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NWN HAKPAKS

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Title  Blackguard Divine Might/Shield Fix
Author  Giddyninja
Submitted / Updated  09-02-2003 / 09-02-2003
Category  Code Modifications
Expansions  SOU-1.31
Description
As of SoU v1.31 Blackguard can choose Divine Might/Divine Shield as a feat but cannot choose it on the radial menu due to space limitation. This override disables the seldom-used Cause Serious Wounds and Cause Critical Wounds abilities to make space for the Divine Might and Divine Shield feats.

Files

NameTypeSizeDownloads
giddyninjablkgrdfix.zipgiddyninjablkgrdfix.zip
Submitted: 09-02-2003 / Last Updated: 09-02-2003
zip0.92b674
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Comments (9):

Posted by Demon Knight Raziel ( 64.203.xxx.xxx ) at 2004-09-19 08:12:00    
Oh for the love of Satan you are dumb. Divine Might/Shield appear under the 'More Special Abilities' icon on the Blackguard special abilities menu... look at things a bit more closely before you start changing things with the game....

Posted by aasimon at 2004-06-30 04:29:00    
Hello, I want to use this for the Blackguard modules. Where is this hak placed? Hak folder or override?

Posted by Lord_Alexander at 2004-02-20 10:36:29    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 10   Quality Control 10   

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Posted by Taiis ( ..xxx.xxx ) at 2003-12-04 09:28:00    
thanks.. thank you thank you thank you thank you!!!

Posted by Anon ( ..xxx.xxx ) at 2003-10-23 02:31:00    
It was a grand day for evils everywhere when this was released! Seriously, paladins were like 10 times better because of those feats and I always thought it a bit unfair :/ Great work!

Posted by Lord Alexander ( ..xxx.xxx ) at 2003-09-09 04:35:00    
AFAIK, this fix doesn't have anything to do with valid/invalid characters. It simply removes two Inflict feats from the radial menu, so there will be room for the Divine feats. Do you mean your character has failed the Enforce Legal Character check? This won't change an illegal character.

Posted by Edix ( ..xxx.xxx ) at 2003-09-08 20:25:00    
Just tryed it, It didnt work in mulitplayer it says that im still invalid, so i asume this fix is only cosmetic and dosent fix the vaility, unfortunetly.

Posted by giddyninja ( ..xxx.xxx ) at 2003-09-05 06:34:00    
Ah, I didn't think of that, excellent suggestion Lord Alexander, thanks!

Posted by Lord Alexander ( ..xxx.xxx ) at 2003-09-05 06:08:00    
FYI, you can still use the Inflict spells by placing them in the quickbar before applying this fix. Or you can put the Divine feats in the quickbar and then remove the 2da file, so you can access the Inflict spells again.

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