Choose Your Language

Tuesday, 26 February 2013

Some Campaign Information

At this stage of module creation, there is not a lot I can say that would not be considered too much of a spoiler. Suffice to say, I have been continuing with quests, conversations and journal entries, moving me ever closer to completion. However, I am a little reluctant to move the percentage figure forward at this point, as there are still one or two major conversations I want to address before I do that.

As I was writing some of the plot entries this week, I did think about giving the reader some statistics about the module, which I thought may interest them. Such as the number of quests, the number of areas, etc. However, after giving this more thought, I considered even that information may be too much information. Then I thought of another set of statistics I could offer as an indication of the module's scope: file additions and changes. I refer to XML and 2DA files in particular, as XML relates to new or altered official campaign GUIs (graphical user interfaces), and altered 2DA's can give an indication of altered game play in other aspects, like additional new items or new faiths.

Anyway, whether this information is interesting to you or not, I will let you decide. At the very least, you will be able to have an indication of the amount of "custom content" involved in this campaign ... and as I had already been keeping track of this information over the years, I thought I would share it with you now. NB: These alterations impact the whole campaign, and some alterations may not be seen until modules 2 and 3.


nx2_crafting.2da - Update Crafting.
nx2_enchanting.2da - Update Enchanting.
placeables.2da  - New placeables, including BCKII.
appearance.2da  - New monsters. PC Camera height to simulate FPS.
visualeffects.2da - New monsters effects. (E.g. Beholder)
wingmodel.2da - New monster effect.
des_crft_spells.2da - Prevent spells making certain potions. (E.g. Light)
des_crft_scroll.2da - SPELL FIXES
des_treas_magic.2da - Random treasure item descriptions made generic.
feat.2da  - Add Althea Feats (Menu etc)
skills.2da  - TLK correction for Craft Armour & Craft Trap description.
ranges.2da  - Increase spotting/attack range of creatures.
spells.2da  - MENU & feat systems & alter "named" spells.
nwn2_scriptsets.2da - Allow added PCs to control like companions.
baseitems.2da  - Allow larger Stacking of smaller objects like Life Essence.
iprp_spells.2da  - Correct CLW cost & alter "named" spells (E.g. Bigby spells.)
nwn2_icons.2da   - Adds new images required.
nwn2_deities  - Alters deities allowed in Althéa Campaign
backgrounds.2da - Removes background traits not in Althéa Campaign.
classes.2da  - Alters classes allowed in Althéa Campaign & Ensures cleric good or evil.
Classes Removed: 28, 37, 46, 47, 53, 54, 60 (Harper, Red Dragon Disc, Shadow thief Amn, Neverwinter Nine, Red Wizard, Arcane Scholar, Doomguide)
doortypes.2da - Blocker doors & BCKII & RWS.
metatiles.2da - RWS.
tilesets.2da - RWS.
tiles.2da - RWS.


All the following 2DA files were mostly altered to make a much more controlled economy system:

baseitems  - Reduce items back to base level. (Were twice value.)
armorrulestats  - Mithral and armour prices.
Itempropdef: Contains a factor used in calculating costs.
Itemprops: To correct (remove) some invalid property entries from the toolset.
iprp_arcspell: To alter arcane failure costs. (5-50%)
iprp_bonuscost: To alter ability costs. (1-12)
iprp_bonushp: HP Costs.
iprp_chargecost: To alter costs related to number of uses and charges.
iprp_damagecost: Damage costs.
iprp_damagereduction: To alter damage reduction costs. (1-40)
iprp_damagetype: To alter factors involved with various damage types. (Cold etc.)
iprp_immuncost: To alter cost of immunity percentage. (5-100%)
iprp_immunity: To alter cost of a specific immunity. (Poison etc.)
iprp_meleecost: To alter enhancement value costs, including AC. (1-20)
iprp_monsterhit: Alter more OnHit property costs. (Poison etc.)
iprp_onhit: OnHit special costs.
iprp_onhitcost: OnHit Damage costs.
iprp_onhitspell: Spell hit reduction costs.
iprp_redcost: Special container costs.
iprp_resistcost: To alter damage resistance costs. (Resist 5/- to Resist 50/-)
iprp_saveelement: Save costs.
iprp_skillcost: To alter costs of skills (ranks). (1-40)
iprp_spellcstr: Caster level costs.(1-40)
iprp_spellvcost: To alter costs of spell level related benefits. (0-9)
iprp_spells: To alter spell costs. (A factor that can vary with other files.)
iprp_srcost: To alter spell resistance costs. (10-40)
iprp_trapcost: Trap type costs.
iprp_traps: Trap strength costs.
iprp_weightcost: To alter weight reduction costs. (1-80%)
skillvsitemcost: To reduce ID MAX factor cost.


areamap.xml - My Fog of War mapping system.
barter.xml - Allow plot items to update. (May not be needed now. To check!)
characterscreen.xml - Fixes Temporary Hit Points Feedback when switching PCs.
container.xml - Allow limited capacity.
creatureexamine.xml - Examine and abandoned companion fix.
examine.xml  - Allows distance feedback in header.
inventoryscreen.xml - Inventory feedback fix.
journal.xml  - Large journal option.
loadgamescreenx2.xml - Henchman crash fix (for own death system).
minimap.xml - Allow bigger mini maps.
modebar.xml - Emergency Lighting.
optionsmenu.xml - Henchman crash fix.
partygen.xml - Makes newly created PCs follow the correct PC on entry.
playermenu_popup.xml - Added Statistics, Main Menu and Combat Autopause options.
quickchat.xml - Uses larger style conversation screen with NWN1 conv. (Party opt removed.)
splitstack.xml  - Split a stack fix.
store.xml  - New store system.
worldmap.xml - Allow Map Within Maps.
worldmapnx1.xml - Allow limited travel without food.
fontfamily.xml - Read Books Font.


Dozens of new XML (user interfaces) to add to the game play, from readable books and scrolls and other information type GUIs, to choice panels, input panels and puzzles of all types.


Kamal said...

That's an awful lot!

Lance Botelle (Bard of Althéa) said...

Hi Kamal,

That goes back to when I first started this campaign ... 2007!

So, I have altered that many over 6 years. I hope their cumulative impact will be noticeable.


Sanctus Ferri said...

I have a modding question for you regarding iprp_skillcost.2da. Does this file modify the cost in skill points to increase a skill level? And does it read non-integer values? I've been trying to add more skill points in NWN1, which has the same file, but so far the game has ignored my changes. Thanks.

Lance Botelle (Bard of Althéa) said...

Hi vonLoringen,

As far as I am aware, all this 2da file does is alter the cost factor of an "item" that has this "skill bonus level" attached to it.

Unfortunately, it has been some time since I worked on this part of the module, so I cannot give you an exact working example. However, basically, the number of the "bonus level" of a skill attached to an item, alters the value of that item. So a dagger with a +5 hide skill bonus will be worth more than a dagger with only +1 hide skill bonus.

You are looking at the wrong 2da files for altering skill point costs to increase a skill level. I do not know the 2da file you need to do what you want to do (or if it is even possible), but it is NOT this one, sorry to say.

Cheers, Lance.

Kamal said...
This comment has been removed by the author.
Kamal said...

Where is partygen.xml located? The SoZ party creation book calls it via script, but I can't find it anywhere.