Total reworking of the Warlock, including new invocations, new and reworked shapes and essences, reworked save DC for eldritch blasts, epic feats, new and reworked invocations, new prestige classes for the Warlock and more.
Version 1.02g
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- Changed Eldritch Glaive to be a Least shape instead a lesser one.
- Essences now have durations renewed on multiple casting as it should be, instead of simply no stacking.
After a bit of research I discovered that Eldritch Glaive is not a weapon but a spell. So it cannot be changed by Power attack and weapon feats. Cleave works with it however, and so does AoO.
Having discovered this, Glaive is finished. I will now start working on the missing Invocations and adding sneak attack damage to all blasts.
Version 1.02f
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- Added Cleave to Eldritch Glaive. If you have the feat you can apply its effects to the Glaive.
- Added Weapon Finesse to Eldritch Glaive. If you have it the melee touch uses dexterity instead of strength.
- Changed Eldritch Glaive to work as before, only one hit. It is more immediate and it cause less trouble. Maybe visually it was interesting but it works much better the way it is now.
Version 1.02e
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- Implemented a better version of Eldritch Glaive: now it works more as an effective attack instead of giving instantly as many hits as the BAB gives.
- Corrected all the bugs of Eldritch Glaive's attacks of opportunity, namely no more AoO if the caster is stunned, paralyzed, knockdown etc.
- Finely tuned Attacks of Opportunity routine of Eldritch Glaive to work better.
- Corrected bug with Eldritch Blast not having impact visual appears for some blasts.
- Corrected bug with Enlightened Spirits not having Death Ward and Diplomatic feats working.
Version 1.02c
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- Corrected all touch attacks: they no more take into account equipped weapons enhancements to calculate the roll. This was a bug of NWN2; if you had a +5 weapon equipped and you had a BAB of 10 the base touch attack roll (assuming 10 dex on a ranged touch) was 15 instead of 10. Now it is corrected.
Version 1.02b
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- Reworked a bit Flee the Scene to work better. Now you can query actions while you teleport; for example you can teleport and query an attack to a creature that will be executed after the teleport.
- Corrected bug on Flee the Scene that made the spell not work if one moved while teleporting.
- Better implementation of Repelling Blast.
- Small changes to shapes and essences to make them work better.
Version 1.02a
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- Corrected a bug with Eldritch Glaive and attacks of opportunity. I was a little tired yesterday and didn't notice an obvious thing. Sorry.
- Removed Eldritch Master. Sorry, but Eldritch Sculptor and Eldritch Master are too overpowered togheter, also because Eldritch Master is the Obsidian Eldritch Sculptor. I think my version is better. If you prefer Eldritch Master no problem, simply go inside feat.2da and remove the "1" on the last column of the 1958 feat. Do the same with Eldritch Sculptor (putting it to 1 this time, feat #3000).
Version 1.02
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- Added Eldritch Glaive blast shape as per DnD:
Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike Hideous Blow, you cannot combine your Eldritch Glaive with damage from a held weapon.
Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your Eldritch Glaive. These are melee touch attacks.
If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your Eldritch Glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1.
(NOTE: I cannot hook the new metamagic to appear on the metamagics list and make the users be able to select essences inside the Eldritch Glaive as you can do for other shapes because it's a thing that must be done internally; the engine doesn't recognize the new metamagic feat and the GUI (quickspell.xml) doesn't add it.
No problems at all, however. Just use the essences instead. For example, select "sickening blast" and you will find the icon "Eldritch Glaive" inside it to use. If you instead want to use the Eldritch Glaive without essences there's no problem, it's under the spells, as usual.)
- Adjourned Elritch Sculptor to work with the new shape. If you have Eldritch Sculptor you add an extra 1d6 damage for every two blast levels.
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NOTE
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This pack is an extract of the full "Base & Prestige Classes Pack" of the same author. If you are interested in other classes reworks, other new prestige classes and the full list of changes please refer to that pack here.
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GENERAL MODIFICATIONS
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- Added all Warlock Epic Feats and Invocations. To know more read the feats section.
