Advanced Beta Jegs module feedback

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Rasael
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Advanced Beta Jegs module feedback

Unread post by Rasael »

Hello,

I am opening this topic to get feedback on the advanced beta jegs module made public for experimenting and play-testing recently. You can download it here. (updated to fix Jegs bugs) :)

Please let us know if you've used the module, what you experienced, and what thought of it. It contains a number of experimental features, nothing definitive. And of course there can will be bugs!

Happy roleplaying!


Experimental features,
  • A lot more spells, filling forgotten spell schools.
  • A number of new base classes and prestige classes.
  • A total of 24 new combat feats.
  • Expanded Summoning System.
  • Expanded Skill Set, different lore skills, escape artist, and more.
  • Experimental Magic Replacement System.
  • Experimental Ranged Weapon Cover system.
  • Many New Domains.
  • And more...

About the experimental Magic Replacement System:
Hidden: show
http://neverwintervault.org/project/nwn ... gic-system
This project replaces the stock NWN2 magic system with a version entirely rewritten by me, Rasael. The link below will let you download a module containing a set up and working version of the system. I am releasing this now to satisfy popular demand. I have not yet had the time to write an extensive documentation or to assemble a bare bones version without the BGTSCC content attached. Documentation and a bare bone version are forthcoming however!

The showcase version is a copy from my BGTSCC public testing environment with the majority of scripts redacted to avoid exploits and hacks, as well as to hide the logging methods used to detect such things.

The conditions and requests I want to attach are that credit should be given to me and any future contributors, and that improvements to the system be shared publicly and entirely so that the community as a whole can benefit from them.

Naturally you can contact me if you have any questions. For the future I am looking at refining AI use of the new magic system, and to test how it works in singleplayer modules and campaigns.

That's all - I wish you happy tinkering! :)



Ongoing development topic: http://neverwintervault.org/forums/neve ... ook-rework



-----------------------

Features:
  • New real spell books for custom classes, fully customizable. See the included Archivist base class. Including metamagic options.
  • Real spell books for classes like the Assassin, Blackguard. Including metamagic options.
  • Learnable and memorizable spells are regulated via script per class. Make deity, or alignment, dependent spells, anything you can think of.
  • Introduce new metamagic kinds, such as Heighten Spell, Sacred Spell, Corrupt Spell, Reach Spell, and Shadow Weave Magic.
  • The AI is able to make use of the replacement magic system, companions and henchman can learn, memorize, and cast through it.
  • Metamagic is now more readily accessible from the quickcast interface, you no longer have to switch to different lists.
  • Spells now support a vastly expanded radial sub-option menu. Add infinite options per spell.
  • Warlocks choose from different pacts and have a pact dependent series of invocations available to them.
  • Spirit Shamans memorize spells on rest as a druid, but cast them like sorcerers. As in D&D.
  • Clerics must memorize one domain spell each spell level, if one is available at that level.
  • Wizards must memorize one specialist school spell each spell level, if a specialist school was chosen.
  • Wizards may freely select their opposition spell schools, unlike the hardcoded ones in stock NWN 1 & 2.
  • Dispels use the correct casterlevel value that the target spell was cast at, not the target's hit die.
  • Learned and Readied spells can now be adjusted via script. Want to increment a readied spell without forcing a rest? Now you can.
  • NWN 2 will no longer crash if a player character learns more than 255 spells.
  • Character spell slots will no longer errenously stack up because of a bug when repeatedly logging on to an online server.
  • Pre-existing characters are not messed up when this system is adopted, they get to pick new spells with this system.


Notes on the showcase module: Not everything will work because of the mentioned security redaction, and you need certain feats to access the custom classes.

Feats:: Order of the Bow Initiate (feat req: 2767), Silverstar (feat req: 2652), Techsmith of Gond (feat req: 2582), Archmage (feat req: 2798), Other custom PRCs (feat req: 2609).

To get the showcase module's scripts working in your own modules you will need to copy the spellhook and rest script from the showcase working (until the barebones version is assembled). You can do this by copying the .ncs versions of the pc_on_rest and mod_on_cast_spell scripts. The barebones package will contain the necessary code and documents on how it all works together.
----------------------



I want to offer a big Thank You for all the testing assistance the people at BGTSCC have been able to give me. In particular Ecypticon, IvanRus, Karond, Chambordini, Deathgrowl, and DM Mouse.
Last edited by Rasael on Thu Apr 30, 2015 3:55 am, edited 12 times in total.
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Theodore01
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Re: Advanced Beta Jegs module feedback

Unread post by Theodore01 »

-when talking to the featgiver and using Set Filter no popup appears and now i'm stuck here as i cannot close that missing window !!!

