NWN pseudo 3.5 edition D&D with emphasis on making modules more fun and balanced for multiplayer. See faq.txt for the installation instructions, see readme.txt for the game rules customization, see changes.txt for the content. Changes include major reworking of cleric domains, significant AI improvements and lock up fixes, pale master undead armies, RDD bonus spell slots, spell sneak attacks, etc. Much customization allowable thru editing customization.2da.
Newest versions should work with most modules without any modifications! Endless Nights IV can be downloaded in 3.5 format from Link S1 - Tomb of Horrors can be downloaded in 3.5 format from Link
from FAQ: How do I simulate the BioWare xp system but without henchman xp penalties?
My Question: How do I modify the BioWare xp system on the official campaigns to not have the henchman xp penalties.
Do I need to convert the modules in question into duplicate custom modules and then integrate the 3.5 ruleset and then set those variables?
What about using the override though? if I do that then where do I put in those custom variables? can I set them via console? will they be retained in my saves? _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by maxinhus at 2010-09-24 16:34:15 Voted 10.00 on 08/30/10
Dwarves are not able to use the dwaraxe for free, i guess this happens because in baseitems.2da one of the pre-req feats are sneak atack instead of stonecunning (a feat that only dwarves get) which is probably a mistake and the reason why this happens.
Posted by maxinhus at 2010-09-03 15:51:15 Voted 10.00 on 08/30/10
What about implementing a new feat: 3.5 Epic toughness, gives 30 hp, can be selected many times.
the 3.0 epic toughness is worst than great constitution because: 2x great constitution on 40 lvl = 40 hp + save bonus, 2x epic toughness in any lvl = 40 hp only.
Posted by maxinhus at 2010-08-30 14:54:58 Voted 10.00 on 08/30/10
forgot to give my vote =p
Posted by maxinhus at 2010-08-30 14:38:03 Voted 10.00 on 08/30/10
which bioware "fixed" by giving ranged weapons bonuses only to atack and not to damage, but stackable with arcane archer arrows... btw making the unique reliable archer class for nwn. (you cant make a good archer without this class and his bonuses that stack with bows in nwn)
Posted by maxinhus at 2010-08-30 14:34:46 Voted 10.00 on 08/30/10
The assassin script has some problem i think, since even when you are close to the target and you select assassinate, you still have shown the "will begins studying when get closer to the victim" and this makes the studying more longer than it should... i fixed it by requesting only 2 turn for studying the victim.
The arcane archer arrow is just too bad, since there isnt enhancement bonus bows in NWN (only atack bonus) so one arcane archer with a +3 bow and +1 arrow would get +3 to hit and +1 damage, but it should be +3/+3... or fix the bows to have enhacement bonus or just let the enchant arrow feat alone... i think the second option is better because its pointless to become an arcane archer if your precious arrow (the class main hability) dont stack with your bow anyway (and thats surelly a mistake about the 3.5, which nwn "fixed" by giving ranged weapons bonuses only to atack and not damage)
By the way, the dual-wield feat for rangers is hardcoded i think, since you still get the bonuses from the feat even if you are lvl 1 and dont have any two-weapon fighting feats. Another good thing would add blind-fight or another combat oriented feat for rangers since they cant gain the greater two weapon fighting feat because it dont exist (a big mistake left behind by bioware...)
Posted by evenflw at 2010-07-15 00:01:11 Voted 10.00
Hi guys!
I've uploaded a small update, which I think is the last one. In version 4.5.3:
- Wizards and Sorcerers got Lesser Dispel back at level 2
- Price of Massive Criticals property was greatly reduced for those who play with rebalanced item costs
- Scythe became martial weapon - thanks Shadowblade_True!
- Some unnecessary code was removed from x2_mod_def_equ script
Regarding your questions:
- Vossler, yes you only need to add 35edition.hak to your module, but you still need to have customization files in you override folder until you include them in one of the haks for your module. I don't know about Project Q, sorry.
- AttackOfThePolyhedrons, simply replace dialog.tlk in the root game folder with our dialog.tlk. You will see both 3.5 edition changes and CEP additions in the game then!
- Shadowblade_True, the Vault contains both NWN1 and NWN2 stuff. This edition is for NWN1 only!
- maxinhus, I can't argue here. Most class changes were made by Even, and I haven't even played an Arcane Archer myself :)
- mmtbb, the script that causes error (ns_s0_curelhtwn) is not from this hak!
hi, if I want to create my own module that does not use CEP with these haks, I just need to add the 3.5edition hak right? Do i need to add the tlk file too? And do I have to add the customization files into the override, or will the haks work without them?
Also, will this work with Project Q? I had wanted to make a module using this and Project Q.
I have NWN-SoU-HotU and I'm looking for a mod that converts it to D&D 3.5E. Any help?
I'm not really interested in playing an AD&D CRPG unless it uses the correct rules. It's complex enough to learn the game as it is, so when people look at the 3.5E SRD it should be the same as in NWN as far as I'm concerned.
*Adjusts his glasses* There was one problem that I found with all this. When you try to play this with the CEP, there is no compatible TLK for use with the CEP. Is there a way to merge the two TLKs? _________________________ "Every time I get back up, they kick me back down."
Posted by maxinhus at 2009-09-19 20:27:52 Voted 10.00 on 08/30/10
Great Hak!
