Author Topic: Cool 2da Edits - Anyone have any?  (Read 866 times)

Legacy_Genisys

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Cool 2da Edits - Anyone have any?
« on: July 30, 2010, 08:09:18 pm »


               I'd like to know 3 things...

1) If someone correctly edits an essential 1.69 2da, can they just stick it in their override folder for it to work?
    (provided it's not part of a hak file, essentially)

2) Do you need to edit or include other files if you edit a 2da file?  (I realize some 2das are referrenced by other 2das)

3) Does anyone have any cool 2da edits they'd like to share?  
(Please provide a brief description of the effects of the edit too, thanks..)


Thanks for your help...
               
               

               


                     Modifié par Genisys, 30 juillet 2010 - 07:33 .
                     
                  


            

Legacy__six

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Cool 2da Edits - Anyone have any?
« Reply #1 on: July 30, 2010, 08:14:09 pm »


               1) 2da files in override will override the standard ones, like with any other file (save .plt format images) unless the same 2da is present in a hakpak used by the module

2) case dependant: if you add a new creature model obviously you'd have to include the model, but if you do something simple like change rest duration, that's entirely self-contained

Generally speaking .2da files are essentially lists or simple spreadsheets used to control rulesets and manage other content, such as adding creature appearances etc. As such I really don't have a clue what you're asking for - anyone involved in NWN CC probably has bazillions lying around, so what specifically are you looking for?
               
               

               


                     Modifié par _six, 30 juillet 2010 - 07:16 .
                     
                  


            

Legacy_Genisys

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Cool 2da Edits - Anyone have any?
« Reply #2 on: July 30, 2010, 08:31:51 pm »


               _six (trying to figure out if your name represents the #6 or the expression sick... lol)

I'm not asking for a 2da, I'm asking for some cool tips on editing 2das, more specifically, changing a particular 2da for a specific purpose that is cool.. (As in awesome, even if other's may not see it that way)

Those are the Cool 2da Edits I'm asking about..

For example...

You can edit the baseitems 2da (any 1.69 or cep version) and increase a wepons dmg or critical hit threat range or critical hit multiplier, that's pretty cool! <<< in my book anyway...
               
               

               


                     Modifié par Genisys, 30 juillet 2010 - 07:32 .
                     
                  


            

Legacy__six

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Cool 2da Edits - Anyone have any?
« Reply #3 on: July 30, 2010, 08:34:19 pm »


               

Genisys wrote...

You can edit the baseitems 2da (any 1.69 or cep version) and increase a wepons dmg or critical hit threat range or critical hit multiplier, that's pretty cool! <<< in my book anyway...

Oh. Forgive me if I'm missing the point, but if you're going down that road, why not just DebugMode and give yourself 250 strength? ':bandit:'
               
               

               
            

Legacy_B_Harrison

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Cool 2da Edits - Anyone have any?
« Reply #4 on: July 30, 2010, 09:42:36 pm »


               The issue with publically released 2da/ruleset mods is that individual preferences and requirements vary so much - you can build a gorgeous fantasy tileset or retexture a bunch of creatures and the vast majority of your audience will have a use for it in their modules (or the modules they play on). But class modifications, new feats, item props? Pretty much every module author and PW admin is going to want something unique to suit their needs (and many will argue that the default ruleset is a superior option).

I released my Item Properties mod based on a request on the old BioBoards, and the changes it makes are fairly broadly useful (the basic premise being "more"), but there'll still be a lot, perhaps a majority, of builders who don't approve of or at least have no use for such additions.

The best bet would be to learn the 2das and make your own edits. Or lacking that, post a detailed request for a specific set of 2das.
               
               

               
            

Legacy_Lightfoot8

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Cool 2da Edits - Anyone have any?
« Reply #5 on: July 30, 2010, 10:10:34 pm »


               There was a sticky on the old bioboards in the CC area. That had a link to an excel spreed sheet. The spread sheet has information on just about all the 2da's



Here is the Link for the spread sheet.
               
               

               
            

Legacy_Genisys

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Cool 2da Edits - Anyone have any?
« Reply #6 on: August 18, 2010, 04:40:24 pm »


               

_six wrote...

Genisys wrote...

You can edit the baseitems 2da (any 1.69 or cep version) and increase a wepons dmg or critical hit threat range or critical hit multiplier, that's pretty cool! <<< in my book anyway...

