending to release the 1.46 update sometime on Sunday. The new companion models may not be in for 1.46 though since that's going to require some wrangling for SP and MP. I don't want to hold up the release just for those models any longer. They will end up being an optional download for the release.
Tuesday, August 4, 2015
Favored Enemy Combat Style
I was playing around with a new ranger combat style that focuses on favored enemies. Power Attack - Favored Power Attack (all), Enhanced Power Attack - Bane of Enemies.
I'd like to give it Supreme Power Attack and maybe change the Two-Handed style to have a different feat at 21 (maybe one that grants an extra attack).
Mmmmmm. Food for thought. Anyone have an opinion on it?
I'd like to give it Supreme Power Attack and maybe change the Two-Handed style to have a different feat at 21 (maybe one that grants an extra attack).
Mmmmmm. Food for thought. Anyone have an opinion on it?
Wednesday, July 29, 2015
Slow week!
I haven't had much free time this past week but the little I have had I played around with some long term fun projects. Hopefully after this weekend I'll get back to full steam here on NWN2 content. In the meantime, here are the two screenshots for the project:
Wednesday, July 22, 2015
Teasers
I found some very old project files and some teasers to go with them. No promises that they will ever be finished but here you go...
Weapons slightly delayed
Worked an 11 hour day and didn't feel like dealing with the toolset so it will be tomorrow or Thursday depending on what happens for dinner tomorrow.
The VPS looks to be good to go but I want to finish 1.46 before I get the temptation to start screwing with setting up a server. LOL
The VPS looks to be good to go but I want to finish 1.46 before I get the temptation to start screwing with setting up a server. LOL
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