I was always interested in new classes, feats, spells and mechanics. PRC was like a godsend to me. But it came with lot of issues too.
I used PRC in my early days of building in NWN. Those were great times, but we suffered from PRC issues and limitations and balance problems a lot.
And the more time passed the more bloated PRC become. Balance was nowhere to be found and the whole package was unusable for serious Persistent Worlds.
Ever since then I was using parts of PRC I liked with my own scripting. Recently I started over using newest features and technologies from Community Patch 1.72 and mainly nwnx_patch/nwncx_patch plugin.
WARNING! This Package requires Community Patch 1.72 (latest version) and NWNX_Patch or NWNCX_Patch plugin (latest version). Download here.
Without Community Patch 1.72, some of the Archmage feats won't work.
Without NWNX_Patch or NWNCX_Patch, you will be unable to comply minimum spell level prerequisite of new prestige classes.
While this can be easily modified to work without NWNX_Patch, this project is supposed to use the newest technologies that nwnx_patch provides and even that these technologies aren't required for the classes included, they would be essential in future thus running without NWNX_Patch is not recommended. Feel free to make NWNX-free and CPP-free version if you want - I am not going to do it.
Also, without NWNX_Patch or NWNCX_Patch, the smite good feat of Champion of Bane will not count properly.
Current version 2.8, classes included:
Favored Soul
Warlock
Acolyte of the Skin
Arcane Trickster
Archmage
Black Flame Zealot
Duelist
Eldritch Knight
Elemental Savant
Frenzied Berserker
Harper Mage
Champion of Bane
Mystic Theurge
Loremaster
Red Avenger
Red Wizard of Thay
Sacred Fist
Shining Blade of Heironeous
Stormlord
Tempest
IMPLEMENTATION NOTES:
This is not mere copy of PRC. Almost all scripts has been recoded from scratch. Therefore the whole project is easier to incorporate or take stuff from. This project is designed to use with NWNX/NWNCX + nwnx_patch/nwncx_patch and therefore doesn't aim to work properly without it. Almost nothing will work if used without NWNX/NWNCX and it is not in my plan to make it work - as that would mostly require ugly workarounds, workarounds because of which I stopped using PRC and started this project.
Also, lot of stuff works differently than in original PRC. Often because PRC had to use workarounds, but also because PRC choosed 3.0 version of the class when there is 3.5 version existing or they implemented their own custom feats/bonuses because they didn't have tools or knowhow or just better idea how to code what the feat should really do.
Significant changes in content over original PRC:
Elemental Savant - single class (not 8 versions), player chooses elemental type on first level. Feat progression changed, Stun immunity is no longer granted (pre 10 anyway). The class now works as closely to the description from Complete Arcane 3.5 DnD. Class gains additional abilities and bonuses at epic levels too.
Tempest - only 5 levels class now, doesn't provide more offhand attacks anymore (that now grants general feats instead).
Archmage - unlike original PRC, the Spell Shaping doesn't show visual effect of spell mantle on protected targets. Also Spell-Like ability works differently than in original PRC (I think).
Arcane Trickster - the Ranged Legermain feat no longer disable trap+picks locks at once. Now only one of the two will be handled. Ability is also not instant anymore and will require longer casting. The ability will also not disarm trap with DC higher than 35 without levels in Rogue class. Also, the range of feat is higher than it should be a bit as a compensation.
Harper Mage - feat list changed significantly, added brand new feat that allows to extend duration of next spell cast.
Warlock - uses vanilla spellbook GUI for learning spells and casting spells. Smaller invocation repertoaire than in original PRC, less feats too, unability to exchange invocations, inability to learn additional invocations. Lord of All Essences is passive feat.
COMPATIBILITY NOTES:
This project is not compatible with NWN:Enhanced Edition! NWN:EE doesn't support NWNCX. This project also won't work on linux server since nwnx_patch plugin for linux doesn't offer required features.
It is also not compatible or rather interchangable with original PRC. Moving from module with PRC-lite into module with original PRC (and vice-versa) will result in class and feat exchanges or loss of the class/feats completely.
This project will also negatively affect any module that uses custom classes and feats or that uses custom TLK file. If installed into such module, PRC-lite will overwrite it. Any custom classes that might have been in module originally won't be available after installing PRC-lite and in case of module using TLK file, some texts in module might be mission completely.
