Adds 10 Varieties of Dragon Disciple. Each variety has their specific breath weapon. See readme for specific features and restrictions.
Now requires SoZ to function properly!
Installation
***Note: The newest version of the mod has changed structures considerably. It is best if you delete the old files and install the new ones fresh. Version 1.06 WILL NOT automatically overwrite earlier versions.***
Put custom.tlk into your My Documents\Neverwinter Nights 2\tlk folder
Put all other files into your My Documents\Neverwinter Nights 2\Override folder
To make the custom.tlk file work, each module must be opened up and custom.tlk has to be put into the module properties.
***Note: the mod is no longer compatible with Reeron's spell fixes.***
Version History
1.09
Updated the Files! Now works with SoZ.
1.08a
Moved some Spell IDs around to comply with Community 2da ranges.
1.08
Fixed problem with Fire Immunity being added for all dragon types.
1.07
Fixed issue with spells.2da
1.06
MOTB Compatibility!
Added Icons for all the different Dragon Heritage Types and Energy Immunity Types.
Added Custom.tlk file (mod no longer uses dialog.tlk entries)
Comments Welcome, please be constructive . Also, post any questions/requests on the forum topic.
The idea is very good but there are 2 bugs: first of all, I'm getting a "history of creation races" instead than the class name & description and, second, I have not seen any change to the game: I've just been able to level up as a regular red dragon without being able to choose the race. Can u fix that? I'm using version NWN2 1.23 with MotB & SoZ
Ok, after quite a bit of a break, I'm back playing NWN2 again. Thought I'd share the updates that I've made to the PrC so that it's compatible with SoZ. Instructions for installation are still the same. Enjoy!
This is a seriously awesome mod, when it works for me. I was annoyed (to say the least) when I found that there was only one type of dragon disciple in NWN2. My problem is that I had already started a mulitplayer game and we're now quite far through but I want to be able to edit my current character so she can utilise this mod. Now, so far as I can work out, I haven't installed it incorrecty - put the override folder in Documents\NWN2\Override and put the custom.tlk in the Documents\NWN2\tlk folders just as it says, then opened all the game modules in the toolset and entered custom.tlk in the module properties..... Now I read that this mod won't apply to characters that already exist, hence my character currently has that wierdo text in place of the proper dragon disciple text. When I start a new game, all is fine and the mod works 100% beautifully. So what I tried was recreating my character from scratch in the tutorial area so that it saved the correct information (in my case silver dragon heritage), levelled her up to the correct amount of XP, exported her. I then deleted my current character from the playerlist.ifo in our save game which enables me to select a character when I load the save game. BUT, when the save loaded, the replacement character I made still has the screwed up text like my original character, even though it was all fine when I created her in the tutorial area. I double checked the module that the save game utilizes (2000_Neverwinter.mod in this case), and the custom.tlk is there and fine. Someone please HELP ME. I'm at my wits end and I really want this mod! :(
Posted by Freakydoo at 2008-09-15 17:25:00 Voted 10.00 on 09/15/08
maybe more vote will help get someone involved. this is a great mod when updated
Posted by Freakydoo at 2008-09-15 17:23:10 Voted 10.00 on 09/15/08
@Shadolance I agree but not sure were author of this mod has gone
This sounds GREAT as Dragon Disciple is my all time favorite to play. However, I can't seem to get it to work properly. The first time I loaded it I got various text from books for each including the base PrC. I deleted all files and reintalled, then updated all modules w/ the custom.tlk in module properties. Now I have a list of 16 BLANK class icons. The Red Dragon Disciple class seems to be unchanged. I tried creating a new character to start a new game to see if that may have been the issue. However, I'm seeing the same thing. Any idea how to fix this? I really want to get this to work as I'm a quite ticked that the company decided to completely screw up the Dragon Disciple class for NWN2. There are more than enough players worldwide that love the Dragon Disciple for its diversity and role-play options to warrant more time and effort on the part of the developers in my opinion.
It just makes it more like the PnP Dragon Disciple (you get to choose the dragon color type when you gain level 1 of the PrC). This affects the elemental resists and breath weapon you gain, based on which dragon you picked. Chromatic (evil dragons such as red, white, blue, black, and green) and metallic (good dragons, such as bronze, gold, silver, brass, etc) dragons are typical. I believe these are the 10 represented by the pack.
