![]() Add in a native talk table editor, preferable one that would let you see talk table entries in the toolset without having to reload everytime you make an edit.+1 to AB, +1 to dodge AC, sneak attack damage etc.) Adding some kind of mechanism for making feats with persistent effects (e.g.I think the things that would help with custom spell and class content are: Even when you do create a custom class, outside of the module that uses them, the characters that use custom classes become illegal. You also can't make an attack feat like disarm or knockdown. The bonuses from these feats also count towards the +20 AB and AC caps. While you can make "spell" feats, feats with persistent effects have to use work arounds like player skins or module heartbeat scripts, since there is no framework for persistent effects. ![]() IIRC, you can't make custom spell lists or PrCs that advance casting for an existing base class (you can do the latter in NWN2, but not NWN). The real work isn't the class itself, that's just a couple of 2da files to edit, it's managing the feats and spells for the class. Additional content has come from contributors to the Neverwinter Nights Community Site (NWN) - Custom Content Challenge (link is external), several updates from Project Q v3.1 (For NWN Enhanced Edition v8193.13) The Neverwinter Vault, and other content developed specifically for the CEP. I don't see how an editor is really going to reduce the amount of work you have to do. Other than writing a script, you're just editing a couple of 2das (spells, and items for the scroll) as well as making the talk table entries for the spell description). With spells, ultimately the effects of spells are so diverse that you're going to have to write that script yourself. I don't think a spell or class editor are feasible.
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