- Fixed Warlock to have the right save DC on eldritch blasts (10 + half-level, shape level or essence level whatever is higher + Charisma modifier)
- Fixed all Invocations with the right save DC and right caster level (including Practiced Spellcaster that I added)
- Implemented point blank shot to work as DnD on eldritch blasts (giving +1 to damage if below 30 feet)
- Implemented Eldritch Glaive as per DnD:(NEW) Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike Hideous Blow, you cannot combine your Eldritch Glaive with damage from a held weapon. Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your Eldritch Glaive. These are melee touch attacks. If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your Eldritch Glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +6, and again with a base attack bonus of +1.
- Changed Hindering Blast to Repelling Blast as per DnD - Any medium or smaller creature struck by a repelling blast must make a Reflex save or be hurled 1d6x5 feet directly away from you and knocked prone by the energy of the attack.
- Draining Blast changed to Sickening Blast (-2 to skills, savings, abilities, BAB and damage rolls) on a failed fort save, as per DnD
- Frightful Blast changed to a shaken effect (-2 to skills, savings, abilities, BAB and damage rolls + frightened) on a failed will save, as per DnD
- Changed Utterdark blast to stack with itself as it should do and last 1 hour and kill enemies with as many negative levels as HDs
- Noxious Blast modified to have a nauseated effect (similar to daze), as per DnD
- Doom Shape changed to affect only enemies 20 feet around the caster as per DnD.
- Corrected bug stacking of effects with multiple rays with differents shapes/essences
- Hellrime Blast -4 to dexterity duration is now correctly 10 minutes
- The Dead walk now works as DnD. It animated 1*Caster level (max 20) of undead and put them under your control for 1 minute. You can cast it as many times you want but you cannot control more than 2*Caster Level HD of undead. Those in excess will be removed from your control.
- Flee the Scene is now a teleport spell
- Word of Changing is now an hostile polymorph spell that change creatures to 1 HD ones if failed save
- Retributive Invisibility last 1 round/level as it should
- Added Enervating Shadow Greater Invocation for Warlock
- Chilling Tentacles changed with a proper Grapple routine and it now works as DnD
- Tenacious Plague works as DnD now, it doesn't stack with itself and it's more powerful.
- Death Knell (for blood magus) changed to work more similar to Dnd: if target is near death and fails a will save the caster gets temporary hit points, 2 more strenght and 1+ caster level.
- Better implementation of Voracious Dispelling
- Better implementation of Devour Magic, now it gives temporary hit point to ANY spell removed as per description and DnD.
- Added Practiced Spellcaster as a selectable feat for the class.
For more informations on the changes read the file "Warlock changes" inside the pack.
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NEW FEATS
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Eldritch Sculptor
You control and shape your eldritch blasts like a master sculptor.
Prerequisites: Spellcraft 24 ranks, Eldritch Blast
Benefit: The power and size of all your eldritch blasts is increased. Activating this ability is part of the action to use an eldritch blast. If you use an eldritch blast or imbue it with the eldritch spear blast shape, you apply the damage of two blasts in one, at the same target. If you imbue your eldritch blast with the hideous blow shape, the damage will be increased by 1d6 for every two eldritch blast levels. If you imbue your eldritch blast with the eldritch glaive shape, the damage will be increased by 1d6 for every two eldritch blast levels. If you imbue your eldritch blast with the eldritch chain blast shape, the maximum distance between each target increases to 60 feet, the maximum number of targets you can affect double, the damage of succesive targets is not halved, and the damage is increased by 1d6 for every four eldritch blast levels. If you use an eldritch cone shape the range increase to 120 feet and the damage is increased by 1d6 for every three eldritch blast levels. If you use the eldritch doom blast shape the area of effect increases to 40 feet from you and the damage is increased by 1d6 for every three eldritch blast levels.
Furthermore you gain +2 bonus on attack rolls to hit an opponent with your eldritch blast. This is an extraordinary ability.
Lord of all Essences
You have mastered the art of enhancing your eldritch essences.
Prerequisites: Spellcraft 24 ranks, Eldritch Blast
Benefit: When you use an essence with an eldritch blast the power of the essence is increased, and the type of increase depends on the effect of the essence. If you use an essence that have a sicken effect, the effect increase in power and become a shaken effect. If you use an essence that drain levels, the level drain is doubled. If you use an essence that does damage over time, the damage is doubled, and so on. Activating this ability is part of the action to use an eldritch blast.
