You want the link to the module Tyrants of the Moonsea? Are you serious?
Sure, re-uploaded here, just copy it into /patch/ and make sure the file's still listed in your userpatch.ini. If it's not loading, check that nwn.ini still points the PATCH path to that /patch/ folder, who knows what else got fucked.Completely empty. I have zero idea how this could have happened. One minute I'm happily (finally) working on completing TotM then the next minute, after saving then quitting the game for a while, all of a sudden the Ioun stones' VFX are back. I spent thirty minutes trying to find any trace of that file anywhere on my computer.
The only thing I can think that happened is that Steam performed one of its usual shader cache "updates" to the game and somehow dumped my /patch folder. So yeah, I need that file again, which I'll keep a copy of from now on.
I didn't know what TotM stood for. Is this - https://neverwintervault.org/project/nwn1/other/visual-effect/bigfootnz-ioun-stones-vfx - what you are having trouble with?You want the link to the module Tyrants of the Moonsea? Are you serious?
I got it working again, Gargaune.
I have two things to thank you for:
1. Providing the file and instructions again,
and
2. Rescuing me from whatever the FUCK Gahnreeil was trying to tell me to do
void main()
{
//variables
effect eVFX, eBonus, eLink, eEffect;
//from any other ioun stones
eEffect = GetFirstEffect(OBJECT_SELF);
while (GetIsEffectValid(eEffect) == TRUE)
{
if(GetEffectSpellId(eEffect) > 553 && GetEffectSpellId(eEffect) < 561)
{
RemoveEffect(OBJECT_SELF, eEffect);
}
eEffect = GetNextEffect(OBJECT_SELF);
}
//Apply new ioun stone effect
eVFX = EffectVisualEffect(500);
eBonus = EffectAbilityIncrease(ABILITY_STRENGTH, 2);
//eLink = EffectLinkEffects(eVFX, eBonus);
//ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, 3600.0);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX, OBJECT_SELF, 2.0f);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBonus, OBJECT_SELF, 3600.0);
}
void main()
{
//variables
effect eVFX, eBonus, eLink, eEffect;
//from any other ioun stones
eEffect = GetFirstEffect(OBJECT_SELF);
while (GetIsEffectValid(eEffect) == TRUE)
{
if(GetEffectSpellId(eEffect) > 553 && GetEffectSpellId(eEffect) < 561)
{
RemoveEffect(OBJECT_SELF, eEffect);
}
eEffect = GetNextEffect(OBJECT_SELF);
}
//Apply new ioun stone effect
eVFX = EffectVisualEffect(500);
eBonus = EffectAbilityIncrease(ABILITY_STRENGTH, 2);
eLink = EffectLinkEffects(eVFX, eBonus);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, 3600.0);
}
eVFX = EffectVisualEffect(500);
Edit: Actually, this brings up another question. Is there any reason NWN prevents more than one Ioun Stone's usage at a time? I believe AD&D core rules allow it; why doesn't NWN?
And maybe also to offset that enemies in the game can't disable them like they can the original Ioun Stones in tabletop rules:
Another person could try to catch or net a hovering stone to steal it or break it.
I've never tried the PRC so I can't say, might wanna ask luj1 or rogueknight333. NWN's modding architecture typically minimises conflict risks but this one looks a bit more complicated.Will the installation of PRC into NWN:EE interfere in any way with my ongoing single-player modules such as Swordflight?
... Will the installation of PRC into NWN:EE interfere in any way with my ongoing single-player modules such as Swordflight?
I don't know what the author's said about using the PRC, but I'm not sure you're gonna get a lot of mileage out of custom classes in Almraiven of all things. It's a very story-centric module leaning into an adventure game, at least the first couple of hours I got into it. Even plot-wise, you're not playing a generic "wizard", but a very specific kind of mage and the bespoke mechanics are tailored to that.The reason I want the PRC version for it is because I want to try playing a Shadowcaster, specifically the Shadow Master sub/archetype class. Just something different.
If you end up reinstalling, remember to also keep the /database/ folder, not just /saves/. Swordflight (and plenty other campaigns) saves cross-module data in the DBs.If it messes anything up I'll just uninstall/reinstall the game and restore what Swordflight needs.
You can download it ingame is what I've thought you were doing?Edit 5: I think part of the issue is the method by which I acquired the module -- through subscribing to it via Steam, which then uses "NWSync", I believe?. Maybe it's possible to move the Aielund .mods and all associated .haks and others to their "default" locations?
Yes. The only way I could find to download, specifically, the Enhanced Edition of The Aeilund Saga was by subscribing to it through Steam, which automates the download and installation process of that module. So it puts stuff in different locations than when you get a module from e.g. NWVault.You can download it ingame is what I've thought you were doing?
Correct. It's not the same.EDIT: It is not the newest version.
Although it says 'enhanced edition' in places, it can still be used with the older versions of nwn. If I make an EE specific version in the future, it will have its own separate release so this version will remain as is.
Disregard the edit. The date of upload on the NwVault is the SAME as the one that I saw ingame when I clicked Manage in the Community Mods tab. It's bound to be the same. It's the latter modules that have .haks.Correct. It's not the same.EDIT: It is not the newest version.
2 minutes/hour is the default NWN time scale. It can vary even among official modules - the OC and HotU use 2, SoU uses 6 - but the standard configuration is 2.I've noticed that The Aielund Saga's campaign setting of minutes per hour is set to only be 2.
Altering it could conceivably create problems in some modules if the author manually scripted something with delays while assuming the time scale, but I suspect it's very unlikely in the vast majority of cases, most time-of-day scripting should refer to the in-game hour or a level day/night state.The question is, since I know how to alter that setting using the Toolset, will doing so in the middle of a playthrough likely corrupt anything that you can think of?