Not compatible with Project Q (because Q is not compatible with CEP I had to choose one and the CEP has much broader use so CEP it is).
And now the good news:
This project will work in every module just by adding hak/tlk into it - no additional steps needed. It might disable some of the original module stuff, but it will always work provided NWNCX or NWNX is used to launch game/server.
It will work in all official campaigns without any issue.
Compatible with CEP (all versions).
This project should work properly with custom spellhook scripts such as antimagic areas etc.
This project should work properly with characters that have extra properties on PC Skin and with modules that implements such systems like subraces, templates etc.
The project should work properly with custom forges and similar systems which adds itemproperties on equipments.
This project should work properly with other nwnx plugins used.
HISTORY:
UPDATE version 2.4-2.8:
+ Loremaster, Duelist, Frenzied Berserker, Red Wizard of Thay prestige classes
+ epic progression for Black Flame Zealot class
+ Lingering Damage, Two-Weapon Rend, Epic Resilience epic general feats
- lot of fixes and improvements
UPDATE version 2.1-2.4:
+ Warlock base class
+ Favored Soul base class
- lot of fixes and improvements
UPDATE version 2.0-2.0a:
- bugfixes
- compatible with CEP
UPDATE version 1.7-9:
- bugfixes
UPDATE version 1.6:
- added new classes: Acolyte of the Skin, Red Avenger, Shining Blade of Heironeous
- fixed feat uses calculation after relogging
- fixed feedback message when casting Sacred Flames or Inner Armor
- Sacred Fist unarmed damage will now calculate with bonus from Shou Disciple too
UPDATE version 1.5:
+ Sacred Fist
- corrected several description grammar/typo issues
- corected Epic Mystic Theurge description to match with actual implementation: bonus feats ever 6 levels after 10, spellcasting progres rotates odd-arcane, even-divine
- added additional requirement to the elemental savant class: any 2 metamagic feats
- debugging messages turned off by default
- added option to turn debugging off/on by typing "PRCDEBUG" into chat
- added missing support for epic divine might/shield
- casting prestige classes can now select epic spells in epic bonus feat selection
- added +5DC penalty to the Arcane Tricker's Ranged Legerdemain (as per DnD 3.5)
- improptu sneak attack will no longer works with ranged weapons used from longer distance than 15m
- improptu sneak attack will no longer works on sneak/critical immune creatures
- racial type change from elemental savant class will now work properly
UPDATE version 1.4:
+ Arcane Trickster
+ Black Flame Zealot
+ Elemental Savant
+ Stormlord
+ Tempest
UPDATE version 1.2-3:
- fixed archmage abilities after casting stored spell-like ability
UPDATE version 1.1:
- fixed spellcasting prerequisities
- spellcasting prerequisities should also properly calculate arcane/divine spellcasting level combined with any prestige class improving arcane/divine progression
- fixed archmage feats not working
- fixed Spell Power I-V feat description
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Just these classes and their class feats+spells required to implement the feats nothing more right now.
Plans are outlines here. Not sure how much time I can spare for this, I work on 3 projects and untill I release community patch 1.72 final I probably won't have time to focus on this project. Depends how much popular it will be I guess.
This is literally the thing I needed. Do you plan to make it modular, so people could use only the classes they're interested in? Like, an easy-implementation-system.
heh, how do you imagine this being modular? To disable class you just need to delete it in classes.da or set column OlayerClass to 0.
Okay, you are right sort of. I mean yes, you can just disable what you don't like in PRC but if it would be that simple then there wouldn't be a reason for this project.
PRC contains almost hundret of classes if not more, hundrets of new general feats and new spells and most of this content requires its own scripts, icon, 2da.
The less classes someone wants to use from PRC the less likely he will want to use whole PRC package with 7 haks especially when PRC requires to merge all module events etc.
And because spells are tied with feats, feats are tied with classes and because there is so much content in PRC it makes it really difficult to use only part of it.
I am not sure this can be changed. Right now it is trivial, and it is a matter of seconds to take 1 class from this package and add it into your module without using hak pack provided in this project (and I don't mind - I did the same with original PRC). But, if this project ever grows up, I can run into same issues as PRC.
So as for modularity, I can try to prepare each class in a separated folder with 2DX auto merging schemes for 2dilate, but that would require significant change in scripting - to make scripting modular, I would need to implement event-based scripting system as it is in PRC. But right now, that would involved more scripts than classes included uses right now so it doesn't seems to be worth it.