In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability.
Master of Elements
You have achieved mastery of the four elements -- air, earth, fire, and water.
Prerequisites: Spellcraft 24 ranks, Concentration 12 ranks. Warlock
Benefit: As a full-round action, you can summon a swarm of elder elementals of the air, earth, fire, and water subtype. The monsters serves you for a number of rounds equal to your caster level. Activating this ability requires a standard action. You can use dominate monster on elementals. This effect lasts for a number of days equal to your caster level. Activating this ability requires a standard action.
You gain energy resistance 10 to acid, cold, electricity, fire, and sonic. If you have energy resistance from the warlock class, your resistance to those two elements increases by 10. This is an extraordinary ability.
Morpheme Savant
Your words are charged with supernatural power.
Prerequisites: Spellcraft 24 ranks, Bluff 12 ranks. Warlock
Benefit: You can use power word blind, power word kill, or power word stun. Activating this ability requires a standard action.
When you use your beguiling influence invocation, the bonus granted on your Bluff, Diplomacy, and Intimidate checks is equal to double your Charisma bonus or +6, whichever is greater. Using this ability is part of the casting of the beguiling influence invocation. It is an extraordinary ability.
Paragon Visionary
Your powers of perception are beyond mortal ken.
Prerequisites: Spellcraft 24 ranks, Craft Alchemy 12 ranks. Warlock
Benefit: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing) and you receive concealment. Furthermore every creature targeted by your eldritch blast lose any form of concealment, if he has any. This is a supernatural ability.
You receive a bonus on Listen and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is a supernatural ability.
Shadow Master
You have walked the path of shadows, and now you have mastered its secrets.
Prerequisites: Spellcraft 24 ranks, Lore 12 ranks. Warlock
Benefit: You can create streaking masses of shadow around your form, providing you with a 50% miss chance against all attacks. Activating this ability requires a standard action and last 1 minute/caster level.
For every minute you pass in this shadow-form you are fully healed and all not extraordinary or supernatural hill effects are removed as if you had fully rested. This is an extraordinary ability.
Souleater Incarnate
You have mastered the fusion of invocation and incarnum.
Prerequisites: Spellcraft 24 ranks, Intimidate 12 ranks. Warlock
Benefit: By studying the unique qualities of the mysterious souleater, you have learned a variety of secret powers. When using this feat, you consume the soul of any living hostile creature that is near death within 60 feet of you. For 10 minutes following the death, you gain +10 temporary hit points, +1 bonus on attack rolls and saving throws and +1 caster level from any creature that had her soul consumed.
Furthermore for 1 minute you radiate an aura that makes it difficult for enemies within 30 feet to cast spells. Any hostile creature within 30 feet must succeed on a Concentration check (DC 10 + half your caster level + your Charisma bonus) or be unable to cast any spell. This is an extraordinary ability.
Verminlord
You have unparalleled insight into the ways of vermin.
Prerequisites: Spellcraft 24 ranks, Warlock.
Benefit: You can summon ten swarms of Gargantuan centipedes. The centipedes do 2d6 + 4 damage, have a BAB of +6 plus double your Charisma modifier and inflict poison. The attacks of any centipede swarms summoned are threated as +5 weapons to overcome damage reduction. Activating this ability requires a standard action and it last for 1 round/caster level.
When you use the tenacious plague invocation, the summoned creatures bypass damage reduction in the way listed above and the two swarms can be used one above the other. Using this ability is part of the casting of Tenacious Plage. This is an extraordinary ability.
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PRESTIGE CLASSES
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- Blood Magus:
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Death is the ultimate risk that warlocks, like all adventurers, must contend with. Some are cut down before they have a chance at true glory; others find true peace only in the afterlife; and others are brought back from death by companions with the powerful magical resources to perform such a miracle. For a rare few such individuals, this trip to the great beyond and back brings a new enlightenment— a comprehension of the body and its individual parts that transcends the understanding of those who have not experienced death and returned to tell the tale.
