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luna
Joined: 20 Jan 2012 Posts: 28
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Posted: Fri Mar 09, 2012 4:10 Post subject: |
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I don't see anything about setting that flag pain for hips.
Is the 12/26 the latest. Am I looking in the wrong spot.
I looked in the readme.txt in the base folder when you uncompress the stuff. |
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pain
Joined: 30 Oct 2011 Posts: 16
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Posted: Sat Mar 10, 2012 5:05 Post subject: |
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This is what i had from before
FEATURES:
( these need to be verified as to if they work or not )
Maximum Level is set to level 40, if it's set to that high in the Campaign Settings ( set XP and Level to be high enough, unless you change these there will be no effect )
Ability cap fix - Removes the +12 cap on some bonuses, technically this mainly affects barbarian rage and not basic item and spell bonuses which still don't stack.
Uncanny Dodge Fixed
Spontaneous range fix. - Spontaneously converted spells now have the range of the spell they have been converted to, and no longer piggyback
off the converted spell itself; you can't cast Cure Critical Wounds at long range anymore by converting Hammer of the
Gods.
Caster level fix. - Adds PrC caster levels to base caster level before doing the "cap at HD" check for practised spellcaster, this is the
least intrusive way I've found to fix the problem. ( and should work ok next to CSL fixes )
Dodge cap fix; removes the cap entirely. Will probably bug up spectacularly if someone reaches over 127 AC
Script functionality ( set on creature via toolset integer by this name or the set local int function )
Integer Variable of "HIPS_DISABLED" set to 1 or higher disables HIPS
Integer Variable of "UNCDODGE_DISABLED" set to 1 or higher disables Uncanny dodge
NWNXGetInt( "FIXS", "BROADC_AOO" ) // forces an AOO on the target - not really tested
NWNXGetInt( "FIXS", "GET_TIMESTAMP" ) // returns the current timestamp
xp_fix.ini
Code: |
# Enable Dodge Cap Limit being removed
# TRUE = enabled, 1 = enabled, 0 = disabled, FALSE = disabled
DodgeCapFix=TRUE
# Enable Ability Cap Limit being removed
# Mainly affects barbarian rage in testing
# TRUE = enabled, 1 = enabled, 0 = disabled, FALSE = disabled
AbilityCapFix=TRUE
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encumbrance is checked in heartbeat
Code: |
void main()
{
//DEBUGGING = GetLocalInt( GetModule(), "DEBUGLEVEL" );
object oPC;
oPC = GetFirstPC();
while ( GetIsObjectValid( oPC ) )
{
// Add in other heartbeat checks here, make sure everything here is very optimized as it gets run a lot
// Need to look at how this gets implemented in the long run
//SendMessageToPC( oPC, "Heart beating");
//
if ( GetEncumbranceState(oPC) < ENCUMBRANCE_STATE_HEAVY )
{
// blocking uncanny dodge now
SetLocalInt( oPC, "UNCDODGE_DISABLED", 1 );
}
else if ( CSLGetHasEffectSpellIdGroup( oPC, SPELL_IRON_BODY, SPELL_STONE_BODY ) )
{
// blocking uncanny dodge now
SetLocalInt( oPC, "UNCDODGE_DISABLED", 1 );
}
else if ( GetArmorRank(GetItemInSlot(INVENTORY_SLOT_CHEST, oPC) ) <= ARMOR_RANK_MEDIUM)
{
// blocking uncanny dodge now
SetLocalInt( oPC, "UNCDODGE_DISABLED", 1 );
}
else
{
SetLocalInt( oPC, "UNCDODGE_DISABLED", 0 );
}
// This is probably obsolete
// Note that this is only for the MP Invis fix, and if not used the entire heartbeat could be removed, and if used this variable check should be removed as well
//if ( GetLocalInt( GetModule(), "SC_MPINVISFIX" ) == TRUE )
//{
// // this checks for the invisibility status, and removes or adds it as needed
// SCHeartBeatInvisCheck( oPC );
//}
oPC = GetNextPC();
}
}
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Light on enter script blocks HIPS
Code: |
//::///////////////////////////////////////////////
//:: Light (Enter)
//:: SP_lightA.nss
//:://////////////////////////////////////////////
#include "_HkSpell"
#include "_SCInclude_Light"
void main()
{
//--------------------------------------------------------------------------
//Prep the spell
//--------------------------------------------------------------------------
object oCaster = GetAreaOfEffectCreator();
int iSpellId = SPELL_LIGHT;
