Author Topic: A few questions for the experienced NWN players :)  (Read 15312 times)

Legacy_Squatting Monk

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A few questions for the experienced NWN players :)
« Reply #90 on: January 31, 2014, 07:35:21 pm »


               

ShaDoOoW wrote...

This exactly. But I havent understand why you crossed it later perhaps not to make MM angry?'^_^'

No, it's because I realized I was wrong. I followed it up with an apology but wanted to ensure that anyone reading my original post would know I changed my mind. That way, even if they don't read the apology post, they will stil come away with an accurate understanding of my stance.

I already explained this. The +X for Y caster levels is never part of the formula per DnD rules (try read not just feat description but FAQs and discussions).

Can you link me to some of the FAQs and discussions you're talking about? I read a fair number of threads and people's opinions went in every direction. Where I found consensus, it settled on the vanilla NWN implementation. That said, the Internet is a big place and I certainly won't pretend to have exhausted the available information. If there's an official clarification from WotC, that's what I'd most prefer to read, but I wasn't able to find anything relevant in their archives and Google hasn't been helpful.
               
               

               
            

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #91 on: January 31, 2014, 07:55:13 pm »


               

WhiZard wrote...

ShaDoOoW wrote...
Problem is in the fact that Bioware followed as of now outdated rules
(3.0) and added some of their own decisions and implementations that
aren't in the rules.

Going by that even 3.5 rules are now outdated.  BioWare developed the game using the newest rules at the time and can't be expected to redesign the game to fit newer rules.  Many of BioWare's own decisions (e.g. favored enemy damage can affect those immune to critical hits) were adopted in the 3.5.  Games like NWN were used by DnD to test out rule variations and thus were given some leeway in their own experimentation.

Well. Its not exactly that. The 3E was newest in that time but completely different than 2E. While 4E is something completely different than 3E. I said that the 3.5 edition is a official patch for the version of 3.0. Of course Bioware cant be expected to redesign game to fit newer rules I only wanted to point out that the 3.0 rules had several broken concepts in them which were later revisited in a updated version, which is something that NWN folks in general dont know as the rules in game are hidden there and everything is done automatically.

ShaDoOoW wrote...
Its a player choice if anything, for you as a builder it is unresponsible that you are intentionally ignoring this patch and doesnt upgrade&fix what you dislike if it bothers you SO MUCH.

So a module should be balanced in the case that players teleport to any area (PRC)? No, the burden lies on the other side.  Modules are not responsible for listing each and every way an override (much less a core resource change) can affect them.  The best way to play a module with the balance it was designed for is to play it vanilla 1.69 with the addition of any haks the module offers.

You missed my point. PRC is a mod and a player is teched what might happen if he uses in a module. CP is however a patch and peoples are using it that way. It was intented to become a standard and given how many downloads it has its safe to assume that its broadly used by players. If you as a builder intentionally ignore this patch because you dont like its author or you dont like few changes in it, why do you blame this project yet for a fact it changes game mechanics in your single player module?':sick:'
               
               

               
            

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #92 on: January 31, 2014, 08:42:54 pm »


               

Squatting Monk wrote...

Can you link me to some of the FAQs and discussions you're talking about? If there's an official clarification from WotC, that's what I'd most prefer to read, but I wasn't able to find anything relevant in their archives and Google hasn't been helpful.

I went back in manuals and found out that it is not written anywhere directly. So I was driveling.

But in Main DnD FAQ manual (http://www.wizards.c...AQv06272003.zip) you can read this:

Since an empowered spell affects half again as many
targets as its normal version, why doesn’t a 5th-level
wizard’s empowered magic missile fire off more than three
missiles?
Because the Empower Spell feat increases a spell’s variable,
numeric effects. In the case of magic missile, that’s the spell’s
damage, not the number of missiles. A spell such as sleep, on
the other hand, truly affects a variable number of targets: 2d4
HD worth of creatures. An empowered sleep spell affects 2d4
times 1.5 HD worth of creatures.

