Could the vampiric regen script be looked at and fixed so as to apply every hit instead of randomly? I think that was a bug that's never been fixed, and possibly had previously been hard-coded
Yeah, sorry guys. Apparently there's some kind of automated filter or something. Though I had wrote those almost two days ago. I got my question semi-answered by Niv in the discord though- Bullet casting should be fixed for those actually wondering; though it probably needs testing.
Ranger and Druid have been in dire need of a re-balance for a long time. The 3.5 Ranger mod has long been an essential one for me and is an excellent reference. Assassins similarly benefit from 3.5ish rule updates ala Kaedrin's NWN2 Pack, and I thought spellbooks brought some needed depth to the class (along with Alignment alternative Avenger).
Would be nice to see some more of the 3.5 feats come in that specifically encourage multiclassing a bit more, like practiced spellcaster etc. As it stands it's very hard to make a viable fighter/Mage or Rogue/Mage. Prestige classes that bridge this gap like Eldritch knight, Arcane trickster, Spellsword and Bladesinger would be nice too.
Harper Scout's favoured enemies are currently incompatible with the Ranger's too. The Harper Scout in particular could really use a complete rebalance to be honest, I have never found a viable way to play one, it feels like you are massively penalising yourself for the sake of a little bit of RP. Purple Dragon knight too.
Planetouched Races are a pretty flavorful aspect of D&D missing from the base game. It'd br nice to see the likes of Aasimar, Tieflings and Genasi selectable by default. While new models would be nice, they wouldn't even be needed as the base models have been used to represent all of the above for years.
It would also be nice to see some alternative alignment options available for some archetypes, such as Avenger alongside Assassin, or some form of Brawler alongside Monk, or at least the ability to easily modify alignment restrictions on classes for those that want to, if it's not already in.
Planetouched Races are a pretty flavorful aspect of D&D missing from the base game. It'd br nice to see the likes of Aasimar, Tieflings and Genasi selectable by default. While new models would be nice, they wouldn't even be needed as the base models have been used to represent all of the above for years.
It would also be nice to see some alternative alignment options available for some archetypes, such as Avenger alongside Assassin, or some form of Brawler alongside Monk, or at least the ability to easily modify alignment restrictions on classes for those that want to, if it's not already in.
In D&D there are no other types of alignment other than those in the manual and in the game, unless I remember if there are really other lines, for the addition of races, it would not be bad to make the subnets as in NWN2 would be more useful , and then both theafling and Aasimar are present in OoTU so I would agree to add them, like the playable Drows, in other words all the races that are present in NWN2 in the end would be nice to have in NWN: EE the problem and that I do not know if BD is forced to have to change the rules set from 3.0 to 3.5 to insert certain races and subdivisions.
Planetouched Races are a pretty flavorful aspect of D&D missing from the base game. It'd br nice to see the likes of Aasimar, Tieflings and Genasi selectable by default. While new models would be nice, they wouldn't even be needed as the base models have been used to represent all of the above for years.
It would also be nice to see some alternative alignment options available for some archetypes, such as Avenger alongside Assassin, or some form of Brawler alongside Monk, or at least the ability to easily modify alignment restrictions on classes for those that want to, if it's not already in.
In D&D there are no other types of alignment other than those in the manual and in the game, unless I remember if there are really other lines, for the addition of races, it would not be bad to make the subnets as in NWN2 would be more useful , and then both theafling and Aasimar are present in OoTU so I would agree to add them, like the playable Drows, in other words all the races that are present in NWN2 in the end would be nice to have in NWN: EE the problem and that I do not know if BD is forced to have to change the rules set from 3.0 to 3.5 to insert certain races and subdivisions.
Ahh, I didn't mean to ask for new alignments! I meant new classes that do things locked behind certain alignments, perhaps a bit differently. Avenger as a non-evil assassin type and Brawler as a non-lawful Monk type were just a few of many possible suggestions. Sub categories for races to fall under could also definitely be a good way to organize them if they see fit to add that many over time.
