This demo module contains scripts and modified GUI files (related to the level up gui screens and other gui callback invoked events) to experiment with various enhancements to the level up routines and gui callbacks that I wish to try out.
Please note that 1.23 patch is explicitly required as it makes use of the new functions provided in that patch.
Also, although I indicate that SoZ is required, that is only because I have only edited the SoZ levelup GUI xml files. One could edit the MoTB or base gui files with the same modifications in order to make it work with NWN2 alone or NWN2+MotB.
NWN2 only gui levelup xml files:
levelup_***.xml
MotB gui levelup xml files:
levelup_***x1.xml
SoZ gui levelup xml files:
levelup_***x2.xml (these are the ones included in the demo mod)
Current Modifications: The main purpose of this mod is to demonstrate various custom versions of the level-up screens.
Currently customized level-up screens:
The Skills Level-up screen: one of the advantages of a custom skills level up is to enabled a work around for a bug introduced in the 1.23 patch.
The bug involves using SetBaseSkillRank to create a skill bonus effect, then using SetBaseSkillRank to remove the bonus effect before level up. Skill Levelup would not recognize the removal (lowering) of the skill adjustment via SetBaseSkillRank and would therefore not allow the player to add ranks to the affected skill.
The mod creates a custom version of the skills level up screen which is nearly identical to the existing skills level up screen. It uses gui callback scripts to handle, via scripting, increasing the skill rank during level up, decreasing it, and even use of the recommend button. Adjustments are tracked and applied once the level up process is complete.
This allows for a proper recognition of uses of SetBaseSkill rank prior to entry into the level up process to overcome the bug describe above.
This also means that one will be able to create custom feats which make use of SetBaseSkill rank to emulate skill bonus effect which need not resort to unstackable magical effects.
Custom feat selection level-up screen This mod also has a custom feat selection level up screen (both bonus and normal feats)
normal pre-req logic is still checked and only those feat which should be available should be displayed.
Feat checking has been enhanced. It is now possible for the GrantedOnLevel and the GrantedPreReq feat to be respected in the cls_feat_***.2da file for feats with a list type value other than 3.
This means bonus feats can have an extra granted prereq restruction which controls whether or not they are displayed, as well as a level restriction, resulting in the ability to have entirely different sets of bonus feats to choose from at different levels.
Also it is now possible to ADD new feat columns which control pre-req requirements.(although code needs to be changed to support such). For example, I have added in support for a MinReflexSave and MinWillSave column which functions similarly to the MinFortSave colum. Now custom content makers can add custom feats which have new qualifying restrictions.
The module also demonstrates three new events: OnPreLevelUp, OnCancelLevelUp, and OnPostLevelUp. These events fire for both the PC and Controlled companions.
OnHotBarButtonClick event: I have edited all the gui xml files which allows the player to drag a button onto the hotbar, in order to ID the button type and other pertinent data (such as skillID, featID, spellID, etc) I then track this data by ButtonID, and have added a callback attach to the OnLeftCLick for the hotbar buttons.
This creates an effective OnHotBarButtonClick event, which provides me with the button ID that was clicked. The ButtonID can then be used to look up ButtonData assigned to that ButtonID (name the button type and spellID/SkillID/FeatID, etc info)
So the mod will now display the ButtonType and other Info when you click on a hotbar button.
NOTE: Known issue. Since data tracking only occurs when a button is dragged onto the hotbar, you will get invalid data if you click on hotbar button which were automatically populated with skill/feat buttons upon initial entry into the mod. To fix you have to manually drop them off the hotbar, then replace them by dragging them back onto it form the character info screen.
NOTE, this is still "beta" and I am still in need of testing from players and CC makers, to make sure the feat selections work properly. If you find a situation in which it does not please send me a PM on the bioboards and/or describe the build of the character up to the point of level-up in which you got unexpected results.
Posted by kamal at 2010-03-08 06:36:10 Voted 10.00 on 03/08/10
err, vote. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by kamal at 2010-03-08 06:35:49 Voted 10.00 on 03/08/10
Complete redo of core system adding functionality?
"Genuinely Groundbreaking" _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by nicethugbert at 2009-11-03 06:32:17 Voted 10.00 on 11/03/09
Thx a lot, 01000010. I'm searching for free time to dig into this one and restrict spells based on feats or deities. _________________________ Reino de Aldor
Looks good so far; will be piecing together a custom character generation and levelup system for NWN2 based on the starting framework in this download. :)
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