Im quite sure this wont be an answer for those who want to believe that empower affect also a "per level" bonus to damage, but after reading tons of discussions on this subject Im absolutely sure it shouldnt affect it. Its just not logical, if it worked this way then a sixth level wizard would deal 60damage by maximized fireball. The "1d4+1" itself is a variable, numeric value, the 1 missile per 3 levels, +1damage per level IS NOT.

It doesnt matter anyway, I decided not to change this so I only united two different calculations to one, the latest one whether its correct or not.
               
               

               
            

Legacy_MagicalMaster

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A few questions for the experienced NWN players :)
« Reply #93 on: February 01, 2014, 01:24:00 am »


               
Quote
ShaDoOoW wrote...

That doesnt even matter, you dont understand, what I mean is that your change would have reversed impact on gameplay, few spells would did more damage and in global scale it would increased the damage output. Which, if I did, you maybe wouldnt be blaming there now but someone else did instead of you because it doesnt suit him in his view of nwn.

Or you could have, I don't know, NOT CHANGED ANYTHING?

Which is what I've REPEATEDLY stated?

Quote
ShaDoOoW wrote...

So, you dont like ten of the thousand changes/fixes in patch? Thats definitely a reason why don't use it, LOL. I love that.

Let's view this another way.  Imagine your patch fixed 10,000 issues and also removed the cleric class from the game.  That ONE change would be FAR FAR FAR more than enough reason to not use the patch.  And changing Empower Spell is changing one of the two more IMPORTANT feats for a caster.  It's a big deal.

In other words, it's not the number changes I don't like, it's WHAT was changed.

Quote
ShaDoOoW wrote...

Why some spells are 1d6+1-20 and some 1d6-10d6? Again, I dont know I havent designed the spells, but the metamagic rules are designed well. Its not a case for all spells but those you are pointing to be less powerfull, making no sense are very often non existand in DnD or having different effects in DnD. But metamagic has additional role, doesnt it? It allows to cast a lesser spell on higher spell slot which is a must for any pure caster.

No, they AREN'T designed well.  For example, a level 10 wizard will do 15d6 damage with an Empowered Fireball but he'll do 10d6 with Firebrand.  That's not good design.

An Empowered Magic Missile will deal (2.5 + 1)*1.5 = 5.25 damage while a Maximized Magic Missile will only deal 5 damage.  That's not good design.

An Empowered Firebrand will do 22.5d6 damage while a Delayed Blast Fireball will only do 20d6.  That's not good design (and if the caster is level 15 the Firebrand will STILL do 22.5d6 while the DBF does 15d6 -- that's not good design either).

The whole system is riddled with flaws and stupidity and making the problem WORSE is not the answer.  Leave it alone and let individual people fix it and if you can't handle that then, again, don't make things WORSE.  Don't add additional stupidity.  Remove stupidity by fixing Maximize Spell.

Quote
ShaDoOoW wrote...

But you know better and instead of change those things in your module you rather wont use it at all. I believe its actually not about the changes but about who is proposing them.

Bioware can dictate changes by fiat.  You can't.  Not only that, but what nerf did Bioware do in 1.69 that didn't make sense?  Perhaps I'm not thinking of something but you've have to give an example of how Bioware made things WORSE with their nerf (and I'm talking about the general situation because by definition a nerf is making SOMETHING worse).

If you were the admin of a specific PW that I played on and changed Empower I'd argue against it but ultimately I'd either accept it or leave because it's something specific to that PW.  You're trying to push a change like this on EVERYONE and, worse, PROMOTING it as some sort of community approved standard.

Quote
ShaDoOoW wrote...

The fact that some spells particulary spell mantle, when empowered overcome the higher version of the spell is a bug.

No, it is NOT.  Empowered Fireball > Firebrand for up to 5 levels.  Empowered Firebrand > DBF for ALL levels.  Maximized Lightning Bolt/Scintillating Sphere > Chain Lightning as long as you hit two targets.

The fact that an Empowered Spell Mantle > Greater Spell Mantle is a FEATURE -- a bonus for HAVING Empower Spell.