The icons that appear at the top of the screen to show what buffs are currently in effect - could we get some kind of timer graphic showing how long the effect has left - like a colored border, that works like a countdown clock around the edges of the icon, which goes down as time expires?
Would be really handy for knowing when you are in need of the next re-buff etc.
To show you how much I needed/wanted it, I originally wrote a small little app to help with this, which is available on Nexus mods (called Spell Timer), here: https://www.nexusmods.com/neverwinter2/mods/880/?
Planetouched Races are a pretty flavorful aspect of D&D missing from the base game. It'd br nice to see the likes of Aasimar, Tieflings and Genasi selectable by default. While new models would be nice, they wouldn't even be needed as the base models have been used to represent all of the above for years.
It would also be nice to see some alternative alignment options available for some archetypes, such as Avenger alongside Assassin, or some form of Brawler alongside Monk, or at least the ability to easily modify alignment restrictions on classes for those that want to, if it's not already in.
In D&D there are no other types of alignment other than those in the manual and in the game, unless I remember if there are really other lines, for the addition of races, it would not be bad to make the subnets as in NWN2 would be more useful , and then both theafling and Aasimar are present in OoTU so I would agree to add them, like the playable Drows, in other words all the races that are present in NWN2 in the end would be nice to have in NWN: EE the problem and that I do not know if BD is forced to have to change the rules set from 3.0 to 3.5 to insert certain races and subdivisions.
Ahh, I didn't mean to ask for new alignments! I meant new classes that do things locked behind certain alignments, perhaps a bit differently. Avenger as a non-evil assassin type and Brawler as a non-lawful Monk type were just a few of many possible suggestions. Sub categories for races to fall under could also definitely be a good way to organize them if they see fit to add that many over time.
So please ... be more specific next time and not people as I understand other things ... said this then from my point of view you add new specialties and classes you could do, the important thing and that BD looks at a even the 3.5-3.0 manuals and adds them, always keeping the PnP line obviously, inserting classes that do not center anything in any sense apart from breaking the d & d's.
The icons that appear at the top of the screen to show what buffs are currently in effect - could we get some kind of timer graphic showing how long the effect has left - like a colored border, that works like a countdown clock around the edges of the icon, which goes down as time expires?
Would be really handy for knowing when you are in need of the next re-buff etc.
To show you how much I needed/wanted it, I originally wrote a small little app to help with this, which is available on Nexus mods (called Spell Timer), here: https://www.nexusmods.com/neverwinter2/mods/880/?
Let's also color the various icons (such as: Classes, Buff, Skill, Spell, etc ..) so that they stand out better and they do not all have the same color as it has always been.
Basically your idea is great and has a lot of sense and I agree with you.
Further to my above post, here is a rough example of what I mean...
I thank you for posting an image anyway (but was not it better if you edited the post?) Anyway you ... except that the buff icons are definitely too big unlike NWN2 that were smaller and the options rest etc. ... they were in a single drop down menu on the lower left side of the screen was more functional and clean and all party icons than your main pg were the same (as I would like a change of the genre) but returning on your speech is ... in the end this and a problem I did not remember that there is also in NWN2 at the end, that you do not see the actual spell duration timer (or summon of an evocated creature), would have liked it an added duration time for the EE version.
Yeah, should have edited. Not a biggie though is it?
From what I had heard, the developers were already working on some changes to the UI, so this felt like a no-brainer. It's one of the things I have wanted in the game for years.
I was amazed that it was never in the game to begin with to be honest. And yes, NWN 2 didn't have it either. Anyway, the example image I showed was only a very rough photoshop to illustrate my point. I believe the basic premise of my suggestion should be conveyed well enough there. Perhaps the developers could go that little bit further and improve the icons too. In-fact, I believe there was a colored icons mod on the vault, which I had used in the past.
Yeah, should have edited. Not a biggie though is it?
From what I had heard, the developers were already working on some changes to the UI, so this felt like a no-brainer. It's one of the things I have wanted in the game for years.
