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Has anyone tried...

lujolujo Member Posts: 236
edited January 28 in PST:EE Mods
1) Getting a new weapon profficiency in for Teeth, so that Morte can finally use teeth instead of fists? Fists are already "bastard sword profficiency", so wth

2) Defining new classess for the NPC's. Nordom is obviously a Ranger, Vhailor is obviously a Paladin (of Law rather than of Good) and is lacking his Mercykiller smite ability, Ignus seems to be a specialist Mage who isn't one and thus seems to lack an additional spell per level, and Dak'kon is supposed to be a Psion of some kind rather than a Fighter/Mage (although making him a different class would take a bit of thought about a few things). I'm not happy with how Morte getting fighter hit-dice makes him have waaay too many HP, either.



  • AquadrizztAquadrizzt Member Posts: 799
    I looked into this a while ago and oh the things you find in ancient video game engines... The PST engine only has entries in class-related .2da files for: Mage, Fighter, Cleric, Thief, Bard, Paladin, Druid, Ranger, and all multiclass combinations.

    Paladins do in fact get access to the Priest spellbook as appropriate.

    Thief abilities appear to be hardcoded on a character by character basis... If you change Dak'kon's class to Thief (via NI), he doesn't gain the Thief abilities, and if you change Annah's class to Paladin, she doesn't lose her Thief abilities. This persists through both rests and reloads.

    Bards don't get thief ability access at all (due to absence of table entries). If you edit the relevant .2das and try to level up a Bard, you'll get an error where they have thief points to spend but can't actually spend them. (It will show as something like 80 unspent points, -55 pick pocket, and the arrows won't work). Bards also do not get the Pick Pocket score that is passively allocated via SKILLBRD.2da, but they will properly be given arcane spell slots as per MXSPLBRD.

    Sorcerers, while not provided entries in ANY of the class relevant .2das, do seem to be properly identified as arcane casters. If you add MXSPLSRC and SPLSRCKN, the game will have a impassable UI issue where you get stuck at what the game presents as a "spell selection menu". I'll investigate this more.

    The absence of kitlist.2da does not provide much hope for the state of kit implementation in the game either, but I'll try that out when I have a bit of free time...

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