If you want to say this feature is a bad idea, that's a valid opinion and you can argue for that -- but it's a fundamental balance change to alter that and NOT something that should go in a "patch."  And it's CERTAINLY not something you "fix" for only SOME spells -- even after your change a level 10 wizard will do 50% more damage with an Empowered Fireball as opposed to a standard Firebrand.

Quote
ShaDoOoW wrote...

If one half of the nwn is using feets for a distance and the other half which was added in HotU expansion is using the meters, is unification of all instances where this is used to meters wrong?

Except this is, y'know, FACTUALLY WRONG.

Combust, for example, does 2d6 + caster level and THEN multiplies everything by 1.5.  It was added in HotU.

Perhaps you could point to all of these HotU added spells which act in this new fashion?  I'm looking through the spells added in HotU specifically (which weren't included in SoU) and offhand Combust is the only one that MIGHT be affected -- and it uses the "OLD" formula like the original did.

Quote
ShaDoOoW wrote...

No spell in DnD would have 1d8+8 bonus which breaks the balance between empower/maximize. So if I actually fixed the empower calculation the main problem would be back again and it would have to be needed to solve this on an individual spell basic which would be treated badly again and caused disgust of even more peoples

Oh really?  Cure Light Wounds is 1d8 + 5.  Moderate 2d8 + 10.  Serious 3d8 + 15.  Critical 4d8 + 20.

Or how about the Cure Light Wounds, Mass?  That's 1d8 + 25!  TWENTY-FIVE!

You're wrong about how the HotU added spells like Combust work.  You're wrong about how DnD wouldn't have spells that are similar.

Quote
ShaDoOoW wrote...

- It is not normal that spell altered by empower metamagic does more than the higher version of that spell. (Spell mantle/Greater spell mantle - check the nwn wiki) - which is what CP also fixed.

It is absolutely normal as I demonstrated above.  And what makes this REALLY hilarious is that you just pointed out how BIOWARE is the one who made Spell Mantle.  It is actually MORE common for an empowered spell to be better than a higher level version than not because MOST spells do something like level * d6.

Quote
ShaDoOoW wrote...

Nobody ever plays 3.0 anymore its almost broken. But 3.5 is soo nerfed down and balanced to low magic that there is almost nobody in NWN community who would even thought of it.

I'll give you a hint: 3.0 is broken because of stuff like Harm dealing ALL of your HP except 1d4 or Heal doing ALL of your HP.  It's not because Empower Spell always gives +50% bonus for two spell levels higher.

Quote
ShaDoOoW wrote...

Ive
read it and doesnt see how this changes anything. Youve said "IF it should be done, then it should be this way", Im saying that "if it was that way it would be clear and big balance change while what I did in CP isn't in my opinion".

No, I said "NOTHING SHOULD HAVE BEEN DONE."  I even repeated that TWICE.  In two different paragraphs.

And what kind of insane "logic" is this?  Nerfing the damage of an Empowered Finger of Death by 27% making Empower Spell only give it a 10% bonus instead of 50% ISN'T a balance change but making Maximized Finger of Death do 56% more damage IS a balance change?

Quote
ShaDoOoW wrote...

Your argument about CP changing a balance in your module is weird. That is also true for Tony K AI or perhaps PRC which player can install into your mod. Its a player choice if anything, for you as a builder it is unresponsible that you are intentionally ignoring this patch and doesnt upgrade&fix what you dislike if it bothers you SO MUCH.

People install Tony K AI KNOWING it will change their game balance.  People install PRC KNOWING it will change their game balance.  That is the whole REASON to install these things.

But people install something called a "Community Patch" because they think it will fix bugs, not change game balance.

Quote
ShaDoOoW wrote...

But really, you are soo angry because of changes that you wouldn't even notice if they weren't described. You said huge game mechanic change while the actual difference is spottable merely only in three spells FoD, Healing sting and Spell Mantle. Difference in other spells is so small that it is is insignificant (except ability buffs where the new minimum of 2 points might matter but thats also wanted effect by majority of the builders imo). Messing battletide and hellball? How that can screw your mod? I doesnt understand that.


