The NWN client and server have a hard-coded limit of 20 skills in its character save and load functions. This means that even if custom content creators wish to add new skills to the skills.2da file, while showing up in the game, the new skills will not be kepted passed character creation or game save. This utility changes this hard-coded constant to a user-supplied value in both client and server applications (both Windows and Linux platforms). This is the first public release of this tool; while its effects have been tested, the actual tool might have some bugs, and documentation on it is still minimal. I encourage users to let me know of any trouble so that I can fix it and make it more intuitive. The Windows version should be installed by putting the .exe and .dat files in the NWN directory and running the application from DOS (inline help will provide instructions on its usage).
This is a compilation of the old system into a single score. There were 6 that made this score of 9.50 then rounded to 10.
Posted by Grizzly ( ..xxx.xxx ) at 2003-10-28 08:52:00
hey i tried to DL the file on this page and it said this page can not be displayed if there any way you can fix it ?? thanks
Posted by Eyrdan ( ..xxx.xxx ) at 2003-07-06 05:58:00
I'm not sure I understand what you mean. All this does it change the hardcoded limit that prevented people from adding skills to skills.2da in NWN 1.29. This however is no longer an issue in 1.30.
Posted by Belldandy ( ..xxx.xxx ) at 2003-07-01 23:29:00
Does this utility enable the multiple properties in an item that was available in NWN v 1.29?
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-15 11:45:00
I just had a crack at the 1.30 beta 1 and it appears they unlocked the skill limit. However, from the assembly code, 20-22 are reserved for SoU, and 23-26 for something else (Hordes of the Underdark maybe?). Therefore, any skills added with index 27 and above will work without requiring my hack. I just tested it and it appeared to work.
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-15 04:43:00
My copy of SoU has been reserved at my local EB Games. As soon as it comes out I'll make all the update work necessary. Also almost ready for release 0.1 (worked on several things, mostly documentation and support for common UNIX packaging systems). I'll have SoU on friday, so I figure 0.1 should be out on saturday.
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-13 06:38:00
Yes. I made it so that patch information is contained in the .dat file, so that when new versions come out, I simply need to add information related to that version in the .dat file in order to support it. Currently, I'm set to be able to do so for Windows and Linux versions, and I have a Mac ready for when the MacOS X version comes out.
Posted by Crazy Grasshopper ( ..xxx.xxx ) at 2003-06-08 15:44:00
That is great Erydan. Thanks for explaining it all out as well instead of just 'yes' or 'no'. I appreciate it =)
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-06 10:30:00
Just a bit of follow-up on this. I just attempted connecting to a 30-skill linux server with a non-patched linux client and it worked. Of course, as expected, the local character doesn't get his skills saved, but for servervault characters this is no problem. I attempted loading and saving on the server, as well as character generation, and it worked alright.
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-06 08:25:00
I never got a chance to test it yet... I guess I should go right away and do it. The idea is that the fix only affects BIC file save/load, therefore if the server is ok, I believe it should be fine. However, if from the client you export your servervault character to your localvault and you didn't patch your client, then the ranks in the local file would not contain the additional skills.
If it works it would work for both Linux and Windows servers. The fix affects the exact same 3 functions in both servers (only they are at different locations).
Posted by Crazy Grasshopper ( ..xxx.xxx ) at 2003-06-06 00:53:00
I remember you mentioning that the Linux server could be patched and people connecting to it and using server vault chars would NOT need to patch their client. Is this the case and if so does Windows version of the server executable have the same functionality?
In other words, if I patch my sever vault enabled PW with this, does everyone else need to patch as well for it to work.
Since I didn't mention it yet, great job =)the
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-05 07:46:00
For those wondering, the file for the Windows version on SourceForge is nwskhk-0.0.99.win32.zip . Hope this avoids confusion with the Linux source distribution.
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-05 07:45:00
The functions in the executables that load and save characters have a hard-coded constant of 20 skills. This is what this hack modifies. If you had added new skills in the skills.2da file, any skill ranks in those skills would get lost when characters are saved and loaded. This fixes this so you can have as many skills as the game engine allows, bypassing the 20-skill limit.
As for backup, it doesn't specifically make a backup, but there is a reset option to return those constant instances to the original value (in other words, revert back to what the file was).
Posted by Danmar ( ..xxx.xxx ) at 2003-06-05 06:56:00
What exactly does this change? i.e What's being patched by it and does it make a backup of the file being patched to avoid future OC patches from not working?
Posted by Eyrdan ( ..xxx.xxx ) at 2003-06-05 06:45:00
If you guys see any issues you want me to document, let me know. The reason I kept this release as an alpha release is that I hadn't had the time to write out proper documentation and install instructions. With user feedback I'll adapt it to your needs.
Posted by Josiah ( ..xxx.xxx ) at 2003-06-04 19:28:00
Thanks so much Eyrdan; we at Ardan Nights will definetly be using this!
Posted by Gamergeek ( ..xxx.xxx ) at 2003-06-04 19:09:00
I wonder if this could add anything to the crafting systems out there.
Posted by Casul ( ..xxx.xxx ) at 2003-06-04 18:45:00
Thats amazing i remember enless threads talking about how to get new skills to work! Thanks !
Posted by Jake ( ..xxx.xxx ) at 2003-06-04 18:17:00
Cool idea, though I have no use for it.
Jake
You must be Logged In to post comments in this section.