Title | The Grimoire |
Author | SSBSyrusGreycloak |
Submitted / Updated | 02-18-2004 / 06-24-2009 |
Category | Code Modifications |
Expansions | Requires Both Expansions (SoU & HotU) |
Description | |
For those who want to live on the bleeding edge, read the comments below regarding the Grim3.rar file!!! The objective of this hak is to add as many spells and items from D&D and d20 sourcetexts as possible. Currently this pack is standing at 180+ spells and 14 new cleric domains. The new version of this project is currently being hosted on google code while I am still developing it. Additional Features: Fatigue and exhaustion effects, HCR2 compatible, Optional cleric domain spell check, optional underwater casting rules. 6/17/09 Will be deleting most of the 2.25 reference info from this page as it is all out of date and will not be updated. |
7/9/2020: Google code repository was migrated to GitHub. I have addressed a few bugs in the tracker and will be updating the files here shortly, but you can get the updated haks from there.
8/18/2020: It was brought to my attention by @ImTheRealThing that the source scripts were not included. I've updated my build to make sure they are included in both a zip file so you can view the sources outside of the game if you wish, in a hak if you just want to be able to select the event scripts from the list, or in an erf file that can be imported. I'll need to update the documentation to reflect such, but if you decide to use the erf, you do NOT need to use the items, blueprints, ncs, or nss haks.
8/19/2020: Source is now compatible with NWN:EE.
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Testing module requires hak file grim2tgas, which is missing. Please correct.
P.S There is a file in 2.25a version. Please add it to the 3.0 version.
Done.
Thanks for correction!
Love this. Thanks. I tried the walls spells (i.e. wall of stone)..in your test module...but they did not work. Is anyone still working on this?
Also there are no class descriptions (i.e. Warlock)...any reason why?
Hi Syrus....can you please contact me...I am interested in using this...but I need NSS to do so
Thanks Syrus. I will look at it. I hope it also has the updated NSS
Missing gr_wall_hb, gr_wall_splcast, gr_wall_onused Wall of **** placeable scripts.
Daijin
What a buggy mess. I set this up after playing thru the OC with PRC with a wizard only to find out like 80% of the spells included in are insanely bugged or if not totally broken. Plus none of the feats for wizards in it worked, and it lags the game a ton. So for my next mod I just wanted a simpler lightweight pack of spells. Was hoping this is it... But no, like PRC it modifies a ton of unnecceesary 2das, breaking compability with everything else, and its mega buggy to the point of being completely non functional, even for someone who is pretty knowledable about the toolset and how to create custom spells.
It completely breaks all spellcasting. The spells cast, animations appear, such as fireball going towards an enemy, than nothing happens. Tried recompiling your scripts but they don't compile because of a ton of errors about your domain files. Not even interested in domains, just wanted a simple package with some extra spells for a wizard, this certainly isn't it.
And missing tons of files, the various wall spells for example, the scripts attached to the placeables, the models themselves, the tlk has no references to the placeables so you can't even fix it if you tried.
I tried extracing the individual spell scripts and setting them up manually since I dont know what you did to completely break spellcasting. Tried a dozen other spells, they either didn't work at all, or were insanely buggy. Plus the whole thing itself does not work at all by default since it's missing tons of core elements. I got it to partially work by merging in the grimoire2 spells than overwriting with the new 3/3.1 (I call it 3.1 since 3.0 is old too and you didnt even bother giving a version number for your new 2020 release)
Judging by the older "tested spells" and comments you made, you don't really even expect most of them to work.. And yea i can tell, you.. Yep, mission accomplished. Ugh. Who wants a bunch of broken spells? Why not a quality over quantity approach...
Also really don't like what you did to a ton of the original spells. It's one thing to change original spells to match pnp, especially fine if you mention that (You have literally zero readable documentation here, the linked files are anciet and said nothing to begin with)
EG: Missile storm lesser/greater, you added ranged touch attacks to each one, so they MASSIVELY spam your combat log, and guess what don't even work in big fights aanyways as your scripting causes errorr : too many instructions.
Plus the change makes zero sense because they don't have a ranged touch attack in any version of PNP. They are iconic spells that are based on magic missle, which like its entire main feature is that it can never miss. All your calculations for ranged touches/spell DC were also wrong. All my spells were just stuck at DC19, (on an epic lvl26 wizard with 40+ INT)
Shame too, because some of the spells are pretty cool. So i spent a ton more time figuring out how to get them to work, dug up the rollovaults ftps version 2, which actually has some working stuff.. And yea version 2 has a bunch that actually work.
. But it's a ton of work though because of how you set it all up and the complete lack of documentation. I found some basic instructions on the fandom wiki, but they are severely out of date and seem wrong (and you don't link that here at all to be helpful). Since the spells that actually work, don't require the hardcore framework the install instructiosn mention (and having to change/merge every sincle modules script just to have a few fun customs spells is entirely too tedious, dumb and wastefully poor design).
For those interested, the ones I found that worked are wall of ice, wall of iron and wall of stone from version 2. Ton of work to get them to work, and they were still very buggy. But fun once I fixed the bugs on them.
Dimension door worked too. Not really much variety to it, just lets you teleport to a spot you can see, but still better and less bugged than the PRC version of it. Disintegrate sort of worked, but with a completely broken ranged touch calc and spell DC, it was useless. As is any spell with a save.
Perhaps V3 worked to some degree on the original game, it certainly still doesn't on enhanced edition.
And for those interested in the old version that at least has some working spells, here is the rolovault ftp link:
ftp://neverwintervault.org/rolovault/projects/nwn1/hakpaks/5297/
Grab grim2.rar
Fixeds all the compilation errors and recompiled some spells, and they still don't work at all. The few I severely modified to get to work still are bugged as the biggest issue is the spell DCs are never calculated right, just cast at either a fixed DC19 or worse just 10 + spell level.
Dunno how you broke everything so badly in this version, grimoire 2 i got better luck trying a bunch more and recompiling, ~50% work with only minor bugs. The other 50% work to some degree but heavily bugged. The broken spell DC issue is present for some in it too, but managed to fix a few by replacing your GRGetSpellSaveDC with GetSpellSaveDC()
Hey Syrus
Your tlk file lines don't show your class "descriptions". Could you update your tlk file please. Please take a look at your classes 2da (warlock and dragon disciples) see the tlk lines and compare