Feat implementation by the game engine
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Feat implementation by the game engine
Kaedrin,
I have a few questions regarding how NWN2 implements simple feats like barbarian damage reduction or weapon proficiencies. How does the game know to assign the feats to your character while playing?
For example, according to the cls_feat_barb.2da file, barbarians get damage reduction at level 7 for free. The cls_feat file refers to feat.2da and there are a lot of feat parameters (GUI icon, requirements, successor, etc.) but none that look like they assign DR 1/- to your barbarian in-game.
1) Does the FEAT_DAMAGE_REDUCTION entry under the column "Constant" show up somewhere in a script file?
2) Which script file is it?
3) Could I change the script to be DR 2/- and rename applicable fields for use as a new feat?
Sorry if this has been answered, a lot of google searching leads to dead links from the Bioware NWN2 Forums. For new guys like me, losing that forum was like the Library of Alexandria burning down
Thanks for your contributions to the community!
I have a few questions regarding how NWN2 implements simple feats like barbarian damage reduction or weapon proficiencies. How does the game know to assign the feats to your character while playing?
For example, according to the cls_feat_barb.2da file, barbarians get damage reduction at level 7 for free. The cls_feat file refers to feat.2da and there are a lot of feat parameters (GUI icon, requirements, successor, etc.) but none that look like they assign DR 1/- to your barbarian in-game.
1) Does the FEAT_DAMAGE_REDUCTION entry under the column "Constant" show up somewhere in a script file?
2) Which script file is it?
3) Could I change the script to be DR 2/- and rename applicable fields for use as a new feat?
Sorry if this has been answered, a lot of google searching leads to dead links from the Bioware NWN2 Forums. For new guys like me, losing that forum was like the Library of Alexandria burning down
Thanks for your contributions to the community!
ChemDog- Posts : 2
Join date : 2011-07-23
Re: Feat implementation by the game engine
If a feat does something and it doesn't have a script attached to it, it's most likely hardcoded. Meaning it's handled inside the executable, instead of through an external script. It also means modders can't touch it. There are exceptions to this; a feat could just do nothing but be present on your character sheet and another script that fires could check for its presence.ChemDog wrote:I have a few questions regarding how NWN2 implements simple feats like barbarian damage reduction or weapon proficiencies. How does the game know to assign the feats to your character while playing?
That said as far as I know the barbarian's damage reduction is hardcoded.
Maybe you could remove the damage reduction feats from cls_feat_barb.2da and make it give your own custom persistant feats that give your PC whatever damage reduction you want.
Occasionally you can get lucky and find what you're looking for google cache. A lot of the old forums is still floating around in there.Sorry if this has been answered, a lot of google searching leads to dead links from the Bioware NWN2 Forums. For new guys like me, losing that forum was like the Library of Alexandria burning down
Raygereio- Posts : 21
Join date : 2011-07-24
Re: Feat implementation by the game engine
If a feat does something and it doesn't have a script attached to it, it's most likely hardcoded. Meaning it's handled inside the executable, instead of through an external script. It also means modders can't touch it.
That's what I was afraid of hearing, but it is good to have confirmation. I'll have to investigate a work-around via a custom persistent spell-like feat. Thanks for the reply!
ChemDog- Posts : 2
Join date : 2011-07-23
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