I was amazed that it was never in the game to begin with to be honest. And yes, NWN 2 didn't have it either. Anyway, the example image I showed was only a very rough photoshop to illustrate my point. I believe the basic premise of my suggestion should be conveyed well enough there. Perhaps the developers could go that little bit further and improve the icons too. In-fact, I believe there was a colored icons mod on the vault, which I had used in the past.
There is a mod and also used in the PW "Arena World" if I'm not mistaken is called, inserts a series of changes to the coloring icons, from the series, just contacted the developers of these mods and officially insert them as patches and the game and done .
I hope you keep the original game's stacking rules, meaning that you can stack buffs and equipment up to a certain point; I always found it stupid that if I have these gauntlets of strength, I no longer gain any benefits from Bull's Strength spell or that Belt of Giant Strength.
That being said, I'd absolutely like to see: - Warlocks - Dragon Disciples that can pick their color instead of just reds (also, give us larger wings that don't look so silly) Hybrid spellcaster Prestige Classes: - Ultimate Magus (Sorc/Wizard Hybrid) - Eldritch Theurge (Warlock/Arcane) - Eldritch Disciple (Warlock/Divine) - Mystic Theurge (Arcane/Divine)
- Premonition Spell that actually reflects the bonuses of PnP instead of DR. It never made any sense to me how seeing into the future would somehow prevent damage from being hit with a sword, the immunity to losing DEX bonus to AC (effectively immunity to sneak attack) and competence bonus to AC seem a lot better. - Overall, I'd like to see spells, feats and abilities more closely resemble their PnP 3rd edition counterparts.
Able Learner Feat.
Things I don't want to see: -Any increases to the limit of classes you can have. 3 is sufficient, 4 would just open the door for ridiculousness. -I don't want to see any +ECL races
@Ninjamestari there are some good ideas in there but also a lot I do not agree with, like all the items listed under your "Things I don't want to see" section.
@Ninjamestari there are some good ideas in there but also a lot I do not agree with, like all the items listed under your "Things I don't want to see" section.
Understandable. I just happen to dislike ECL races and I find four-class builds to be rather ridiculous from the immersion perspective. Also, I don't want to change the original NWN meta that didn't include those. I'm glad you agree about what I consider to be the more important items ^^
I would love to see ECL races. I would also love to see some of the 3.5e classes that were in NWN2, such as the warlock, favored soul, etc.
Oh yeah me too. But the thing is, are all these things possible? Is @TrentOster, and BD in general, actually willing to add NEW content to the game, and fixing existing one?
I would love to see ECL races. I would also love to see some of the 3.5e classes that were in NWN2, such as the warlock, favored soul, etc.
Me too. Being able to multiclass into 4 classes would be another feature I would love to have. Especially since NWN 2 had that yet it had 10 less levels when compared to NWN 1... allowing for some of my favourite builds that are just not possible in NWN 1. With NWN 1 having a bigger max level it is all the more reason to have 4 classes.
I would love to see ECL races. I would also love to see some of the 3.5e classes that were in NWN2, such as the warlock, favored soul, etc.
Oh yeah me too. But the thing is, are all these things possible? Is @TrentOster, and BD in general, actually willing to add NEW content to the game, and fixing existing one?
I don't know if they're likely to happen. There's been talk of doing an expansion, and NWN expansions traditionally include more player options so there's that.
Call me old fashioned but I actually like the clarity of single classed characters. And they can be built in different ways too.
Being able to multiclass with 2 classes and then add a fancy prestige class on top seems like very flexible build already. 4 classes just seems more like a DM's powergaming nightmare to me. What kind of a character concept would actually need 4 classes?
Call me old fashioned but I actually like the clarity of single classed characters. And they can be built in different ways too.
Being able to multiclass with 2 classes and then add a fancy prestige class on top seems like very flexible build already. 4 classes just seems more like a DM's powergaming nightmare to me. What kind of a character concept would actually need 4 classes?
Character building is one of NWN's hidden awesome features and i adore it. Some of my all time favourite builds to play have been impossible to do in NWN because of it, yet can be done in NWN 2.
