Author Topic: Coming to a screen near you soon!  (Read 4484 times)

Legacy_KenquinnTheInsaneOne

  • Newbie
  • *
  • Posts: 48
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #90 on: October 30, 2010, 02:30:10 am »


               I don't think the Artificer is even enabled right now, or at least someone was complaining they could not make them in the PRC. I have not tested in game to see if I can make one.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #91 on: October 30, 2010, 08:24:37 am »


               When playing as an archer, I found out very annoying that when the last ammunition is fired the game automatically puts in the slot new ammunition, but of the "best" type. I don't know how order is used, but if I have piercing arrow on me, and fire last one, game automatically equip fire arrows. That can be very annoying, when shooting fire immune creature. Would be possible to change it in way, the game would equip the same arrows?

Also to never automatically equip arrows from containers.':wub:'
               
               

               


                     Modifié par ShaDoOoW, 30 octobre 2010 - 07:40 .
                     
                  


            

Legacy_ElgarL

  • Full Member
  • ***
  • Posts: 128
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #92 on: October 30, 2010, 11:06:30 am »


               

ShaDoOoW wrote...

When playing as an archer, I found out very annoying that when the last ammunition is fired the game automatically puts in the slot new ammunition, but of the "best" type. I don't know how order is used, but if I have piercing arrow on me, and fire last one, game automatically equip fire arrows. That can be very annoying, when shooting fire immune creature. Would be possible to change it in way, the game would equip the same arrows?

Also to never automatically equip arrows from containers.':wub:'


Thats possible. It currently uses the same code as NPC's to find the best weapon.
               
               

               
            

Legacy_NorthWolf

  • Full Member
  • ***
  • Posts: 143
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #93 on: October 30, 2010, 11:33:27 am »


               Nice to hear this is getting close to completion.



As for the builder optional stacking, it would be nice to have separate effects that provide stacking like WebShaman suggests.



Removing the caps works as well, though.
               
               

               
            

Legacy_KenquinnTheInsaneOne

  • Newbie
  • *
  • Posts: 48
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #94 on: October 30, 2010, 05:06:22 pm »


               One thing that is PRC specific that would be good to add is two more restrictions to the feats.2da. Right now the PRC has a few feats that are either restricted by race, or by alignment(good or evil in this case). They clutter up the feat selection screen and currently they stop you from getting them by forcing you to relevel if you don't meet the requirements. It would be nice if the problem could be solved at its source.
               
               

               
            

Legacy_Jez_fr

  • Sr. Member
  • ****
  • Posts: 460
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #95 on: November 03, 2010, 11:20:49 pm »


               ElgarL thank you for your work on this. It sound too good to be true =)



Is it possible for you to extend the range limitation of ranged weapons, and to add some 2da controlled range bonii/malii to hit modifiers (and also possibly damages)?

In modern modules we'd really love to have that (but bows/xbows could use it too) XD

               
               

               
            

Legacy_ElgarL

  • Full Member
  • ***
  • Posts: 128
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #96 on: November 04, 2010, 07:49:28 am »


               

Jez_fr wrote...

ElgarL thank you for your work on this. It sound too good to be true =)

Is it possible for you to extend the range limitation of ranged weapons, and to add some 2da controlled range bonii/malii to hit modifiers (and also possibly damages)?
In modern modules we'd really love to have that (but bows/xbows could use it too) XD

I've noty had time to do any work on this project  the past week, but I'll be getting back to it shortly.
               
               

               
            

Legacy_Jez_fr

  • Sr. Member
  • ****
  • Posts: 460
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #97 on: November 04, 2010, 12:11:31 pm »


               Good to know, thanks ElgarL =)

(Just a note, I have no use for PRC so feel free to release your launcher only with bare bones. NWN with less limitations would be such a great thing by itself! XD)
               
               

               
            

Legacy_Feldar Silverspoon

  • Newbie
  • *
  • Posts: 2
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #98 on: November 06, 2010, 10:07:57 pm »


               Outstanding project, and my thanks for the work you are doing to compete it . 'Posted

I also (of course) have a question. Having read through this thread, I noticed that character race selection has not been mentioned. Of course, as it stands, most aspects of the dialog are hard-coded. However, that is what this project is about, so I will stick out my neck and ask... Can ingame selectable races be changed and/or added to?
               
               

               
            

Legacy_ElgarL

  • Full Member
  • ***
  • Posts: 128
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #99 on: November 10, 2010, 10:38:10 am »


               

Feldar Silverspoon wrote...

Outstanding project, and my thanks for the work you are doing to compete it . 'Posted

I also (of course) have a question. Having read through this thread, I noticed that character race selection has not been mentioned. Of course, as it stands, most aspects of the dialog are hard-coded. However, that is what this project is about, so I will stick out my neck and ask... Can ingame selectable races be changed and/or added to?

Races can be changed, but at teh moment I see no point in doing so. It would require a few UI changes, but currently I don't believe there are many (if any) additional races that are designed correctly to work as a default race.
               
               

               
            

Legacy_Feldar Silverspoon

  • Newbie
  • *
  • Posts: 2
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #100 on: November 11, 2010, 02:29:21 am »


               

... I don't believe there are many (if any) additional races that are designed correctly to work as a default race.


Perhaps, but that would likely change if there were a way to implement them. Besides, what with all the classes of the PRC becoming available IG, it would be a bit anti-climactic to have to edit the bic file to use its races.'Posted

In any case, what I've read above is far more than sufficient reason to await this addon with baited breath. 'Posted
               
               

               
            

Legacy_ElgarL

  • Full Member
  • ***
  • Posts: 128
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #101 on: November 11, 2010, 10:52:25 am »


               As this client patch/launcher is taking longer than expected to reach beta, I'll release the BifManager on it's own for now, so others can get going on their projects.

Explanation of how to use (it's really simple) can be found on my forums.

palmergames.com/downloads/BIFManager_1.0.0.0.7z
               
               

               


                     Modifié par ElgarL, 11 novembre 2010 - 06:47 .
                     
                  


            

Legacy_WebShaman

  • Hero Member
  • *****
  • Posts: 1390
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #102 on: November 11, 2010, 01:50:21 pm »


               Thanks ElgarL!!!
               
               

               
            

Legacy_Genisys

  • Hero Member
  • *****
  • Posts: 961
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #103 on: November 11, 2010, 04:36:30 pm »


               ElgarL, I praise you for your initiative and more importantly for opening the locked door...

I have only 1 request, and it may be difficult, but it's something that would greatly modify the game for us builders...

Is there some way you could make it where we could apply real permanent changes to ability scores in game through scripting?  Like SetSTR(4);  (Set Strength to 4) or AddSTR(2); (Give +2 Permanent Strength) etc..

This one edit would completely ratify nwn for me, and I wanted this to happen in 1.69, but alas, I asked the coders too late.. '<img'>

Thank you very much for your hard work on this project & taking the time & initiative to make NWN much better...  I'm very excited about your work here.. '<img'>
               
               

               


                     Modifié par Genisys, 11 novembre 2010 - 04:38 .
                     
                  


            

Legacy_rafhot

  • Jr. Member
  • **
  • Posts: 58
  • Karma: +0/-0
Coming to a screen near you soon!
« Reply #104 on: November 12, 2010, 07:44:40 am »


               there is a resource limit in each .bif ? like have in haks?



for example can i merge all the cep content to a single bif file?



thank you for this tool, it will change the nwn forever! '<img'>