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NWN2 ORIGINAL HAKPAKS

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Name  Dragon Disciple (10 Varieties)
Author  Solorokai
Submitted / Updated  09-21-2007 / 07-24-2009
Category  Prestige Classes
Forum Thread  Link
Patch  1.22
NWN2Game  All
Description
Update Dragon Disciple Class

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.

Files

NameTypeSizeDownloads
Dragon_Disciple_1.09.rarDragon_Disciple_1.09.rar
Submitted: 09-21-2007 / Last Updated: 07-24-2009
rar180.87Kb2377
Version 1.09 - Now works with SoZ and game version 1.22!
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Comments (30):

1 2 3

Posted by Reeron at 2007-10-1207:40:03    
Solorokai: 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).

Posted by Reeron at 2007-10-1207:32:54    
Colorful: Answer to question #4: 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.

Posted by Reeron at 2007-10-1207:25:55    
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.

Posted by Kunikos at 2007-10-1206:53:31    
I'm guessing because they got messed up with Bard, because Bard only goes up to level 6 spells, doesn't it?

Posted by Colorful at 2007-10-1206:21:14    
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?

Posted by Kunikos at 2007-10-1107:48:47    
Yes, I have the US version in my paws. I got it yesterday. :)

Posted by Solorokai at 2007-10-1006:22:11    
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 03:37:38    Voted10.00
@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.

Posted by Reeron at 2007-10-0922:12:39    
Solorokai: 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 19:19:20    Voted10.00
@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.

1 2 3

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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

 
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