Take a peek at the link below to see what you can do in NWN 2... those are some of my favourite builds:
Further to my above post, here is a rough example of what I mean...
That's the best idea for an addition to NWN:EE that I've ever seen so far. I only wish I had a second monitor so I could use your mod until your icon border timers become reality.
While the duration monitor does seem handy it raises a few questions. Should you see the duration if you are not the caster? How would you know? And should the icons be remade into something more... clear?
Another idea would be to color code the icons instead of the partial frames, for faster reading. Green > Yellow > Red > Red and flashing just before fading.
I love this game so much. I still play monthly at least. I have some things I think would be nice as someone who has done some mild development behind the scenes on player-facing stuff like classes, spells, etc. (I was a member of the PRC team for a few months back in 2004 and 2005, mostly trying to keep bugs under control... they got to be too numerous
1) Some way of coding passive feats. It's very easy to add "active" feats that fire a spell script to the game. However, passive feats require hooking into module events (OnEquip, OnEnter, OnRest, etc.) This is a bit cumbersome for anyone who wants to create an override-capable class system (cough cough). One way to do this would be to have a mechanism (especially a 2da) which the engine refers to for any feat with passive bonuses which fires at appropriate times. This could also be used to retroactively "unhardcode" a bunch of stuff.
2) A new effect type "EFFECT_TYPE_NATURAL". This would be 100% stackable between sources, and not count against limits. It would show up on the character sheet, but not in the list of status effects. This would make it easy to create passive feats that don't rely too much on heavy workarounds like PC skins. This has applications with #1 above including class features, feats, and subraces. It should be able to modify any stat, including BAB, AB, HP, the six ability scores, etc. Obviously not dispellable, but removable by circumstances (for example, a monk loses +Wis to AC when he equips armor.)
3) Custom spellbooks The PRC's solution for this is pretty clunky, and dialog/feat driven. It's definitely possible to use the UI. --- Seek Shadooow's help in implementing new class spellbooks, which have been featured in recent versions of the Community Patch 1.72 with NWNCX. His implementation is 95% complete; in fact it even allows Sorcerers and Bards to receive new spells from Pale Masters -- but only on Sorc/Bard levelups. That would be one feature that would be nice to have. Also, there is one class in PnP that may be worth tweaking the spellbook code for - Archivist. A divine wizard that can only learn standard Cleric spells on levelup but can learn Druid, Ranger, Paladin, and Domain spells from scrolls. That one may be a bit of a stretch, but it's an awesome class for "Theurge" types.
4) Unhardcode: Unarmed Damage Seems simple enough. Easy enough to work around with module hooks, but it would be nice to be able to refer back to 2da's for this. I'd prefer it to be stackable between classes. Might as well include ki strike as well.
5) Unhardcode: Sneak Attack This one is another easy one to work around using item properties on PC skins, but it'd be even better if you could add additional sources of sneak attack damage besides the ones already in the game.
6) Unhardcode: Attack Feats The PRC has a really funky workaround which simulates a whole combat round through an active feat, for stuff that utilize attacks (think Smite, Dirty Fighting, Knockdown, etc.) It'd be nice to be able to just add an effect to a single attack during the attack sequence automatically.
7) Unhardcode: Metamagic It would sure be nice to be able to add additional metamagic feats.
8) More options: Prestige Class requirements I don't recall what's missing, but I remember that we developed some workarounds in the PRC to make it possible to add certain types of restrictions. For example, I don't think a PC's gender can be a restriction, but certain Forgotten Realms PrC's actually have gender requirements, like Hathran.
9) Reduce OnHit Limitations If I recall correctly, OnHit would only fire one script even if you have multiple OnHit effects between various sources. (Like Flame Weapon and On Hit: Cast Spell, just as an example.)
10) Alphebetize / Sort Player-Facing Options During Class Selection, Sort first by Class/PrC then by Alphabet. That way if we go crazy adding new classes, they'll all be put into a clean list. During Spell selection (and in the spell book), alphabetize every spell level (maybe sort Domain spells to the end.) Skills and Feats already alphabetize I think.
