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NWN Neverwinter Nights (NWN & NWN2) Modules Thread

Crispy

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You want the link to the module Tyrants of the Moonsea? Are you serious?
 

Gargaune

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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.
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.
 

Gahbreeil

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You want the link to the module Tyrants of the Moonsea? Are you serious?
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?

I was trying to be helpful Crispy, honestly. You shouldn't assume that I have overdosed on Ritalin only because I don't know what you're doing! Now, realise, that I could've explained it to you how to do it on your own yet you've opted for the easy way out.

WIS - 1. You feel weaker.
 

Crispy

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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
 

Gahbreeil

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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
Code:
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);

}

The above is Gargaune's. The below is the original.

Code:
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);

}

Gargaune , can you explain to me why simply removing
Code:
    eVFX = EffectVisualEffect(500);
wouldn't work?
 

Crispy

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Yes, the visual confirmation once you activate the stone is nice to have, especially if you decide to swap one for another.

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?
 

Gargaune

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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?

Likely a balance consideration in HotU, which first added them and purposefully scripts in that limitation, NWN came up with the Lesser Ioun Stone:
After 1372 DR, there were also lesser ioun stones that gave the same benefits as full examples of their kind, but only one lesser ioun stone could be used at a time, even if of different types.[19]
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.
 

Crispy

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Gargaune (or anyone here), basic question:

Will the installation of PRC into NWN:EE interfere in any way with my ongoing single-player modules such as Swordflight?

I ask because apparently there's a PRC-enabled version of Almraiven that I'm considering trying, as opposed to its vanilla version.
 

Gargaune

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Will the installation of PRC into NWN:EE interfere in any way with my ongoing single-player modules such as Swordflight?
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.
 

luj1

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Dont do that. If you want to play PRC, play modules which were PRC-ificied, Jaysun published a database you can access via ingame lobby (https://nwn.ee/prc). Dont manually install PRC, install PRC8 which is the stable fork

Also be wary that 70% of PRC is poorly integrated technical bloat. I contemplated a severely cut version
 

rogueknight333

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... Will the installation of PRC into NWN:EE interfere in any way with my ongoing single-player modules such as Swordflight?

Probably not, but PRC is such an overcomplicated mess I cannot be 100% certain about that.

As a general rule, any NWN custom content that just uses hakpaks should not affect anything other than the specific modules tied to those haks, but if it calls for installing any type of files other than haks, it just might have compatibility issues.

From what I understand from looking at the page for Almraiven Enhanced Edition you do not actually need to download the PRC stuff, it is just there as an option for those who want to play around with it. If you read through the comments on the module, Festerpot also makes a comment to that effect. If you just want to play Almraiven apparently all you need is the Module and Hakpak download (marked as required) and the music files (which will not hurt anything). So unless you really want to try one of the special prestige classes it might be better to not bother with anything else.
 

Crispy

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Thanks for the replies. I think what I'm going to do is to finish up my Tyrants run (I'm in the final temple chamber) then do a backup of my Swordflight saves then just go for PRC and Almraiven. If it messes anything up I'll just uninstall/reinstall the game and restore what Swordflight needs.

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.
 

Gargaune

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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.
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.

If it messes anything up I'll just uninstall/reinstall the game and restore what Swordflight needs.
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.
 

Crispy

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Started Almraiven as a (PRC) Shadowcaster with "Shadowswyft" as my race. That's sort of like a plane of Shadow-touched elf.

Very interesting and perfectly viable, afaict, but the module's not quite what I was expecting. It's very different from typical FR modules and demands a lot of attention paid to arcane minutiae, which is, admittedly, the intention of its author. Doesn't suit me.

So, I've decided instead to dive into the full Aielund Saga instead. I wish it were based in a FR area, but a bespoke campaign setting might be a nice change of pace. And, up to level 40? Damn!
 

