You are here

Enemy effects list?

9 posts / 0 new
Last post
jglvz
Enemy effects list?

I was wondering if it's possible to re-enable this function in NWN2?

In NWN1 you saw a list of effects currently active on an enemy when you right-click examined them, but it's not there in NWN2.

There's a field referring to it in nwn2player.ini:- "HideEffectListInExamine" but it doesn't seem to do anything.

Anybody know how I can restore this? It's quite handy for keeping track of what's going on in combat.

  • up
    50%
  • down
    50%
kevL's

I looked into this a long time ago and came to the conclusion it'd need to be scripted from scratch. Looking into it again after seeing your question, came to the same conclusion.

- this is the closest GUI-function i could find, but it only shows what effects are on the PC (ie. "PARTY") or on a party-member (ie. "CREATUREEXAMINE")

update="true" OnUpdate='UICollapsable_OnUpdate_UpdateEffectList("PARTY")'



Further, while you can get Examine to show effects on partymembers it won't show for non-party, but how that's done is even more obscure since its ui-element "EXAMINE_DESCRIPTION_TEXT" is left quite blank.*

 

* the ui looks hardcoded

OnAdd='UIScene_OnAdd_AddExamineScreen("EXAMINE_NAME_TEXT","EXAMINE_DESCRIPTION_TEXT","IDENTIFY_BUTTON")'

  • up
    50%
  • down
    50%
jglvz

Yeah scripting is a bit beyond me, I was hoping it would be a file somewhere that just needed a tweak. That's a pity, thanks for looking at it though :)

  • up
    50%
  • down
    50%
kevL's

am putting something together, will see how it goes ... it's going well so far. (..)

If it comes together I'll put it in the Vault, but if you're using a custom Examine screen it needs to be merged manually.

  • up
    50%
  • down
    50%
kevL's

question for anyone familiar with the ins & outs of (IG) Identify item:

There's an "Identify" button on the Examine sheet. Does anyone use this? I thought items were/are automatically identified when entering any party-member's inventory (if anyone has a high enough Lore skill), or could also be done at merchants.

So ... could the Identify button on the Examine sheet be removed without bother?

(it's accessing hardcode, along with a couple other things -- and I just want to remove them, and use my own implementation. I mean i guess i could code the Identify button myself, but atm I'd rather just get rid of it..)

  • up
    50%
  • down
    50%
kevL's
  • up
    100%
  • down
    0%
Kaldor Silverwand

That is a useful button for magic users who have the identify spell available.

Regards

--------------------------------------------

Blog: bbellina.blogspot.com

  • up
    50%
  • down
    50%
kevL's

thanks Kaldor,

I just took a look at the Identify spell ... it used to increase the recipient's Lore skill but was changed to identify a targeted item directly.

however, the spell Legend Lore still operates the old way of increasing the caster's skill. So i guess the Identify btn remains useful.

 

edit: Potions of Lore also increase skill

 

edit2: ok I get how it works: if caster has Identify memorized it casts auto on the item. Not as useful as what i thought it was: if caster has an unidentified item, and his/her Lore increases, the item needs to be dropped and re-acquired to identify it; I was thinking that the player could simply examine and click "Identify" instead.

But that doesn't work -- if Lore increases, the item still has to be passed off and re-acquired. (barring good ol' Identify.)

  • up
    50%
  • down
    50%
GCoyote

Typically, you can close the examine item window, drink the Lore potion, and re-examine the item with the increased skill. 

 

<b>"Please VOTE on the content you play."</b>

  • up
    50%
  • down
    50%