Author Topic: Removing rogue-only DC35 trap limitations  (Read 673 times)

Legacy_Hallucinati

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Removing rogue-only DC35 trap limitations
« on: August 11, 2010, 07:11:58 am »


               I want to make it so that assassins can detect and disarm traps over DC35. Is this possible? Is the rogue-only limitation for disarming traps hard coded into the game or is it something I can change? Also, does the same restriction apply to opening locks with a DC over 35? I have no experience whatsoever doing this kind of thing with NWN, In fact I have yet to play through the original campaign (but I have been through chapter 1 and started over due to poor multiclass choices). Forgive me if this is the wrong forum to post this kind of question.

The reason is because I find the henchmen AI utterly stupid and worthless. I have Tony K's AI installed, but I still find the henchmen painfully incapable and the impossibility of ever getting them to do what I want ruins my gaming experience. For example, in my most recent attempt I am playing through chapter one with a druid character, and since I have no way of disabling traps and opening locks, I'm stuck with a Tomi. So when I am fighting a spellcaster I become tremendously annoyed with Tomi, mainly because he insists on trying to tank the Escaped Sorcerer's 5 melee bodyguards and leaves it up to me to kill the sorcerer with my mighty and vast assortment of level 1 druid spells. The result is that Escaped Sorcerer kills us both in under 5 rounds with a barrage of fireballs (which, for some reason, he can still cast while affected by silence). The frustrating part is that this would be an easy encounter if I could just get Tomi to sneak up behind the sorcerer and attack him while I distract the melee prisoners with a grease spell. Maybe I'm just hard to please, but I'm used to the Baldur's Gate series in which I can meticulously control each party member and tell them exactly who to attack and what spell to cast.

Anyways, I'm getting off topic. The point is that I am sick of stupid henchmen and determined to solo the game with a character that can detect and disarm all traps, open all locks, and survive all encounters. I'm not at all keen on bashing, resting 15 times in every area to blow up all the locks with spells, or running through traps. I'm willing to use Daelan at the beginning since the one thing the henchman AI is semi-competent at is being a meat shield and it will be too hard to solo, but I think once I get past chapter 1 I should be able to handle things on my own. I want to be a ranger/assassin, and I think that assassins should be able to deal with traps over DC35 since search and disarm trap are among an assassin's favored skills. Is there a way to make this happen, and if so, how?

Thank you.
               
               

               


                     Modifié par Hallucinati, 11 août 2010 - 06:14 .
                     
                  


            

Legacy_Shadooow

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Removing rogue-only DC35 trap limitations
« Reply #1 on: August 11, 2010, 11:17:36 am »


               hardcoded, not applies for locks
               
               

               
            

Legacy_Hallucinati

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Removing rogue-only DC35 trap limitations
« Reply #2 on: August 11, 2010, 07:27:06 pm »


               Thanks.

I like the assassin concept but I think the class itself is a bit gimped. The DC of death attack seems too low to build a strategy around it. It's more like an occasional nifty bonus to your first sneak attack but the class would still play like a flanking combat rogue, minus a lot of skill points and useful feats. I tried to change assassins BAB progression to 4/4 by exporting the HotU classes.2da file with NWN explorer, changing the assassin's BAB table to 1, and then putting the edited .2da into a hak and putting it in my hak folder, but upon testing it I found that it did nothing at all. Any tips?

Also, does anyone have ideas for improving the assassin class without overpowering it? I'm hesitant to boost the DC of death attack so I'm just trying to boost his front line melee capabilities and give him 4 attacks.
               
               

               


                     Modifié par Hallucinati, 11 août 2010 - 09:05 .
                     
                  


            

Legacy_Melkior_King

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Removing rogue-only DC35 trap limitations
« Reply #3 on: August 12, 2010, 07:56:56 am »


               Don't put your custom classes.2da file into a hak.  If you do that, only a module which is written to use that hak file will "know" about it.  Instead, put the custom classes.2da into your override folder.

Be aware that if you do this, it will be used both for single-player and multiplayer games, which could cause problems with some servers.  You can rename the file extension temporarily to deactivate the file.
               
               

               
            

Legacy_Shadooow

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Removing rogue-only DC35 trap limitations
« Reply #4 on: August 12, 2010, 11:01:33 am »


               

Hallucinati wrote...

Also, does anyone have ideas for improving the assassin class without overpowering it? I'm hesitant to boost the DC of death attack so I'm just trying to boost his front line melee capabilities and give him 4 attacks.

Try 3.5 changes:
can't be flanked at 5
HIPS at 8
able to take AA
also death attack works differently