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NWNX_Patch
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Aug 20, 2017 5:23    Post subject: Reply with quote

NWNCX_Patch and NWNX_Patch v1.29d

DOWNLOAD

Fast hotfix for bug in NWNXPatch_GetIsFeatGranted function which crashed if invalid class was put in.

Also I received reports that NWNXPatch_SetAreaDayTime might crash. So far it seems inconsistent and I couldn't reproduce it therefore I added debug messages into log. If the plugin crashes client/server check when you use this function, please send me a nwnx_patch.txt/nwncx_patch.txt log.
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Sun Aug 20, 2017 7:14    Post subject: Reply with quote

Thanks
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Aug 20, 2017 8:16    Post subject: Reply with quote

was looking into nwnx_cool I used long time ago for my nwnx learning and found a code that enables 3.5 uncanny dodge

I said no more features for now, but I think I am going to make an exception in this case.

Question is if this should be enabled by default or not. It could be a significant hit into balance, on the other way, since the code for this actually exists in engine it is in fact bug that it doesn't work.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Sun Aug 20, 2017 9:07    Post subject: Reply with quote

Default probably, if it was really there in engine but didn't work.
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Vanes^



Joined: 05 Jun 2011
Posts: 4

PostPosted: Sun Aug 20, 2017 18:09    Post subject: Reply with quote

What are the changes to Uncanny Dodge in 3.5?
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Sun Aug 20, 2017 18:27    Post subject: Reply with quote

Quote:
What are the changes to Uncanny Dodge in 3.5?

The character can slip between the trickles of rain Smile
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Aug 20, 2017 19:49    Post subject: Reply with quote

Vanes^ wrote:
What are the changes to Uncanny Dodge in 3.5?

link
I already decided it will not be enabled by default, simply because while the coee for this exists in engine (but non-functional due to typo), there are no references to this mechanic in feat/class description therefore it can cause confusion and its not a good thing to force as a new default state.

I will implement this as a module switch, but just found a small issue that while module switches are global in 1.72, it only works for switches handled by NWScript. NWNX related switches are not able to retrieve switch value from database and therefore aren't global. Still thinking how to fix this, but it will take me some time to work it out.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Mon Aug 21, 2017 6:54    Post subject: Reply with quote

I have a question about spells in your patch the all hostile spells work on my allies in party, even if PvP setting is Party, or the aura of fear from my summoned dragon to work on me, at least strange and incomprehensible to me behavior of this spells. As it should be or i missed something in the settings of my module?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Mon Aug 21, 2017 11:50    Post subject: Reply with quote

ok found it. its actually intented - on very difficult difficulty every spell/ability that is using a spell_target_type_selective_hostile is replaced to use standard_hostile scheme instead.

Probably not so good idea afterall whats the reason for you to use highest difficulty?
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Mon Aug 21, 2017 14:12    Post subject: Reply with quote

ShaDoOoW wrote:
Probably not so good idea afterall whats the reason for you to use highest difficulty?

I don't fully understand for what it affects this option of Difficulty. If i loosen it not it will affect the complexity of thinking of the NPC and its combat potential?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Mon Aug 21, 2017 14:57    Post subject: Reply with quote

Valbor wrote:
ShaDoOoW wrote:
Probably not so good idea afterall whats the reason for you to use highest difficulty?

I don't fully understand for what it affects this option of Difficulty. If i loosen it not it will affect the complexity of thinking of the NPC and its combat potential?

in vanilla nwn there is no diffefence between hardcore and very difficult except the 100% extra dmg from monster attacks

my patch changes this to be only 50% extra damage, but makes spells affecting allies and possibly gives some extra possibilities to creatures AI but I am not sure about that right now.

Idk - this spells targetting change was intented to give some extra difficulty to the highest difficulty, while reducing the extra damage from monsters as the 100% was rather more frustrating than difficult.

So, unless you want challenge you should not play on highest difficulty, if you want monsters to deal extra damage you can do it by changing diffsettings.2da.

Either way, that it affects dragon fear aura is quite weird - i will look into it + add this feature to the list of feature that needs to be further discussed.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Mon Aug 21, 2017 21:28    Post subject: Reply with quote

Is there any way to add Bonus Spell Slot without enchanted items?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Mon Aug 21, 2017 22:05    Post subject: Reply with quote

Valbor wrote:
Is there any way to add Bonus Spell Slot without enchanted items?

untested but should be doable by using seteffecttruetype -> there is a constant for effect bonus spell slot, but you will have to make a small research as to what should be integers, i assume that it will use at least integer0 and integer1 for class and level. I might be wrong... try it.
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DarkSet



Joined: 06 Jun 2016
Posts: 98

PostPosted: Mon Aug 21, 2017 23:29    Post subject: Reply with quote

My server craches at startap with versions 29d and 28. Started succesfully only with 27.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Mon Aug 21, 2017 23:38    Post subject: Reply with quote

DarkSet wrote:
My server craches at startap with versions 29d and 28. Started succesfully only with 27.

does this happens with every module or only specific one?
do you use other nwnx plugins? if so try to temporarily remove them if it changes anything.
if its specific module could you maybe send it to me? alternatively i can send you a version with debugging enabled

btw do you use any nwnxpatch functions in module load?
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