Class Levels: 10
BAB: Medium
Savings: Will
- Invocations per Day: At each level except 5th and 10th, a blood magus gains new invocations per day as if he had also gained a warlock level. He does not, however, gain any other benefit a warlock would have gained (such as improved energy resistance).
- Improved Caster Level: A Blood Magus adds his class level to his warlock level to determine his effective caster level (including eldritch blast level). For example, a 10th level warlock/6th-level blood magus's caster level would be effectively 16th, due to this ability, but he would not have access to dark invocations as a 16th level warlock (10th level warlock plus five invocations levels due to being a 6th level blood magus)
- Blood Component: A blood magus can add a drop of his own blood to increase his warlock caster level. Using this ability deals 1 point of blood damage to the magus every time an invocation or eldritch blast is used, but it raises the caster level or the level of shape and/or essence by 1 (so that for example a lesser shape becomes a least shape), whatever is used. Using this ability (or stop using it) is a free action. Caster level affects all level-based variables of invocations and eldritch blasts, including spell penetration checks.
- Stanch: A blood magus knows how to delay his own death until it's inevitable. Every time a blood magus is near to die, he regenerates 1 hit point per class level every round.
- Death Knell: At 3rd level and higher, a blood magus has the ability to use death knell as the spell once per day.
- Bloodseeking Blast: Beginning at 5th level, a blood magus can imbue his eldritch blast with the ability to draw blood from its targets. To use this ability, a blood magus must inflict a wound on himself; this is a free process that deals 3 points of damage to the blood magus and becomes a normal part of using an eldritch blast. A bloodseeking blast deals an extra 1d6 points of damage to each creature hit by an eldritch blast, increasing to 2d6 at level ten. Damage reduction, if the creature has any, doesn't apply to this type of damage. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to the damage.
- Thicker Than Water: At 7th level and higher, a blood magus's vital fluids are partially under his control. When a blood magus is injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus damage reduction 1/bludgeoning.
- Awaken Blood: At 8th level and higher, a blood magus can bestow momentary consciousness on an opponent's blood. If he hits a foe with a melee touch attack, the opponent's blood tries to get free of its confinement - all at once. The pressure disrupts the victim's tissues, dealing 10d10 points of damage. This ability is usable every minute, and a blood magus can reuse it immediately if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.
- Infusion: Upon reaching 9th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains total immunity to poisons and diseases.
- Bloodwalk: At 10th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself at great distances via the blood of living creatures. Once every two rounds, as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds his own, regardless of the distance separating the two, and then exit on a close distance. A blood magus must designate a target to enter and exit, as a dimension door. The blood magus must make a successful ranged touch attack to succesfully enter the creature (a missed ranged touch enable the magus to reuse the ability immediately) and, upon exit, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If the creature fails a Fortitude save (DC 10 + blood magus's class level + blood magus's Con modifier) the exiting burst will deal 10d6 damage, while on a succesful save the blood magus will exit the creature without doing any damage. The shock of the expulsion is strong both for the creature and the magus himself. Both must succeed on a Fortitude Save (DC 15) or be stunned for 1 round.
- Enlightened Spirit:
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Although the fiendish origins of the warlock's power can't be denied, he need not fully embrace the darkness. Some warlocks start down the fiendish path, then repent and turn towards the light. Such rare individuals are called enlightened spirits.
Only good-aligned warlocks can take this prestige class. Enlightened spirits lose the flexibility of knowing all invocations but instead gain specific, powerful invocations abilities to use in the fight against evil.
Class Levels: 10
BAB: Medium
High Saves: Will
- Invocations: Every even-numbered level, you gain new invocations known and an increase in caster level as if you had also gained levels in an invocation-using class to which you belonged before adding the prestige class level. If you had more than one invocation-using class before becoming an enlightened spirit, you must decide to which class to add each level for the purpose of determining caster level and invocations known.
- Aura of Courage: You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
- Aura of Menace: A righteous aura surrounds you whenever you fight. Any hostile creature within a 5-foot radius of you takes a -2 penalty on attacks, AC, and saves. A creature that has resisted the effect can't be affected again by your aura.