Oops, missed "it's currently not compatible with my work." Very sad, since I'll be playing through as a 7 bard / 10 RDD / 3 BG / 10 Frezerker next... (Epic divine might + Supreme Power Attack! :O!!) Would be cool to see some other Dragon Disciple types :)
So the question, then: what all DOES this add? Does it just change the breath/immunity types or are there other (like dragon stats) changes?
Hey just a ping to see what's up, I was wonderin' if you would be interested in releasing this mod to Kaedrin to incorporate into his combo pack with Reeron.
Some types special functionality can't be done via feats in NWN2 due to engine/scripting limitations, so they are sometimes done by the armor slot. For instance, Reeron's mod for RDD-- which I think this mod was partially based on, does this for the bonus spells to apply properly. Also, for 3.5E Palemaster they do it for the arcane misfire penalty reduction on your armor.
Well, after a bit more hunting around to see if there was a definition out there I found one. And playing around with my character a bit more I noticed I did have an extra cast of my level 2 spells. The one thing I never actaully tried doing was resting after removing my armor. Not sure why that combination worked, but I'm glad it did! Thank you again.
Excellent hakpak, I love it so far. But I do have a question. I'm new to both Neverwinter Nights and D&D rules in general so maybe I'm just not reading this right. But what exactly is meant by an extra spell slot?
As a 5 sorcerer/5 dd, I am able to cast all the spells I could as a pure level 5 sorcerer. I don't know if what the extra spell slot means is that I can pick an entirely differnt spell from level 2 or lower to cast each day. Or if I'm suppose to be able to cast all level 2 spells one extra time each day. As of right now, I can't pick an extra spell (or just have no idea how to) and I do not see any increas in the number of times I can cast my spells.
Am I missing something painfully obvious? I've kinda read the comments, and tries unequiping/reequiping my armor to help...? Any chance you could maybe phrase this in another way for me to try and understand what this feat does?
Other then that, I love work you've done. Thank you!
You should always put mods into the My Documents\Neverwinter Nights 2\ directory, not the root directory. The game knows to look there for tlk files, so all you need to do is put the tlk file into the My Documents\Neverwinter Nights 2\Tlk directory, open the toolset and add custom.tlk to the custom tlk file line (in Module Properties) and save.
Hope that helps.
Maybe one day the devs will find a better way to handle custom.tlk files (right now it really stinks >.
Posted by BrokenSoul at 2007-10-18 16:31:39 Voted 10.00 on 10/18/07
Solorokai-
I have had this update since i bought MOTB. From the start, It has given me text from books instead of the names of the dragons, also, when it comes to bonus feats, I get "fentroll abilities" as my only selection. Ive tried to follow your directions, made a tlk folder, popped the custom.tlk in it, added other files to override folder. But to fix the text issues, you state "To make the custom.tlk file work, each module must be opened up and custom.tlk has to be put into the module properties." Ok...opened the toolset, but now im stuck. i found how and where to add the custom.tlk line...but i needed to also add file directories (ex. /Atari/Neverwinter Nights 2/tlk/custom.tlk) when i click to save it, it says the module does not have a valid start location and will not work when the game is run. I admit, i am a total noob with this toolset. I am unfamiliar with it, and would truely appreciate any help you could give me. Thank You so very much.
@Kunikos
That is to say, that it is not comaptible in its current form, there is nothing stopping you from combining the mods. It is just too much work keeping my mod compatible with Reeron' (and vice-versa).
@Colorful:
The bonus spells of the Dragon Disciple are additional spells per day from the levels that the dragon disciple can currently cast (ie- if you are a level 6 sorcerer with access to level 3 spells, then you can select a bonus spell slot of level 0,1,2,3). That is WAD.
The latest update of the mod fixes the issue with Fire Immunity being given to all dragon heritages (don't you just love updates that totally screw things up :P )
@Reeron:
It was easier than that... I forgot to update the Fire Immunity feat so that it is only given to the gold/red/brass dragon types... that ability is actually totally controlled by the feat (unlike wings, for instance).
