Eradrain wrote...
How do you guys have custom spells without non-CEP haks? You need a custom talk table and 2da entries.
I'm really not interested in "We only use the CEP but we have tons of scripted stuff" style servers, nothing personal to those who are fans of that. Just not my cup of tea, I'm not a huge fan of the CEP.
Neither I, and neither am I fan of HG style custom spells/class/feats and changes.
The way the HG does it is by expanding and modifying the spells/classes/feats whether you met some conditions or not. For example no spell on HG has cap, eg. greater magic weapon can go up to +15 (or more, consider all this info as a brief example), damage spells are uncapped etc. Also if the character has an "quasiclass" the spells behave differently like having better DC, better damage etc.
The classes on HG are also heavily customized and there are so called quasiclasses - the chosen class combinations that if you met some prerequisites giving your character awesome bonuses. So if you combine wizard with Weapon Master you gain extra power to chosen spells and maybe some melee power too.
The feats and skills are also heavily modified, especially some unused feats like improved parry etc.
And there are legendary levels, 41-60,I believe the HG was first server which came with this feature, now they share their solution at vault. The HG uses NWNX for many stuff so most things there are not possible to do withing default NWN engine.
For TLK they offer for download modified dialog.tlk file (there is issue that it shows the new texts in all NWN modules, not just HG).
Im not fan of this approach, but whatever, they call it custom spells/classes.