- Spirit Blast: You can change your eldritch blast into a spirit blast. The blast deals an extra 1 point of damage per die to undead. Your spirit blast also affects incorporeal creatures without the normal miss chance.
- Eldritch Blast: At 2nd level and every even-numbered level thereafter, the damage of your eldritch blast improves by ld6 points.
- Spirit Armor: Beginning at 2nd level, you gain a +1 sacred bonus to Armor Class. The bonus improves to +2 at 6th level and +3 at 10th level.
- Celestial Speed: At 3rd level, you gain the celestial speed ability invocation. The powers of light bear you aloft as you sprout shimmering spirit wings at your feet, enabling you to move at doubled speed. You can enable and disable this ability as a free action.
- Diplomatic: Beginning at 4th level, the influence of the light on your life begin to persuade people around you. You gain a bonus to diplomacy equal to your class level.
- Energy Resistance: At 5th level, you gain resistance 5 to any two of the following energy types: acid, cold, electricity, and fire.
- Holy Blast: At 7th level, you gain the ability to change your eldritch blast into an holy blast. The blast deals an extra 1 point of damage per die to evil outsiders. The blast also blocks the ability for evil outsiders to use conjuration and illusion spells for 1 minute per class level.
- Transform Magic: Gained at 9th level, this invocation ability allows you to deliver a targeted greater dispel magic with your touch. You or any ally within 30 feet of you can heal as many hit-points as your class level for any spell or spell-like ability dispelled from the target. You can't transform your own invocations.
- Death Ward: At 10th level, you become immune to death spells, magical death effects, energy drain, and negative energy effects as the death ward spell.
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LIST OF CHANGES
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Version 1.01
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- Removed a bug that caused epic warlock feats to not be selectable if taking many levels in prestige classes.
- Added new Grapple routine.
- Reworked Chilling Tentacles to do a real grapple and better conform with DnD.
- Reworked Tenacious plague: it no more stack with itself, do more damage and is closer to DnD now.
- Added all Warlock's epic feats and invocations.
Attachment | Size |
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![]() | 5.05 MB |
Winds of Change |
78% |
Lanterna |
78% |
Ravenloft: Dreamscape |
78.8% |
Night Howls in Nestlehaven V1.17 |
88.8% |
These Dark Days of Waiting |
93.3% |
The Cursed Land |
83.3% |
ZORK – Rediscovering the Great Underground Empire (NWN2) |
82% |
Serene |
84% |
Dark Avenger Chapter 1 |
90% |
Crimmor |
98.9% |
I've had the same thing happen to me running this as tamalu. After a bit of trial and error I've found that you can fix it by deleting the /Scripts/Spells/Include/ folder inside this mod.
I absolutely have no idea why this works. My understanding of how the game works says this shouldn't actually do anything. The folder has nothing but a few .nss files in it that are included into the other scripts in the package when they're compiled - they shouldn't actually be read by the game at all.
gui scripts compile on-the-fly. That is, if the functions in the #include are used by a gui-related script, and there is another #include in a different folder that should be accessed instead (one of those #includes being merely a backup w/ out of date functions) the engine can grab and dynamically reference the faulty #include.
there are other problems with gui-scripts that could be at play also. Defining different variables/constants but with the same integer value can cause a gui-script to fail ...
I was curious - is there any way that one could revert an altered invocation to its vanilla form? I wanted to use Word of Changing to polymorph self instead of turning the enemy into something weaker.
Otherwise, I love this mod, and can't wait to roll a blood magus in another playthrough!
i don't have this pack installed, but in general
If you look in Spells.2da, the row for Word of Changing is #843. Its "ImpactScript" is 'nw_s0_iwordchng' ...
so seach for the files
nw_s0_iwordchng.nss
nw_s0_iwordchng.ncs
in wherever you have this pack installed and change those filenames to (something like)
nw_s0_iwordchng_DISABLED.nss
nw_s0_iwordchng_DISABLED.ncs
And the WoC spellscript ought revert to default.
( if this pack uses its own Spells.2da, the row for WoC should be compared against the stock Spells.2da row -- it could have changed also )
ps. all this assumes that WoC wasn't moved to a different spells row id ...