11) Above all, review Shadooow's work, not only on script fixes but especially on the things he's been able to "unhardcode" using NWNCX. With direct access to the code you guys can make it even better and more elegant.
Comments
I always found it was a pain to multiclass spellcasters due to the lack of this feat..
The 3.5 Ranger mod has long been an essential one for me and is an excellent reference.
Assassins similarly benefit from 3.5ish rule updates ala Kaedrin's NWN2 Pack, and I thought spellbooks brought some needed depth to the class (along with Alignment alternative Avenger).
Would be nice to see some more of the 3.5 feats come in that specifically encourage multiclassing a bit more, like practiced spellcaster etc. As it stands it's very hard to make a viable fighter/Mage or Rogue/Mage.
Prestige classes that bridge this gap like Eldritch knight, Arcane trickster, Spellsword and Bladesinger would be nice too.
Harper Scout's favoured enemies are currently incompatible with the Ranger's too.
The Harper Scout in particular could really use a complete rebalance to be honest, I have never found a viable way to play one, it feels like you are massively penalising yourself for the sake of a little bit of RP.
Purple Dragon knight too.
It would also be nice to see some alternative alignment options available for some archetypes, such as Avenger alongside Assassin, or some form of Brawler alongside Monk, or at least the ability to easily modify alignment restrictions on classes for those that want to, if it's not already in.
Spell/buff/effect timer
The icons that appear at the top of the screen to show what buffs are currently in effect - could we get some kind of timer graphic showing how long the effect has left - like a colored border, that works like a countdown clock around the edges of the icon, which goes down as time expires?
Would be really handy for knowing when you are in need of the next re-buff etc.
To show you how much I needed/wanted it, I originally wrote a small little app to help with this, which is available on Nexus mods (called Spell Timer), here: https://www.nexusmods.com/neverwinter2/mods/880/?
Basically your idea is great and has a lot of sense and I agree with you. I thank you for posting an image anyway (but was not it better if you edited the post?) Anyway you ... except that the buff icons are definitely too big unlike NWN2 that were smaller and the options rest etc. ... they were in a single drop down menu on the lower left side of the screen was more functional and clean and all party icons than your main pg were the same (as I would like a change of the genre) but returning on your speech is ... in the end this and a problem I did not remember that there is also in NWN2 at the end, that you do not see the actual spell duration timer (or summon of an evocated creature), would have liked it an added duration time for the EE version.
From what I had heard, the developers were already working on some changes to the UI, so this felt like a no-brainer. It's one of the things I have wanted in the game for years.
I was amazed that it was never in the game to begin with to be honest. And yes, NWN 2 didn't have it either. Anyway, the example image I showed was only a very rough photoshop to illustrate my point. I believe the basic premise of my suggestion should be conveyed well enough there. Perhaps the developers could go that little bit further and improve the icons too. In-fact, I believe there was a colored icons mod on the vault, which I had used in the past.
That being said, I'd absolutely like to see:
- Warlocks
- Dragon Disciples that can pick their color instead of just reds (also, give us larger wings that don't look so silly)
Hybrid spellcaster Prestige Classes:
- Ultimate Magus (Sorc/Wizard Hybrid)
- Eldritch Theurge (Warlock/Arcane)
- Eldritch Disciple (Warlock/Divine)
- Mystic Theurge (Arcane/Divine)
- Premonition Spell that actually reflects the bonuses of PnP instead of DR. It never made any sense to me how seeing into the future would somehow prevent damage from being hit with a sword, the immunity to losing DEX bonus to AC (effectively immunity to sneak attack) and competence bonus to AC seem a lot better.
- Overall, I'd like to see spells, feats and abilities more closely resemble their PnP 3rd edition counterparts.
Able Learner Feat.
Things I don't want to see:
-Any increases to the limit of classes you can have. 3 is sufficient, 4 would just open the door for ridiculousness.
-I don't want to see any +ECL races
A quick loot feature like you guys added to Baldurs Gate would be amazing in NWN
But the thing is, are all these things possible? Is @TrentOster, and BD in general, actually willing to add NEW content to the game, and fixing existing one?
