Title | Rod of Fast Buffing |
Author | loudent |
Submitted / Updated | 11-25-2005 / 08-19-2006 |
Category | Items |
Weight | 0.5 |
Magical | Yes |
Damage | No |
Type | Magic Rod |
Properties | Unique Power |
Description | |
Designed to reduce the tedium of buffing after rest and to free up quick slots. It stores spell Id's on the rod that the user can then use to cast all stored spells as a single action. I've also included a zip with a module that players can load up to get the rod on their local vault characters. Update: it turns out that the rodfastcastmod wasn't working when you import characters into modules without importing the .erf. I've updated it to add a file for you to put into the override folder for it to work. I apologize to those that downloaded the mod and weren't able to get it working. 8/9/2006 updating the new mod file that is verified to work. 8/19/2006 - Added the Extended Rod of Fast Buffing |
VAULT NOTE - Original descriptions of the three different versions can be found below:
Rod of Fast Buffing - Item, script and readme.
Rod of Fast Buffing (Module Version) - This version has the rod in a module to simplify the process of getting the rod on a local vault character. Just load up the module with the character you want and the rod is sitting in a chest. You will have to add a few files to your override directory.
Extended Rod of Fast Buffing - This is the Extended Rod of Fast Buffing. This one allows you to target either yourself or a party member. The caster can also target the rod itself to clear out the spell list.
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Real life tedium averted. Will link to this one, too. Thanks Turkeys!
I am playing the Aielund Saga mod, but have no luck in getting this rod to work.
I followed the readme of the mod version of the file which asked me to play the rodfastcast module first in order to get the rod. In the rodfastcast module, the rod worked just fine, so i saved my character as the readme’s requirement.
After choosing the saved character to start the Aielund Saga, I find the rod in my inventory but it didn’t work.
By no working, i mean that when i cast mage armor on the rod, the game tell me the rod had stored the spell but when i using the rod, nothing happened.
The only step i didn’t follow in the readme is to Enable Tag-based scripting, which i don’t know how. But according to the nwnlexicon
“Setting your module up to use Tag Based Scripting is actually quite easy since it is turned on by default for new modules once you've installed HoTU”
i think this should no be a problem.
And before anyone asking, i did put the two files into my override file according to the readme’s instruction.
And i am not the only one who couldn’t get the rod to work here, below is a link from reddit.
https://www.reddit.com/r/neverwinternights/comments/46d2d1/nwn1_mod_chec...
Has anybody got the rod to work? I would appreciate some help.
A few things.
First, I don't know if all the Aielund modules came equipped with the x2_mod_def_load script for OnModuleLoad so you'd need to import that as an erf and then use that event. The tag-based scripting line is, by default already turned on, so you need not uncomment that as some have mentioned (unless Aielund already uses it and commented that line out for some reason). However, what the rest of the scripting that is not uncommented in that file will do within the module is anyone's guess. There may be other unanticipated conflicts with the designer's scripting.
Next, you will need to import that script erf for every one of the Aielund modules. I don't know whether there is an item check scripted when one module ends and the next begins. If there is and it does not recognize the rod as a valid item, it may not transfer with your character. Dunno if this might happen or not. Just throwing it out there as a possible "ooops". So, it may happen that you'd need to place the rod somewhere in each module.
Just prior to posting this I built a quickie module which already had the aforementioned OnModuleLoad script set up for tag-based scripting. I assume that all new modules have this file as the load event by default in the latest v1.69 version of the toolset.
It all worked just fine following the simple recipe furnished in the Readme. I laid the rod on the ground during module creation, my cleric picked it up and cast at least a half dozen or more spell buffs on it. From there on, it worked like a sequencer except the spell slot(s) get depleted upon each use. When you click the quickslot containing the item power, you get the all the spell icons briefly appear in the upper LH corner plus a list of what each slot contains on the rod running down the log. I rested and the stored slots persisted on the next use. I saved the game and then reloaded and still the stored spells persisted. So it works just fine as far as I can tell. Haven't tried to clear the spells yet but it's on my "to do" list.
I am betting that whatever module you try to import this into, it's setting up the tag-based scripting that is the most important step.
I am skeptical about using it in the OC, though, because there are no OnModuleLoad events in any of those modules and I have read that unless you specifically use tag-based scripting, there could be a conflict if some of the items use that method and others don't. Dunno how true that is but worth at least being aware that a conflict could occur.
Thanks to Loudent for taking the tedium out of the tumbleweed. All my clerics look forward to getting their very own fast cast rod.
Thanks for your reply, HipMaestro.
I figured out the reason later and posted in the forum. But i forget to post it here.
What you pointed out is right. The most important thing is to make sure that the module support the Tag-based scripting.
And the reddit link below will illustrate how to make the module support the Tag-based scripting. So, if anyone have a problem with that can give the link a try.
------------------------------------------------------
Below is the post from the forum
After spending some time reading how to enable Tag-based scripting in the lexicon, i think the reddit method is the only solution to this.
The Readme of the mod do state that it requires this option being on to be functional.
Fortunately, many new module would have this option on by default, like Swordflight.
Old modules like Aielund Saga will have to be edited with the method reddit provided.
How to make this work for the original campaign and the SOTU/HOTU?
Thank you :)
Well, and what about custom spells? I have a module and I am trying to make it work with the custom spells there. I got some problem with the default ones, but now they are ok...
But the custom ones don't wanna work in anyway. I feel frustraded.
Well, so far, Seems like it dosen't work with modules with PHB Familiars content. The version is an old one, so I am trying to take it out of the mod before anything...