Hey installing this and WarlockBuddy seems to not be compatible, is there any way to have both? cheers
Know that I appreciate all the work you put into this mod dude. But I was wondering if I could remove some of your variations of the invications. For example, I actually really like the original Word of Changing and I'd like it to stay the same. So is there any way for me to maybe remove specific files for specific invocations?
hi MarethyuV, i didn't make this mod (and don't use it) but
if you open Spells.2da and search for "changing" it should take you to row #843
look at the "ImpactScript" column: nw_s0_iwordchng <- that's the spellscript
then look in the Warlock Reworked for the files
nw_s0_iwordchng.nss
nw_s0_iwordchng.ncs
rename them to eg,
nw_s0_iwordchng_bk.nss
nw_s0_iwordchng_bk.ncs
and Word of Changing ought revert to its stock script ...
/just a guess
[edit] oh looks like i posted the same thing half a year ago, let me know if it works eh
[edit2]
- Word of Changing is now an hostile polymorph spell that change creatures to 1 HD ones if failed save
hm looks like it could be more complicated ...
in addition to above spellscript bypass, looks like row #843 in [WarlockReworked]Spells.2da needs to be reverted to the original. For 'convenience' here's the original row data
843 Word_of_Changing 111997 is_wordofchanging **** P vs **** 0x01 nw_s0_iwordchng **** **** **** **** **** **** 4 2 1500 major sp_eldritch_conjure sp_magic_conjure.sef **** **** **** vs_chant_lock_gi_lm vs_chant_lock_gi_lf I4 major 1000 sp_eldritch_cast.sef sp_eldritch_cast.sef **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 10 **** 1 113244 1 0 0 **** 0 **** **** **** 0 **** 0 0 0
Thanks for the reply man, I really appreciate it. However unfortunately I am not exactly the sharpest tool in the shed, and so I just have one question.
Maybe I'm just an idiot, or maybe I didn't read your reply correctly, but I have no idea where nw_s0_iwordchng.nss and nw_s0_iwordchng.ncs are supposed to be. Are these two files in the warlock reworked mod itself, or are they just in the game already or something?
oh, np. Note there's a heirarchy of directories (called repositories technically) where scripts (and resources generally) reside. Eg - /override, the installation /data folder, etc etc. Thus there can be the stock files nw_s0_iwordchng.nss and nw_s0_iwordchng.ncs that shipped with the game in the installation /data folder (that you want to revert to) and files in /override (that are the WarlockedReworked versions). Dig through the WarlockReworked directories in your /override and iirc they're in a folder called "Scripts" or "Invocations" or ... youll find em
And people say there is no hope for humanity. You are an absolute G bro, thank you.
It totally worked dude, thanks man
kk
till next time MarethyuV
Hi.
The mod makes the playing warlock quite good, but one issue I cannot find how to eliminate. Eldritch Doom seems to be not working, when I click on it on the quick spell pane it just highlights and nothing more happens.
Could you, please, tell me, what may be a reason for it and how it may be fixed? Or, at least, how I can return to the Obsidian's version of the Doom...UPD. I've found that if I change the target type to any but "self" (0x01), the targeting cursor appears and invocation works, but the character goes to the targeted point and only then cast Doom.
It seems, that the invocations' script needs the string that will allow to character be targeted, but I cnnot percieve what the string it shall be -- different self-targeted spells works differently and I don;t know which one I shall use as an example. Help, please, if you can.UPD2. For anyone who might use this shape with this mod. You shall change the field "HostileSetting" in the "spells.2da" (in Documents/game folder/Override/Mod etc.) to the 0 (non-hostile), and then -- puff! -- it works.
I've tried using Blood Magus and his 2 ablities (Blood component,Bloodseeking blasts) do nothing. Have you too runned into this problem?
UPD. It appears that spells that were supposed to be tied to those feats are missing. Well that sucks.
Is it possible to play this mod in a mod?
I am finishing the OC and wanna try a mod like Path of Evil and play a warlock again.
I've runned into a problem. I've looked into feats and spells 2da and it appears that Blood Magus 2 feats (Blood component and awakened blood) don't have a spell attached to them, like death kneel does. Did anyone try that class?