Ignoring cantrips...

Sorcerer/Wizard
Combust
Negative Energy Burst
Evard's
Lesser Spell Mantle
Finger of Death
Spell Mantle

Cleric
HEALING DOMAIN POWER
Cure Light Wounds
Inflict Light Wounds
Cure Moderate Wounds
Inflict Moderate Wounds
Cure Serious Wounds
Inflict Serious Sounds
Cure Critical Wounds
Inflict Critical Wounds
Healing Circle
Circle of Doom

Druid
All Cure/Inflict Wound Spells as mentioned (8 total)
Healing Sting
Healing Circle

And I am specifically thinking of situations where you need to damage something with Negative Energy as a Sorcerer/Wizard and thus you use (Empowered) Negative Energy Burst and Finger of Death.  Along with lower level clerics/druids, especially clerics with Healing domain.

"Difference in other spells is so small that it is is insignificant (except ability buffs where the new minimum of 2 points might matter but thats also wanted effect by majority of the builders imo)"

If it is insignificant and making Empowered Finger of Death do 50% more damage along with Empowered Delayed Blast Fireball ALSO doing 50% is consistent, WHY CHANGE IT?

And what in the world are you basing your "minimum of 2 points is wanted by majority of builders" on?  If anything I usually see the ability buffs changed to ALWAYS give 4 points.

And no, those specifically won't have much effect in Siege.  The Firestorm fix will make a big difference and caster clerics/druids will be underpowered but that is technically a bug fix that clearly was a mistake in the code (you can tell by looking at the code itself).  But...what else is possibly changed?  I don't know.  Once you start changing things in the name of balance rather than clear bugs who knows what could get messed up?  I'd have to try to pore through every change to every ability and see if you changed some AI routines just to make sure nothing you did messed my module up!

If I didn't see those blatant balance changes I'd be less worried -- but you started down a path, I don't know where it leads, and I don't want players to suffer for it.

Quote
WhiZard wrote...

So a module should be balanced in the case that players teleport to any area (PRC)? No, the burden lies on the other side.  Modules are not responsible for listing each and every way an override (much less a core resource change) can affect them.  The best way to play a module with the balance it was designed for is to play it vanilla 1.69 with the addition of any haks the module offers.

This.  Absolutely this.  This so, so, so much.

Quote
ShaDoOoW wrote...

You missed my point. PRC is a mod and a player is teched what might happen if he uses in a module. CP is however a patch and peoples are using it that way. It was intented to become a standard and given how many downloads it has its safe to assume that its broadly used by players. If you as a builder intentionally ignore this patch because you dont like its author or you dont like few changes in it, why do you blame this project yet for a fact it changes game mechanics in your single player module?{smilie}

For the same reason I intentionally ignore Tony K's AI.  UNLESS I specifically design the module to use it -- in which case I'd say "You're expected to use Tony K's AI in this module."

And I don't think ANYONE dislikes you, ShaDoOoW.  None of us despise you personally or something.  We don't like how you've changed what APPEARS to be a standard bug-fix patch into something also affects balance and we REALLY don't like how you're then PROMOTING that as a "community" ideal -- but we just think you're very misguided and making poor choices, not that you're a malicious bastard or something.

Quote
ShaDoOoW wrote...

Im quite sure this wont be an answer for those who want to believe that empower affect also a "per level" bonus to damage, but after reading tons of discussions on this subject Im absolutely sure it shouldnt affect it. Its just not logical, if it worked this way then a sixth level wizard would deal 60damage by maximized fireball

The reason it doesn't affect the number of missiles is because then it would double dip.  50% more damage per missile AND 50% more missiles = 125% more damage for Empowering, which is clearly wrong.

Or to rephrase it: Fireball written as 3.5 damage per level with a 50% bonus for Empowered and 71% bonus for Maximized would have the EXACT same average damage as using d6 per level -- it would simply eliminate the randomness.  In such a case, though, it SHOULD still get the 50% bonus from Empowered.