int iClass = CLASS_TYPE_NONE;
int iSpellLevel = 0;
HkPreCast( OBJECT_INVALID, iSpellId, SCMETA_DESCRIPTOR_LIGHT, iClass, iSpellLevel, SPELL_SCHOOL_EVOCATION, SPELL_SUBSCHOOL_NONE );
//--------------------------------------------------------------------------
//Declare major variables
//--------------------------------------------------------------------------
object oTarget = GetEnteringObject();
int iCasterLevel = HkGetCasterLevel(oCaster);
int iSaveDC = HkGetSpellSaveDC();
//--------------------------------------------------------------------------
// Effects
//--------------------------------------------------------------------------
effect eLightEffect = EffectSkillDecrease( SKILL_HIDE, 10 );
//--------------------------------------------------------------------------
//Apply effects
//--------------------------------------------------------------------------
if(!CSLEnviroGetHasHigherLevelDarknessEffect(iSpellLevel, oTarget))
{
if ( CSLEnviroRemoveLowerLevelDarknessEffect(iSpellLevel, oTarget) )
{
SendMessageToPC( oTarget, "The Dark Was Extinguished By The Light");
}
if( CSLGetIsLightSensitiveCreature(oTarget) )
{
SignalEvent(oTarget, EventSpellCastAt(oCaster, iSpellId, FALSE));
if ( !HkSavingThrow( SAVING_THROW_FORT, oTarget, iSaveDC, SAVING_THROW_TYPE_SPELL ) )
{
SCApplyLightStunEffect( oTarget, oCaster, RoundsToSeconds( 1 ) );
}
HkApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBlindness(), oTarget, RoundsToSeconds( d4() ),-SPELL_LIGHT );
}
else
{
SignalEvent(oTarget, EventSpellCastAt(oCaster, iSpellId, FALSE));
}
HkApplyEffectToObject(DURATION_TYPE_PERMANENT, eLightEffect, oTarget, 0.0f, -SPELL_LIGHT );
CSLIncrementLocalInt_Void(oTarget, "HIPS_DISABLED", 1 );
}
}
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Anvoreth
Joined: 08 Mar 2012 Posts: 5
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Posted: Sat Mar 10, 2012 15:34 Post subject: |
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Quote: | Script functionality ( set on creature via toolset integer by this name or the set local int function )
Integer Variable of "HIPS_DISABLED" set to 1 or higher disables HIPS |
In my case plugin always disables HIPS, no matter if HIPS_DISABLED is set to TRUE or FALSE on PC. Players and monsters see 'hidden' character. Someone else has encountered similar problem? |
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Rasael
Joined: 21 Jul 2011 Posts: 16
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Posted: Sat Mar 10, 2012 15:37 Post subject: |
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Isn't that related to the Stealth Mechanics (hide and move silently) instead of HIPS? Hips is just a way to enable stealth as far as I know. |
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Anvoreth
Joined: 08 Mar 2012 Posts: 5
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Posted: Sat Mar 10, 2012 15:41 Post subject: |
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I have tested it with couple of characters having enough hide/silent move skill to hide from observers, so rather not. |
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lerathel
Joined: 28 Dec 2006 Posts: 6
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Posted: Wed Mar 21, 2012 16:31 Post subject: |
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Hips dont work anymore. character can activate it but monsters still see them.
and I got a bug with ECL race when reaching level 37 they instantly gain lvl 38,39 and 40... so the game dont support data above lvl 40 in exptable.2da (I added the line up to lvl 44 and then "44 45 0xFFFFFFFF " wich was for lvl 41 before.)
can it be fixed ? |
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Rasael
Joined: 21 Jul 2011 Posts: 16
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Posted: Wed Mar 28, 2012 18:57 Post subject: |
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Have you had any luck solving the HIPS problem? |
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Anvoreth
Joined: 08 Mar 2012 Posts: 5
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Posted: Wed Apr 04, 2012 16:08 Post subject: |
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Nope. I think that it is something in plugin code. Or, maybe, it is a mater of environment? Some other plugins necessary?