Crispy

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Wow, the Enhanced Edition of The Aielund Saga is... impressive. So far, I've noticed it features:

- A functional day/night cycle, which is even made apparent indoors when possible, such as in the inn

- The enhanced combat animations

- Visual backpacks (cosmetic only, with certain clothing)

- Enhanced/alternate artwork for many mundane items such as certain shields, common armor, robes, cloaks, etc.

- Extra classes and spells included via its support for PRC, but they're by no means overdone and are, in fact, quite limited compared to the more aggressive offerings of full PRC

- Additional creature models such as the tiger companion of the starting town's druid, your own familar/companion, and probably lots else

I love that it starts at absolutely zero xp and you're a nobody. Going in blind into this kind of a, well, saga, is always cool.

Edit: Anyone else interested in the EE of TAS just needs to subscribe to it on Steam. As far as I can tell, it automatically installs into your Steam NWN:EE installation all of its dependencies, such as the required PRC.
 
Last edited:

Crispy

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Gargaune or rogueknight333 (or anyone else who'd care to answer):

I've noticed that The Aielund Saga's campaign setting of minutes per hour is set to only be 2. Swordflight, for example, is set to 6. So this means that, especially at low level, your spells' durations seem very short in TAS, whereas they're much more reasonable in e.g. Swordflight (and likely most other modules).

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? Please remember and bear in mind that TAS does have its own day/night cycle (which is only cosmetic afaict). I wonder if that'll get messed up, like at noon it'll be dark or something.

Thanks as always for any replies.

Edit: It doesn't appear that altering that setting has any effect on spell duration, which is the only thing I really care about. Any insight into the matter is still welcome, however.

Edit 2: I tested a new level 1 sorcerer in Aielund with it set to 6 min/hr, and his Mage Armor still only lasted two minutes. Then I tested a new level 1 sorcerer in the starting area of Swordflight Ch. 2 (which uses 6 min/hr) and, indeed, a Mage Armor lasted the full six minutes. So, clearly, there's more at play here, and it's not just something associated with the save file. I wonder if it can be corrected in Aielund at all. Could this actually be PRC-related?

Edit 3: I'm an idiot. I was actually opening Almraiven by mistake. :rage: So the issue now is how (if at all possible) to open The Aielund Saga's module in the Toolset. Investigating.

Edit 4: Okay, I figured out how to get the Toolset to attempt to open the module I want, but it shits out a bunch of errors about not finding correct .haks and so forth. I'm beginning to wonder whether this is even worth it...

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?
 
Last edited:

Gahbreeil

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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?
You can download it ingame is what I've thought you were doing?

EDIT: No, that won't help. I've downloaded Siege of Shadowdale ingame and there is no way to access the module, neither manually nor through the utility tools that I've learned to use. You're on your own until the Rohirrim arrive, dude.
 

Crispy

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You can download it ingame is what I've thought you were doing?
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.
 

Gahbreeil

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Or you can do it manually through NwVault. It hosts a 2019 version of the Enhanced Edition. https://neverwintervault.org/project/nwn1/module/aielund-saga-act-i-nature-abhors-vacuum

24614.gif
 

Crispy

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EDIT: It is not the newest version.
Correct. It's not the same.

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.

Like I said, the only way that I can see to get the true Enhanced Edition of it is through Steam.

By the way, even if I do temporarily move the .haks to where the Toolset expects them to be, there is still about a dozen CEP-related files it can't find, and I don't want to start messing around with those unless someone comes along and convinces me that it's easy to do.
 

Crispy

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The two .mod files are very slightly different in size.

Besides, the Vault version doesn't have anything past Act II, so even if I could modify it the way I wanted, I'd be cutting myself off from (possibly) ever advancing into Act III and beyond. I couldn't complete the Saga.
 

Gargaune

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I've noticed that The Aielund Saga's campaign setting of minutes per hour is set to only be 2.
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.

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?
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.

That said, I suspect altering the time scale in the middle of playthrough will have no effect, NWN bakes certain module data straight into the save file and I imagine the timescale would be part of it. You could maybe try opening up your save in GFF Editor to dig around, but I have no idea what you're looking for or if it's even there to begin with. Consider whether it's worth your time.
 

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