On the flip side, if Sleep affected 5 HD rather than 2d4 HD then allowing it to be Empowered to affect 7.5 HD would be perfectly fine.
               
               

               


                     Modifié par MagicalMaster, 01 février 2014 - 01:25 .
                     
                  


            

Legacy_Shadooow

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A few questions for the experienced NWN players :)
« Reply #94 on: February 01, 2014, 02:08:07 am »


               I stopped reading after a third paragraph. You are writing nonsenses, I tried to explain but you just don't understand. Its over and over again and you are still counterargumenting with something you misunderstood. I write everything three times, but won't bother for fourth. You see something that isn't there and you starting to be really mad from it. Its clearly seen in your latest responses. If you really believe all this you wrote then I start to think you are out of your mind.
               
               

               
            

Legacy_MagicalMaster

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« Reply #95 on: February 01, 2014, 02:14:09 am »


               What part is nonsense?

And what am I misunderstanding?
               
               

               
            

Legacy_Shadooow

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« Reply #96 on: February 01, 2014, 03:12:50 am »


               Before I close this discussion/flame, I have a one rhetorical question that should further prove my point about what should be empowered.

Lets say there is a spell that deals only a 1damage per level maximum of 40 (not a fiction, there are spells like that in DnD rules). Would it be allowed to empower such spell? And Maximized?
               
               

               


                     Modifié par ShaDoOoW, 01 février 2014 - 03:13 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #97 on: February 01, 2014, 03:42:33 am »


               

ShaDoOoW wrote...

Before I close this discussion/flame

Why the attitude?  Maybe it's a language barrier thing but to native English speakers that is INCREDIBLY arrogant.  That makes it sound like YOU are in charge of discussion in this thread, like we're at your beck and call or something.

You might also note that at least two others are involved in this discussion (Squatting Monk and Whizard).  Is your intention to be dismissive to them too?

ShaDoOoW wrote...

Lets say there is a spell that deals only a 1damage per level maximum of 40 (not a fiction, there are spells like that in DnD rules). Would it be allowed to empower such spell? And Maximized?

First and foremost, if it is allowed to be Empowered/Maximized, a community patch should not change that.  Likewise, if it is NOT allowed to be Empowered/Maximized, a community patch should not change that either.

That said...

Under default rules it would not be allowed to be Empowered or Maximized.

However, if we shift to what makes sense design wise, then yes, it SHOULD be allowed if it is intended to be a damaging spell.  It's functionally equivalent to a spell that deals 1d3 per 2 caster levels.

The point of Empower Spell is to be able to cast a spell at two spell levels higher with greater effect.  The point of Maximize Spell is to be able to cast a spell at three spell levels higher with greater effect.  Whether or not there's actually dice involved in a PARTICULAR spell is irrelevant and secondary to the intended functionality of the feats.
               
               

               


                     Modifié par MagicalMaster, 01 février 2014 - 03:43 .
                     
                  


            

Legacy_Shadooow

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« Reply #98 on: February 01, 2014, 10:20:09 am »


               

MagicalMaster wrote...

ShaDoOoW wrote...

Before I close this discussion/flame

Why the attitude?  Maybe it's a language barrier thing but to native English speakers that is INCREDIBLY arrogant.  That makes it sound like YOU are in charge of discussion in this thread, like we're at your beck and call or something.

Then it is a language barrier, im not trying to be a moderator here.

But, though it was fun from the start, its not now anymore. Its obvious that none of us will change our position and opinions. You and I have different vision of what CPP should or shouldn't do and also different view of the logic. Nothing I would say wouldn't persuaded you and I have actually nothing to add anymore. At the same time your  arguments haven't persuaded me, I found them irrelevant, incorrect and unlogical. Im not going to change anything in this regard in CPP since there is nothing broken now, despite what you are saying.

So yes I can see your point, but I believe you are completely wrong in this regard. You do think the same and none of us will step away so why to continue in arguing? If Whizard or Squatting monk wants to discuss this further I will of course.
               
               

               


                     Modifié par ShaDoOoW, 01 février 2014 - 11:33 .
                     