Pain, did you tested it in multi? |
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luna
Joined: 20 Jan 2012 Posts: 28
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Posted: Wed Jan 23, 2013 21:23 Post subject: |
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Has anyone been able to get the "xp fix" package to work with the normal nwnx4?
It doesn't load for me.
* Loading plugin xp_fix.dll: Error 14001. This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem. |
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Skywing
Joined: 03 Jan 2008 Posts: 321
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Posted: Thu Jan 24, 2013 2:39 Post subject: |
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You are probably missing the latest CRT.
http://support.microsoft.com/kb/2019667 has links to the various CRT flavors.
Most NWNX4 plugins use the VS2005 CRT, so you will probably want to give installing the latest VS2005 CRT x86 version from there. |
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luna
Joined: 20 Jan 2012 Posts: 28
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Posted: Sat Jan 26, 2013 2:24 Post subject: |
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As usual Skywing your help was invaluable.
I tried what you recommended above and it didn't fix it.
But you had the right idea.
I went and uninstalled my VC packs, and just went with the ones Pain provided in his NWNX package (good thinking Pain!).
After switching to the ones he packaged up, that got it working!
Thanks |
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Skywing
Joined: 03 Jan 2008 Posts: 321
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Posted: Wed Jan 30, 2013 10:31 Post subject: |
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Make sure that you don't break other plugins, e.g. xp_bugfix, by uninstalling the VC redistributables. They can be installed side by side safely. |
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luna
Joined: 20 Jan 2012 Posts: 28
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Posted: Fri Feb 01, 2013 3:33 Post subject: |
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I didn't know that Skywing.
But ye, everything is running good.
I went in and checked the logs to make sure things were happening.
For the HIPS problems with 'xp fix', this will fix it.
In your pc on loaded script event run this.
It looks like there is a logic bug and you need to set HIPS_DISABLED to 1 on a per player basis for HIPS to work.
Do not set it for all players.
We found this gave some classes HIPS before they should get it (like Assassins)
Code: | /* Needed for xp fix nwnx4 dll to enable hips */
if(GetHasFeat(FEAT_HIDE_IN_PLAIN_SIGHT, oPC, TRUE))
SetLocalInt(oPC, "HIPS_DISABLED", 1);
if(GetHasFeat(FEAT_HIDE_IN_PLAIN_SIGHT_OUTDOORS, oPC, TRUE))
SetLocalInt(oPC, "HIPS_DISABLED", 1); |
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WinterBornGhost
Joined: 21 Mar 2013 Posts: 1
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Posted: Thu Mar 21, 2013 17:07 Post subject: Issues with Campaign becoming Lv 40 Friendly |
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Ok, so I installed NWNX4 as stated in the readme and install docs, and went into the toolset, changed the 3 campaigns to have lv 40, 780000xp, unrestricted levelup. saved them one by one.
Started the game with skywings active, and then goto SoZ which is the current campaign I am playing and decide to test my lvl 40 goodlyness when...
lo and behold. I get the exp but I am still hard-capped at level 30.
After attempting to go back and get the alternate xp_fix on another fourm topic, I find out that the link is broken.
Am I doing something wrong here?
Any help would be appreciated.
((Using Kaedrin's PRC if that helps any.))
I was attempting to bring back an old PC of mine from NWN1 but I need 40 levels to make it work properly... *Sigh* |
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bsb5652
Joined: 07 Jan 2009 Posts: 12 Location: Pittsburgh, PA
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Posted: Sun Sep 01, 2013 18:27 Post subject: |
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If you're using nwnx4, open up your nwnx.ini file. For the parameters line make sure you have -maxlevel 40 if you don't it won't work.
For Example: parameters = -moduledir "YourModule" -maxlevel 40 _________________ Brian S. Bloom
Creator of NWN2 PW Realms of Trinity |
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