But here are my notes:
think the arcane archer nerf sux, cause the bows in nwn dont give extra damage, so if you have a +1 bow and +3 arrow, you only get +1 to hit and +3 to damage. The solution to me is to keep they stacking, since i think this is the only way in nwn or D&D to make bow usage really worth it... and its rational: if you have a good bullet and a bad bullet for your gun, dont you think the good bullet would be greater?
also i dont know if i can say this here, but check my ECL and lvl limit balanced hak (just some changes in yours classes.2da, evenflw)
making the lvling MUCH nicer in low lvls and balanced (now REALLy like in PnP)
Every time anyone uses a potion or spell I get something like this: error with ns_s0_curelhtwn tag:ffffff STACK UNDERFLOW
Or something like this. What am I doing wrong? Thanks
As a side note. I wish Flurry of Blows 3.5 was emulated better. Not giving the monk FoB until 11th doesn't really fix the problem as a monk at this level in 3.5 has 3 attacks at full BAB, no penalties. Thus at 20th level a monk has +15/+15/+15/+10/+5. At these levels, only your first hit really does anything. So a monk with 13/10/7/4/1/-2 isn't equivilant at all.
Posted by Tarridus at 2009-03-25 19:49:24 Voted 9.50 on 03/25/09
I'm starting up a campaign in the next week and planned on using these haks but there's a problem with the naming conventions on a few of the haks. I had my players download the Balanced Item Hak and CEP hak and they told me they couldn't enter my server due to an error with the names.
All I can gather from it is that some of the haks need to either be renamed to a smaller total file name and/or the files names need underscores. I've tested the same haks with and without underscores and they still couldn't log in so I was left with renaming the CEP hak and taking out the balanced item altogether. After doing both, my players were finally able to enter my server so there needs to be a change for the hak version of this.
Perhaps the override fixes this but as this is a DMed only campaign, I found that the haks are easier to manage. In the end, I do recommend renaming some of the long titled haks if possible.
Otherwise, the haks are great, especially the AI fixes!
Posted by Borya at 2009-02-05 06:42:36 Voted 10.00
Are there any modules or PWs that use 3.5 Edition?
If you are asking for updates, there must be some...
Posted by evenflw at 2009-02-05 06:38:11 Voted 10.00
Updated 3.5 edition with CEP 2.2 compatible haks.
Posted by Brionn at 2009-02-04 19:32:12 Voted 10.00 on 02/04/09
Great content! Any chance for updating the CEP hak for 2.2 version?
there aren't any class specific skills in 3.5 you ought to consider adding that. in addition it would be cool if you could have options to dissable most if not all changes to default for versitility, for example, while I love alot of the changes you made I want to give monk slow fall and its other abilities, the extra feats could imbalance things, I'm sure there will be other instances too (like knockdown, which is different from trip attack in 3.5 knock down will deal damage even if it fails)
Posted by evenflw at 2008-11-11 02:07:10 Voted 10.00
Bard weapon proficiency feat has been fixed too.
Posted by evenflw at 2008-11-11 01:52:53 Voted 10.00
V4.5.1 fixes errors in baseitems.2da (both standard and CEP versions) and updates TLK to reflect changes to spell levels on item properties.
Posted by Borya at 2008-10-25 13:38:43 Voted 10.00
Got the file, thanks to James.
I won't promise anything, but i'll try to update this hak for the last patch.
Posted by Borya at 2008-10-21 14:19:38 Voted 10.00
(email is in FAQ)
Posted by Borya at 2008-10-21 14:18:52 Voted 10.00
Could someone please send me original v1.68 dialog.tlk (or a link to it)? I lost mine and i can't patch to 1.69 without it.
Posted by Ravine_hu at 2008-10-07 11:22:40 Voted 8.75 on 10/07/08
Huh, still no 1.69 version? :(
Giving 8.75 too until the upgrade...
Posted by ioannis at 2008-09-05 17:51:57 Voted 10.00 on 09/05/08
Excellent work Even, Borya !
Posted by AnthroPlayer at 2008-07-17 20:53:28 Voted 8.75 on 07/17/08
This was very enjoyable, even though some changes were not as acceptable(for instance, changing items that have ContLight on them as being stolen, as well as mage armor being useless if armor is worn with it).
Still, it has its uses, many an enemy is now slightly more difficult and behaves more logical, and it changed some feats, even adding a few, which was nice. The addition of a tower shield pro requirement was a good idea, as well as dwarves being proficient with the dwarven axe, even though I don't play them. Mainly my concerns were towards how some parts of the changes made it far too difficult for some characters to play as. For instance, familiars in NWN are different in here than real D&D because real PnP D&D is more social, while NWN D&D is action orientated. As such removing the ability to heal your companion by feeding them only made it very VERY difficult for wizards and sorcerers.
Personally that is all my complaints and praise I can give, and I will now vote this a 8.75. If this would be updated to work with version 1.69, the current patch, I'll heighten my vote to 9.75, even 10 if I test it first. I await this spectacular update, and hope you do desire to make it rather than disappoint. _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
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Are there any plans to make this compatible with 1.69?
Just curious.
Posted by AnthroPlayer at 2008-06-18 01:52:33 Voted 8.75 on 07/17/08
I'm very happy it is now possible to play with a different version of D&D rules. It will certainly add spice to the game. It would be nice if you could put the major changes between 3 and 3.5 edition rules for people who are less informed. Besides that I'll be happy to use this and I'll vote on this soon. _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
@===============================================@