                  


            

Legacy_Bogdanov89

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A few questions for the experienced NWN players :)
« Reply #99 on: February 01, 2014, 11:10:14 am »


               Is there any way to quickly buy a lot of potions or first aid kits?

Buying one by one is quite annoying and takes forever '<img'>

If currently there is no such option, can it be added to the CPP?
               
               

               
            

Legacy_Shadooow

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« Reply #100 on: February 01, 2014, 11:32:28 am »


               

Bogdanov89 wrote...
If currently there is no such option, can it be added to the CPP?

NO! HOLY CRAP what were you thinking? That would be a balance change! ':lol:'

There is no feature to specify a number to buy but you can use a key shortcut of ")" character (left from enter). But first you must click on the item with a right mouse button to show the item radial. Also a number 6 on numpad should work.
               
               

               
            

Legacy_Bogdanov89

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« Reply #101 on: February 01, 2014, 12:44:24 pm »


               

ShaDoOoW wrote...

Bogdanov89 wrote...
If currently there is no such option, can it be added to the CPP?

NO! HOLY CRAP what were you thinking? That would be a balance change! ':lol:'
There is no feature to specify a number to buy but you can use a key shortcut of ")" character (left from enter). But first you must click on the item with a right mouse button to show the item radial. Also a number 6 on numpad should work.


Hehe '<img'>

Is it possible to make a potion be sold only in stacks of 5 right from the NPC's inventory?

I mean, arrows are sold in stacks of 99 - can potions and first aid kits be made to be sold in stacks of 5 (or 10)?
               
               

               
            

Legacy_Shadooow

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« Reply #102 on: February 01, 2014, 01:28:28 pm »


               

Bogdanov89 wrote...

Hehe '<img'>

Is it possible to make a potion be sold only in stacks of 5 right from the NPC's inventory?

I mean, arrows are sold in stacks of 99 - can potions and first aid kits be made to be sold in stacks of 5 (or 10)?

yes as a module builder you can do this of course
               
               

               
            

Legacy_MagicalMaster

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« Reply #103 on: February 01, 2014, 05:19:20 pm »


               

Bogdanov89 wrote...

Is there any way to quickly buy a lot of potions or first aid kits?

Buying one by one is quite annoying and takes forever '<img'>

If currently there is no such option, can it be added to the CPP?

As ShaDoOoW said, it requires the module builder to do so.  It's not something that can be done in a patch.

ShaDoOoW wrote...

But, though it was fun from the start, its not now anymore. Its obvious that none of us will change our position and opinions. You and I have different vision of what CPP should or shouldn't do and also different view of the logic.

The problem is I'm not sure you DO have a coherent vision of what the CPP should be.

Divine Favor tooltip: The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels (at least +1, to a maximum of +5).

Official DnD Description: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

Battletide tooltip: You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saving throws, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.

Official DnD Description: Can't seem to find one.

Perhaps you could explain why Battletide should be changed from unresistable "magic" damage but Divine Favor should not?

In other words: it's like you're doing a balance patch that isn't really a balance patch.  Everyone would be happy with a bug fix patch.  Some people might be interested in a balance patch.  But what's the point of a partial balance patch that only randomly does some balance changes and ignores massive other issues?

ShaDoOoW wrote...

At the same time your  arguments haven't persuaded me, I found them irrelevant, incorrect and unlogical.

Perhaps you could actually point to an example of this?

And even if you don't wish to respond, I'd still ask that you at least READ the post here which could be done in five minutes.
               
               

               


                     Modifié par MagicalMaster, 01 février 2014 - 05:19 .
                     
                  


            

Legacy_Elhanan

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« Reply #104 on: February 01, 2014, 06:09:23 pm »


               

Bogdanov89 wrote...

Is there any way to quickly buy a lot of potions or first aid kits?

Buying one by one is quite annoying and takes forever '<img'>

If currently there is no such option, can it be added to the CPP?


I highly recommend the Pretty Good Character Creator & Customizer  (ie; PGC3)  mod for stops between mod play, or to simply help build characters:

 Pretty Good Character Creator / Customizer