Oh. Forgive me if I'm missing the point, but if you're going down that road, why not just DebugMode and give yourself 250 strength? ':bandit:'


Actually _six, there are some cool edits which aren't considered "Uber" in my book anyway, like making a bow's critical threat range better, considering an archer can literally put an arrow in your eye at close range (even by the old book), so I always felt 20 for a Critical Threat Range was rather weak for such a great and renown weapon...

Considering most fights happen within 50 feet or less, Archers got the shaft, not just literally either...

Furthermore, let's look at the Katana, which is by far the most powerful weapon ever crafted, for it's balance and perfection in crafting it should be a tier one weapon, not just rapiers & scims.. For a katana is more easy to weld and use than a Scim which is a loose swinging weapon, where Katana is a tight control weapon which masters use as an art to strike lethal quick blows to it's opponent, not swing wildlly...  so Scims having a Better Threat Range is rather unjustified...  Where Rapier on the other hand is a very fine finess art of putting the blade in a crtitical spot, so it will in fact deal lethal blows more redially than other weapons..  (I know some hype Katanas to be all that, and I'm not saying they are, but in the right hands, they are a very deadly and precise weapon, which are crafted for that specific purpose, unlike older obsolete weapons, like Scims or Long Sword which never really had the finess or art in the intial creation / design of the weapons. with purpose of art in mind...)

Editing 2das should be done with good reason obviously, making things uber doesn't require a 2da though, that's for sure, you can just hand out items that are uber by themselves.. like Immunity to All Spells,  +20 Weapons with All Damages Maxed and all kinds of slay properies On Hit, on the weapon, no need for 250 strength...

Uber game play is best left for those who do uber correctly, and that's NOT an easy thing to balance, not even remotely close to the games standard balance, because uber requires a general raise of power, to be done correctly, and sometimes, when a module has become overwhelming uber (because of gear), builders can edit the baseitems.2da to adjust game play to balance things out. (Yes you can actually make things weaker too if needed!)

I think you can edit 2das for good reasons, though those reasons should be well thought out, furthermore, by editing the base items you can increase the stack size limit on items, I know I have tendenitous from typing and clicking for many years, so using 1 potion to stack ten potions to then put them in a bag to organize my inventory gets really old fast, and for some players, that would be painful as well (literally)...

I guess I'm not a thoughtless wit after all... ':ph34r:'


Furthermore, what about monks, didn't they get like stabbed hard in the weak deparment?  Sure they have some powerful special abilities, IF THEY WORK AT ALL, but then often players get Immunity to Mind Effecting Spells as a property on an item, which in turn even devalues the class further...

I'm sorry but I think the baseitems 2da is one of the most important and major 2das to edit in the game, for many good reason, and no they don't have to be uber either...

I use it to balance and improve gameplay...

Then of course there is the racialtypes.2da, which in turn allows you to morph the system to a better design to your taste, or add special races.. or modify old ones to give players modified subraces.. (Which represent actual existing races no add ons needed..)  (Forgive me if I'm wrong here, I'm assuming you can do these things, but I haven't ever actually tested it out, from the looks of things it shows that it has that ability)

Of course I felt some base mechanics were wrong too, hell I've been wrong before, so why can't other humans be wrong too?  Of course they can, and of course we all deserve forgiveness _six, but learning to forgive yourself, they say, is the greatest gift of all!

If we can all just curb our tendencies to speak out against the crowd, and just learn to join the crowd, we would all be having fun...

':police:' ':whistle:' ':wizard:' :innocent: '<img'>
               
               

               


                     Modifié par Genisys, 18 août 2010 - 03:53 .
                     
                  


            

Legacy_ehye_khandee

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Cool 2da Edits - Anyone have any?
« Reply #7 on: August 19, 2010, 02:47:25 am »


               

Genisys wrote...

If we can all just curb our tendencies to speak out against the crowd, and just learn to join the crowd, we would all be having fun...


Another juxtaposition - comments like this make me wonder at the sort you made recently in my thread. ... 'smells like' nevermind.
               
               

               
            

Legacy_Eradrain

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Cool 2da Edits - Anyone have any?
« Reply #8 on: August 19, 2010, 09:14:45 am »


               Let's be kind to eachother, guys.  No need to get snappy.