Author Topic: A Jax of all trades.  (Read 615 times)

Legacy_Master Jax

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A Jax of all trades.
« on: October 10, 2011, 06:27:17 am »


               As usual, I'm back to ask an unusual thing.

My first and only character (yes, he's the guy I've been developing since I first played this game many many years ago) is a Wizard/Paladin/Druid. -But Master Jax, why would you choose such a combo when there are more badass multi-class options out there?- you will surely wonder. Well, because it gives me the broadest plot possibilities in modules. Most deal with exclusive quests or abilities, and since the skills of the rogue may be used by any class, I chose the other classes that open more conversation or sidequest options.

Anyway, since I can go only so far in levels in order to squeeze as much as I can from such a mixture, I never have gotten around to checking the higher level spells or abilities of two of my current classes, so I played around with LETO in order to give my character some of that sweet stuff. However, I cannot use divine spells, or bardic songs, or barbarian rages and so on.

So, I'm wondering if there is a way for a character to actually be able to use other classes spells as if they were their own, not contained in items, which is fairly easy to accomplish, but somehow embedded onto the characters themselves,maybe as a skin, or through scripts, or whatever...

And no, I won't create a new character just to try out such things easily. My Fëanor Maeglin and I have a special relationship that goes well beyond the physical. <3>

               
            

Legacy_Eradrain

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A Jax of all trades.
« Reply #1 on: October 10, 2011, 08:32:24 am »


               I imagine it's probably quite possible to create a creature skin with class-specific feats and then equip it.  Not sure about that, but it's easy enough to check in the toolset and see what sort of properties are available.

If class-specific stuff isn't available for Creature Skins, you can download Ben Harrison's expanded item properties, and add it to whatever module you plan on playing.  That should unlock stuff for you.
               
               

               
            

Legacy_Shadooow

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« Reply #2 on: October 10, 2011, 11:50:07 am »


               

Eradrain wrote...

I imagine it's probably quite possible to create a creature skin with class-specific feats and then equip it.  Not sure about that, but it's easy enough to check in the toolset and see what sort of properties are available.

If class-specific stuff isn't available for Creature Skins, you can download Ben Harrison's expanded item properties, and add it to whatever module you plan on playing.  That should unlock stuff for you.

no thats not enough, class related feats are "locked" for the classes as they only show in that class radial menu, since he dont have that class he wont see them in there. In order to do that one must modify one class he have to be able to show every class feat in its radial menu as well, this is done in cls_feat_*.2da
               
               

               
            

Legacy_Eradrain

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« Reply #3 on: October 11, 2011, 12:39:54 am »


               Righto, my mistake.
               
               

               
            

Legacy_Master Jax

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« Reply #4 on: October 11, 2011, 06:42:33 pm »


               That's not exactly what I meant... see, it seems you can't have more than three spell types per character, I even fear such is hard-coded. I wasn't thinking about feats, but spells, spell-ypes to be a little more precise. Since I have a Paladin/Wizard/Druid, the spellbook only shows the gained spells for such, but I would like to know if there is a way for me to have the spelltypes available to bards, or clerics, etc. ALONG with the ones I already have; I'm not talking about just BEING able to cast such spells, but about being able to organize and select them from the spellbook.
               
               

               
            

Legacy_SHOVA

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« Reply #5 on: October 11, 2011, 06:54:38 pm »


               edit the spells2da and make all spells castable by whatever class you want.
               
               

               
            

Legacy_Master Jax

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« Reply #6 on: October 12, 2011, 05:50:02 pm »


               And this would make all the spelltypes available in my spellbook? I never thought it was that simple!
               
               

               
            

Legacy_Shadooow

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« Reply #7 on: October 12, 2011, 05:54:48 pm »


               

Master Jax wrote...

And this would make all the spelltypes available in my spellbook? I never thought it was that simple!

no its not actually more than 255 spells in each spellbook crashes game
               
               

               
            

Legacy_Master Jax

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« Reply #8 on: October 13, 2011, 06:01:30 am »


               aww... so no joy?
               
               

               
            

Legacy_Alex Warren

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« Reply #9 on: October 14, 2011, 05:06:11 pm »


               

ShaDoOoW wrote...

Master Jax wrote...

And this would make all the spelltypes available in my spellbook? I never thought it was that simple!

no its not actually more than 255 spells in each spellbook crashes game


Did anyone actually tested that? In theory with PRC Pack a Wizard can have over 400 spells in his spellbook. I'm not 100% sure but I think I had a character like that (I was testing PRC spells '<img'>).

Hmmm...  Clerics have 261 (without corrupt/santified) spells in a spellbook  ':huh:'.
               
               

               


                     Modifié par Alex Warren, 14 octobre 2011 - 04:06 .
                     
                  


            

Legacy_Shadooow

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« Reply #10 on: October 14, 2011, 05:23:24 pm »


               Well last time I get this issue it was before 1.69 with older PRC version without this alignment and drug spellcrap so not really...

You should know it '<img'>
               
               

               
            

Legacy_Master Jax

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« Reply #11 on: October 15, 2011, 06:56:40 am »


               So... you think it might actually work? Just by altering the spells.2da? Just making sure I'm getting it right before I do any tweaks...
               
               

               
            

Legacy_Shadooow

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« Reply #12 on: October 15, 2011, 12:01:56 pm »


               

Master Jax wrote...

So... you think it might actually work? Just by altering the spells.2da? Just making sure I'm getting it right before I do any tweaks...

I never said its not possible. It is but you have to make it smarter:
You need to have arcane and divine character like wiz/cleric or wiz/druid. Then you need to edit spells.2da and allow druid/cleric/wizard to cast cleric/druid-only spells, paladin-only spells and ranger-only spells. This way you shouldnt hit 255 limit at all.

You can also edit cls_psgn_*.2da and allow to have all spell levels at level 1 of that class.

Then you need to edit cls_feat_*.2da of your main class and put there every class-related feats like barbarian rages, bard song, curse song, divine might, divine shield, turn undead, harper feats, PDK feats, WM feats, rogue feats and all others you need and give them since lvl 1.

I think the best way is to make a Wizard/Druid/anything as that will allow you to have animal companion without need to modify 2da and animap empathy skill.

Maybe it would be easier to play game as dungeon master... That will give you all these possibilities with instant kill, gold cheating, XP cheating.
               
               

               
            

Legacy_Master Jax

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« Reply #13 on: October 16, 2011, 07:47:45 am »


               I am very interested in what you've posted ShaDoOoW, specially this dungeon master mode you speak of. However, I have no idea how that would work. How do you go into DM mode, and, does it change any other aspect of gameplay? I mean, I would like only to have all spells and feats functioning correctly, but not at the expense of other things. I really don't need the instant kill, gold or XP cheating, and I'm sure these are merely options in DM mode, but, are there any other significant changes that somehow diminish the gaming experience? Would all this work in DM mode without having to alter the .2da files? Thanks in advance for any further info you may share!
               
               

               
            

Legacy_Shadooow

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« Reply #14 on: October 16, 2011, 08:33:17 am »


               In order to be able to log in as a Dungeon Master, you must start the module you want to play as a server via nwserver.exe and then set up Dungeon Master password.

Then you run nwn.exe and choose DM Client, then you go into multiplayer, other multiplayer and find your server and join into it. Then youll see.