- the language popup offers no choice of languages.
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metaquad4
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Re: Advanced Beta Jegs module feedback

Unread post by metaquad4 »

Ditto to the above, the feat-giver seems to be broken.
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Noted, I suggest you use these cheats until its fixed.
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Lockonnow
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Re: Advanced Beta Jegs module feedback

Unread post by Lockonnow »

well i have see that Neverwinter night one have more spells that there was in this Neverwinter night 2 could you get more of those spells?
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Does anyone have feedback on some of the custom content included? This is the first time we've made it available for public beta testing. :)
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TeoDeathDealer
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Re: Advanced Beta Jegs module feedback

Unread post by TeoDeathDealer »

I have a serious problem with this:

"Warlocks choose from different pacts and have a pact dependent series of invocations available to them."

Not all warlocks are "pact-holders." Some are what is called inherents. How are you considering those?

Also, how will current characters in game be converted to this new system? Are we talking vault-wipe here?
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Re: Advanced Beta Jegs module feedback

Unread post by gedweyignasia »

Oh my gods, it's Christmas...
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Theodore01
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Re: Advanced Beta Jegs module feedback

Unread post by Theodore01 »

the boxer statistic menu in the roomofpain doesn't close - so that room is unuseable :shock:
How are we supposed to test anything ? :?
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Re: Advanced Beta Jegs module feedback

Unread post by Luna »

TeoDeathDealer wrote: Are we talking vault-wipe here?
No. Try to read Rasaels first post and not derail the topic.

--> It contains a number of experimental features, nothing definitive. And of course there can will be bugs!
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Theodore01 wrote:the boxer statistic menu in the roomofpain doesn't close - so that room is unuseable :shock:
How are we supposed to test anything ? :?
I have uploaded a new version to fix the UI and Jeg's issues. :)
TeoDeathDealer wrote:Not all warlocks are "pact-holders." Some are what is called inherents. How are you considering those?
I haven't considered non-pacted warlocks (if there are any it wouldn't be hard to add a few paths for them). So far as I know you have to be an outsider in order to be "sort of pacted" with the elemental deities or their servants.

Apart from that all inherited powers spring from a pact, based on the lore I have found, even if the new generation doesn't know about it. Mechanically you'd pick the proper pact but roleplay ignorance since it was something done by your great ancestor (for example).
TeoDeathDealer wrote:Also, how will current characters in game be converted to this new system? Are we talking vault-wipe here?
No conversion is necessary. If the experimental magic system is adopted on a server then all existing characters get to re-choose their spells under the new system. This means Warlocks will also have to select the appropriate pact.


There are two new paths which you can qualify for and a number of new invocations and feats. [Edit] I have made another topic describing them.
Last edited by Rasael on Wed May 06, 2015 1:06 pm, edited 2 times in total.
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Re: Advanced Beta Jegs module feedback

Unread post by Xanfyrst »

Rasael al'Ghul, will this change anything for and between wizards and sorcerers? Other than what you already said (get to pick school, new metamagic etc)

I mean, so far the sorcerer is the most powerful of the two in most situations. Would that change and bring some necessary power back to the Wizard? (not saying any of the two needs to be more powerful btw)
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Re: Advanced Beta Jegs module feedback

Unread post by mrm3ntalist »

Xanfyrst wrote:I mean, so far the sorcerer is the most powerful of the two in most situations. Would that change and bring some necessary power back to the Wizard? (not saying any of the two needs to be more powerful btw)
The more spells get added, the more "power" the wizards have. whether wizard or sorcerer is more powerful is a long debate.

For those having problems with the dialogues, make certain that the contents of the UI folder is copied in the "My Documentens\Neverwinter Night 2\UI" Folder
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Re: Advanced Beta Jegs module feedback

Unread post by TheKai »

As gedwayignasia said, this really does feel like christmas. Wow..thank you so much Rasael and to the QC team for all the work. Drinks! Drinks for all of you! :D
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Rasael
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Re: Advanced Beta Jegs module feedback

Unread post by Rasael »

Xanfyrst wrote:Rasael al'Ghul, will this change anything for and between wizards and sorcerers? Other than what you already said (get to pick school, new metamagic etc)

I mean, so far the sorcerer is the most powerful of the two in most situations. Would that change and bring some necessary power back to the Wizard? (not saying any of the two needs to be more powerful btw)
Hi Xan,

I think you are asking a very difficult question... I don't know the answer.

It isn't my intent to use the experimental systems to re-balance things. Its about adding new options and extending as well as enhancing the game. I think that casters will enjoy being able to use Heighten Spell and the non-metamagic equivalent of that (which doesn't increase spell level, but lets you use a higher level slot to cast a lower level spell). Its a part of PnP which I think was really missed in NWN / NWN2.

Of course there's plenty of content for non-casters as well, and I am in fact trying to expand on that. Its harder to come with ideas for feats than it is for spells, there's less source material to work with and some of it remains hard to adapt for NWN. We have added a lot of new melee feats and combat style modes. You could check out the "One Hander" feat for example.
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