Being able to multiclass with 2 classes and then add a fancy prestige class on top seems like very flexible build already. 4 classes just seems more like a DM's powergaming nightmare to me. What kind of a character concept would actually need 4 classes?
Single-classed characters are great, but that's not the 3.0-3.5 meta.
Take a peek at the link below to see what you can do in NWN 2... those are some of my favourite builds:
http://nwn2db.com/builds/member/?916
OMG.
Another idea would be to color code the icons instead of the partial frames, for faster reading. Green > Yellow > Red > Red and flashing just before fading.
1) Some way of coding passive feats.
It's very easy to add "active" feats that fire a spell script to the game. However, passive feats require hooking into module events (OnEquip, OnEnter, OnRest, etc.) This is a bit cumbersome for anyone who wants to create an override-capable class system (cough cough). One way to do this would be to have a mechanism (especially a 2da) which the engine refers to for any feat with passive bonuses which fires at appropriate times. This could also be used to retroactively "unhardcode" a bunch of stuff.
2) A new effect type "EFFECT_TYPE_NATURAL".
This would be 100% stackable between sources, and not count against limits. It would show up on the character sheet, but not in the list of status effects. This would make it easy to create passive feats that don't rely too much on heavy workarounds like PC skins. This has applications with #1 above including class features, feats, and subraces. It should be able to modify any stat, including BAB, AB, HP, the six ability scores, etc. Obviously not dispellable, but removable by circumstances (for example, a monk loses +Wis to AC when he equips armor.)
3) Custom spellbooks
The PRC's solution for this is pretty clunky, and dialog/feat driven. It's definitely possible to use the UI. --- Seek Shadooow's help in implementing new class spellbooks, which have been featured in recent versions of the Community Patch 1.72 with NWNCX. His implementation is 95% complete; in fact it even allows Sorcerers and Bards to receive new spells from Pale Masters -- but only on Sorc/Bard levelups. That would be one feature that would be nice to have. Also, there is one class in PnP that may be worth tweaking the spellbook code for - Archivist. A divine wizard that can only learn standard Cleric spells on levelup but can learn Druid, Ranger, Paladin, and Domain spells from scrolls. That one may be a bit of a stretch, but it's an awesome class for "Theurge" types.
4) Unhardcode: Unarmed Damage
Seems simple enough. Easy enough to work around with module hooks, but it would be nice to be able to refer back to 2da's for this. I'd prefer it to be stackable between classes. Might as well include ki strike as well.
5) Unhardcode: Sneak Attack
This one is another easy one to work around using item properties on PC skins, but it'd be even better if you could add additional sources of sneak attack damage besides the ones already in the game.
6) Unhardcode: Attack Feats
The PRC has a really funky workaround which simulates a whole combat round through an active feat, for stuff that utilize attacks (think Smite, Dirty Fighting, Knockdown, etc.) It'd be nice to be able to just add an effect to a single attack during the attack sequence automatically.
7) Unhardcode: Metamagic
It would sure be nice to be able to add additional metamagic feats.
8) More options: Prestige Class requirements
I don't recall what's missing, but I remember that we developed some workarounds in the PRC to make it possible to add certain types of restrictions. For example, I don't think a PC's gender can be a restriction, but certain Forgotten Realms PrC's actually have gender requirements, like Hathran.
9) Reduce OnHit Limitations
If I recall correctly, OnHit would only fire one script even if you have multiple OnHit effects between various sources. (Like Flame Weapon and On Hit: Cast Spell, just as an example.)
10) Alphebetize / Sort Player-Facing Options
During Class Selection, Sort first by Class/PrC then by Alphabet. That way if we go crazy adding new classes, they'll all be put into a clean list. During Spell selection (and in the spell book), alphabetize every spell level (maybe sort Domain spells to the end.) Skills and Feats already alphabetize I think.
11) Above all, review Shadooow's work, not only on script fixes but especially on the things he's been able to "unhardcode" using NWNCX. With direct access to the code you guys can make it even better and more elegant.