A patch to give real, fully-functional, in-engine spellbooks to the Harper Scout, Assassin and Blackguard!
With the development of the NWNCX patches that ShadoOow have coded, it has become possible to create new spellcasting classes. Built into NWN already are three Prestige Classes that, per D&D 3e rules, have their own spellbooks: Harper Scout, Assassin, and Blackguard. NWN used a hacky method of providing some of this flavor. Each class got a handful of spells that could be used as Spell-Like-Abilities, like the Blackguard's Contagion or the Harper's Cat's Grace.
This pack gets rid of the workaround Bioware used. It provides all three classes with their own spellbooks. I tried to stay fairly close to the Pen-and-Paper rules, but in order to make the spellbooks useful, I added a few spells to each class. The end result is that all three classes have a great range of utility added.
New for version 1.01: Updated classes.2da to support Community Patch 1.72 beta 15.
---- REQUIREMENTS ----
First, NWNCX is absolutely required. Please check the following site for more information:
http://www.neverwinternights.info/nwncx.htm
This package is an add-on to the Community Patch Project. At the time of this writing, you need at least Community Patch 1.72 beta 15:
https://neverwintervault.org/project/nwn1/other/patch/community-patch-pr...
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Wow, what a great thing. But can you now update the class descriptions please? Also Assassin still recives the improved invisibility thing upon leveling (only visually).
I was referring to the override version, which can only ever use dialog.tlk. Hence, I didn't want to edit dialog.tlk.
Frankly, the hak version was an afterthought -- but anyone who wants to use it on their server or module is welcome to it.
This will be really usefull.
We should make some custom classes. (non crappy)
Also do you know how to make cantips recover themself upon casting?
I think it's actually possible with the NWNCX_Patch.dll and a spellhook, but not with core NWN. Core NWN just doesn't give scripters that much access to spellbooks.
I did a bit of a thought experiment on giving spellcasters a way to rejuvenate spells automatically over time, sort of like a cooldown timer. It would work much better in a video game format such as NWN than the rest-based system like PnP D&D. However, I'm not sure high-level spellcasters need to be that much more powerful. Resting is a balancing mechanism, but low-level wizards and sorcerers sure are weak in a game like this.
Hey! Quickie question since I heard custom classes mentioned.
Do you happen to know if the source stuff for this could actively be used to produce completely new spellbooks, and if so would that be fine? I never understood any of the patching business, so -- a walkthrough on what I'd do to accomplish that if so would be doubly appreciated!
I have modified PRC files to work with nwncx_patch.dll. For now I left the scripted spellbook enabled so I can test how everything is working. Unfortunately some PRC features can not work with 'standard' spellbooks so palayer will have to choose which spellbook they would like to use.
Anyone interested - here is the link to our forum:
http://prc.athasreborn.com/index.php/topic,11140.msg21737.html#msg21737
Hi xwarren! I was hoping someone might do this, and lo and behold it's the PRC project lead. Good deal! :)
I've made a minor change to classes.2da on the version uploaded. It gets rid of a column that was deprecated by Community Patch 1.72 beta 15, which was redundant with the PRC anyway.
Is there any way to make these count for other prestige classes? I tried making a Rogue/Assassin/Pale Master, but it didn't seem to count.