Thanks for all your work. I would love to replay some of old favorites modules with those amazing new classes :з
because nwnx_patch is fully working for client in nwncx_patch and because of the feature of module duplicate events it will work in every module without need to modify anything
But don't you still need to merge TLK files in case of modules with custom TLK?
hmm dammit you are right, hak can be used as patch-hak but tlk needs to be added to the module
maybe there is a tool that can force add hak+tlk into module?
Forcing hak and tlk into modules might not be the best idea, because they could conflict with custom TLK a mdoule uses.
My idea for a client-side version would be a dialog.tlk file from 1.72 with added TLK content from PRC Lite. Of course that would require a different HAK than the one for a module-specific version, because 2da need to refer to different string indexes, but it looks to me like it's the only way to go.
The package requires 1.72 anyway, so there's no harm in making it use a custom dialog.tlk file based on 1.72. Extra dialog.tlk lines would actually not change anything for non-PRC users, so if you'd like to you could even accomodate the Community Patch's TLK to contain these lines, but that's not necessarily a good idea, because updates to PRC Lite would then require updates of the Community Patch. A new dialog.tlk seems optimal.
You are right. Not in mood to rework this now though, recalculating tlk references is the most boring part of the work meh.
I know what you're talking about. ;) No rush, but I think it's worth doing eventually! And once again, good job with the package.
I'm intersted in this, but I can't use ;( (lacks nwnx).
Is possible to create a simplory version without nwnx need (only cpp)? :)
It is very easy to do it.
Basically, if you are fine losing some of the features like smite good level stacking with Champion of Bane (which nwn(c)x_patch handles automatically) then there is only one issue preventing correct functioning without nwnx_patch and thats the fact that it uses duplicate module events.
You can either: move content of the module event scripts inside package (70_mod_def_*) to your own scripts or, since they only calculate PnP spell level, you can discard it completely and instead of checking integer, you can check spell level in cls_pres_*.2das.
How should I use this one in OC, SoU and HoU?
It is not designed to work as override, thus you would have to modify the OC/SOU/HOTU campaigns, add the hak, tlk etc.
I really like it and then I read this: This project is not compatible with NWN: Enhanced Edition! T_T
Any chance that you can make a compatible version with EE?
unfortunately
chance 1/1000000000
Greetings. Could you please merge the prc-lite.tlk with the dialog.tlk from your patch? I'd like to use PRC Lite as PatchFile without a constand need of updating modules, plus some of the best ones have their own tlk.
That is certainly possible, but it is ton of work and won't be anytime soon. Also, this will mean I will have to maintain two versions which is what I wanted to avoid.
Anyway, unless module has its own custom TLK file you don't need to update the module with new releases. All the content is in single hak and tlk both with constant names. So once you add that hak and tlk it is done. Module gets updated automatically when you swap/overwrite hak/tlk with newer version.
The only exception is when module has its own TLK file then the TLK file needs to be merged. Wouldn't be better if I added some way of merging existing tlk with stuff from PRC Lite ? That would be much easier for me.
Yes, please, what would be just awesome! Once again many thanks for all your hard labor to make PRC more available and novice-friendly!
Thank you for all the hard work. I had a question though: how does the natural spell feat work? If I take the feat, I still don't seem to be able to cast while shifted. Neither wildshaped into druid shapes as into shifter shapes. Thanks.
Do you use NWNCX ? This is a client-side + server-side nwnx-based feature, if this is used in multiplayer it requires player to use NWNCX + nwncx_patch, if used in singleplayer well you need NWNCX + nwncx_patch for everything.
If you use this, it must be bug but I am pretty sure it used to work at some point and I must have break it. Please reply into this thread, it is more visible to me: https://forum.neverwintervault.org/t/prc-lite-and-nwncx/756
Thanks a lot Shadooow! This is perfect!
Just one question, how can I select the new Base Class at First level?
This whole project is designed around NWNCX + nwncx_patch plugin that comes with community patch 1.72.
There's still a plethora of bugs to be fixed. Should I report them or the author moved to another projects?
Because NWN:EE does not support NWNCX and because almost everyone moved to NWN:EE, modder, builders, players. I no longer work on this project and I moved to EE as well.
Treat as abandoned.
Or maybe It's me using not the stable version, but the latest development build.
I love the idea, but it breaks a few things, namely healing potions no longer work and monks do not receive their unarmed damage bonus.