I believe the last one can be fixed by adding a few lines to the zz_dd_immunity.nss file. Lowering Fire resistance to 0% (and setting it as supernatural), if not a Red Dragon Disciple, should fix that. But only doing that once the disciple hits 10th level, otherwise they would have -100% fire immunity (if that's even possible in the game engine).
Are you wearing something in your armor slot? If not, the bonus spell slots will not be applied as they are applied to your armor. Also, you must unequip, then equip your armor or weapon after leveling up. This calls the modified equip/unequip scripts to add the bonus spell slots to your armor.
Exactly. I made those custom feats as placeholder feats. They are used to prevent an exploit where Bards (without using those custom feats) could have taken any Sorcerer spell slots (up to the same level as whatever Bard slots were legal for them) with just one level in Sorcerer. They do nothing except prevent that exploit.
Hey there - it's about time Dragon Disciple got fixed. Thanks for your great work :D
...but I have a few problems with this mod and I'm hoping you'll help me overcome them:
1 - I've noticed that Sorcerer (Bard doesn't have anything like this) get special feats now that don't do anything unless you decide to take the Dragon Disciple class and then they'd allow you to assign the Disciple bonus spells to the appropriate spell levels. The question here is why those special sorcerer feats go only to 6th spell level? (there are no such feats for 7th, 8th and 9th level spells)
2 - the first question might be moot cuz as I leveled my Disciple he got to choose a bonus-spell-slot feat (as Dragon Disciple should) and it could have been from any spell level that I had access to. So why put those special Sorcerer feats if Dragon Disciple can assign his bonus spell slots to any spell level, even one he doesn't have the special sorcerer feat for?
3 - it seems that once you've taken the Dragon Disciple class (at say 14th Sorcerer level - when you have access to 7th level spells) it doesn�t matter if you advance your spellcasting class more so that you'd get access to a new spell level - you can assign the bonus Dragon Disciple spell slots only to spell levels you had access to before starting the Disciple class
4 - the biggest problem is that it simply doesn't work :(
doesn't matter to which spell level I assign (via choosing the appropriate Dragon Disciple feat)the Disciple bonus spells, they don't add up and I end up with only the basic sorcerer/bard+CHA mod spells per day
5 � and the last problem I�ve found is that when you reach level 10 you always get Immunity to Fire, even if you chose a Dragon Disciple aspect that has nothing to do with fire
so quite a few problems� - any chance I�m experiencing them cuz I�ve installed this wrong?
Any ideas how to fix this? Anyone else noticed similar problems?
Sorry, missed the additional line in the spells.2da. I have been super busy with a cert exam the past few weeks, so haven't been working much (plus been playing MOTB!) Also, the line numbers don't technically matter, its all just for human sanity, the system knows the truth. The truth I tell you! Fixed them all the same as well though :)
Thanks for pointing that out Reeron!
@GrieferFX: Basically you'll need MOTB for the mod to work properly now because there are some major changes to the way several files are handled. Hopefully the US releases will be out today and we'll be able to all get to the same versions again.
Solo.
Posted by GrieverFX at 2007-10-10 03:37:38 Voted 10.00
@Reeron/Solorokai
Very technical explanation. So how do I solve this? in step by step guide please if you don't mind. I'm using v1.1 but no MOTB installed.
You may want to take a look at your Spells.2da file. Your entries are listed as 1801-1807 and then the numbering starts over at 1801 again. So, instead of 1801-1811, your numbering is 1801-1807 and then 1801-1803 again. Also, my spell id, 1697, is missing a column. Or rather, when you merged it over from 1.06 (or NWN2 OC 1.10), you missed the fact that the MoTB version of Spells.2da has a new column in it. Causes my spell id entry to be incorrect (it's not tied into featid=2861 as well as other problems since it's missing a set of "****" from that new column being added). Causes everything to be shifted one column to the left (about halfway through the row).
Posted by GrieverFX at 2007-10-07 19:19:20 Voted 10.00
@Solorokai
I've done like you told me and it's works..thank you. Another thing, the feat list become empty when I leveling up Bevil, but if use recommended, the feat appear. Haven't check on other character. Probably because I haven't install MOTB.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone