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Post by FunkySwerve on Apr 5, 2009 16:40:44 GMT
If the demo mod isn't working, the plugins aren't installed correctly. If you kept paths when you unrarred the .dll files would be in a subfolder instead of the nwn folder. Make sure you unrarred into the proper folder - the default is C:\NeverwinterNights/NWN . LMK if that doesn't solve your problem.
Best, Funky
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Post by Werehound Silverfang on Apr 5, 2009 20:07:12 GMT
Yep, They are All there. I have 2 installations of NWN on my HDD. The one I Installed HGLL on was in the directory "C:\Neverwinter Nights\NWN - Copy\" And I changed the value in the script to match the path. "C:\Neverwinter Nights\NWN - Copy\servervault\" Is there anything else that determines the location of my files?
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Post by FunkySwerve on Apr 5, 2009 20:26:29 GMT
Please post your nwnx.txt and nwnx_leto.txt logs, from the logs.0 folder of the installation that has the plugins installed. Make sure that you attempt to use the altar first, so that they show the attempted edit.
Funky
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Post by Werehound Silverfang on Apr 5, 2009 20:40:55 GMT
Here is my nwnx.txt file: NWN Extender V.2.6.1 (c) 2005 by Ingmar Stieger (Papillon) and Jeroen Broekhuizen visit us at www.nwnx.org
* Loading plugins... * Plugin leto is loaded. * Plugin odbc is loaded. * NWNX2 activated.And here is my nwnx_leto.txt file. What baffles me is it doesnt say the correct path name. NWNX-Leto module (build 03 - FF) (c) 2004 by David Frauzel (dragonsong), dragon@weathersong.net Information and support: weathersong.infopop.cc* Loading LetoScript.dll... * LetoScript metamodule activated (9.495ms). <1.150ms> Req:"SCRIPT", Param:"$RealFile = q<C:/NeverwinterNights/NWN/servervault/Werehound Silverfang/> + FindNewestBic q<C:/NeverwinterNights/NWN/servervault/Werehound Silverfang/>;$EditFile = $RealFile + '.utc';FileRename $RealFile, $EditFile;%bic = $EditFile or die;/HitPoints = /HitPoints + 20; /LvlStatList/[0]/LvlStatHitDie = /LvlStatList/[0]/LvlStatHitDie + 20; /MaxHitPoints = /MaxHitPoints + 20; /CurrentHitPoints = /CurrentHitPoints + 20; /PregameCurrent = /PregameCurrent + 20; /Lootable = 41;%bic = '>';close %bic;FileRename $EditFile, $RealFile;" The hgll_const_inc script says // This is the path to your servervault. It must be set correctly for Letoscript to work. const string NWNPATH = "C:/NeverwinterNights/NWN - Copy/servervault/";//windows sample // const string NWNPATH = "/home/funkyswerve/nwn/servervault/";//linux sample
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Post by FunkySwerve on Apr 5, 2009 21:13:46 GMT
Leto is still looking for the old path:
C:/NeverwinterNights/NWN/servervault/Werehound Silverfang/
Probably because you forgot to compile the scripts after editing the include. Do a full compile, it should work fine.
Funky
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Post by Werehound Silverfang on Apr 5, 2009 21:18:35 GMT
OK, going back and making sure, now when i hit "Compile" i get this error, which I either didn't get before, or didnt notice it (what good I am, eh?)
4/5/2009 3:17:08 PM: Error. 'hgll_const_inc' did not compile. hgll_const_inc.nss: ERROR: NO FUNCTION MAIN() IN SCRIPT
Or depending on what i chose when I compiled the script:
4/5/2009 3:18:21 PM: Error. 'hgll_const_inc' did not compile. hgll_const_inc.nss: ERROR: NO FUNCTION STARTINGCONDITIONAL() IN SCRIPT
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Post by FunkySwerve on Apr 5, 2009 21:23:23 GMT
It's an include, and doesn't compile. The scripts that reference it do. Do a full compile, meaning all the scripts in the mod.
Funky
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Post by Werehound Silverfang on Apr 5, 2009 21:29:07 GMT
Wow... I am a total dunce... Works fine once I made sure to compile every script.
Credit to you for your patience with me Funky, thanks.
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Post by FunkySwerve on Apr 5, 2009 22:14:37 GMT
Lol, I was there, once. Just to clarify, in case you're at all unsure about any of this:
There are both compiled and source scripts. Source scripts are the ones that you edit. Compiled scripts are machine-readable versions of source scripts generated by the compiling process, and are the ones the computer actually runs. If you make an edit, but don't compile the script, or there's an error causing the compile to fail instead of saving a new compiled version, it will keep on using the last successful compile - in this case, the original scripts using the original include. Includes themselves are just function lists that the compiler refers to when it compiles void main(){} scripts that actually do things.
LMK if you have any questions.
Best, Funky
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Post by rafhot on Apr 24, 2009 19:05:02 GMT
hi, im rafhot the anonymous guy form the prc post of this topic long time ago... im using the hgll very modified with my prc and my version works fine with many cool things like yours but now i want to add one more feature like you did on higher ground about bab and that thing of +20 on lvl 40 and a -20 to simulate a bab increase progression but what i need to do to change it? i know prc have a lot of modification onhow weapons work and i suppose also the bab functions can you show me the way where i need to change to make the bab progession over 40 in hgll? also have a limit of loot table? because i have increased my lvl limit to 80 intead of 60 and works fine but when i tried to increase to 80-100 seems to not work or i did something wrong ( since prc have many new feats i think i need much more lvls and 100 lvls whould the cool to me if you tell me it is possible to put 100 lvls i wil ltry agian to jump to 80 to 100 once more thnx for all help and sorry for my strange english
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Post by FunkySwerve on Apr 24, 2009 19:32:05 GMT
It isn't a question of changing anything. You just have to add the required code in the right events, based on the character's Lootable field. You can modify bab by editing bab at level 40 and then applying ab penalties which are applied on login and reapplied after res/raise/etc, and scaled back by level, or by means of nwn plugin if you're using nwnx on linux: highergroundpoa.proboards.com/index.cgi?board=nwnxhax&action=display&thread=13767&page=1There's no reason you couldn't go up to 100 levels, though you'd have to make hit points loop around again, so that for 41-80 they're added to the level list at (level -41), and for 81-100 at (level - 81), because there's only 40 levels to use. Not sure what trying to add to levels past 40 would do, but it's likely the cause of any problems you're having. Funky
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Post by rafhot on Apr 24, 2009 19:56:59 GMT
i must use the SetBaseAttackBonus and get? the lexicon says that those functions dont work on player characters in my concept i will make a on client enter chack if loottable>40 then set a bab to +20 and take again to -20 also other if's to check when he gains -19, -18.. on the penality thedoubt in my mind is about the setbab and get are limited to values from 1 to 6 says the fucntion description can you bless me with your wisdom again? thnx
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Post by FunkySwerve on Apr 24, 2009 20:42:46 GMT
You need to add the bab at level 40 in the 2da. You can only add 20 and maintain current level 40 bab, because the maximum ab penalty you can apply is 20. You use EffectAttackDecrease to apply the penalty.
Funky
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Post by rafhot on Apr 24, 2009 23:39:52 GMT
one more question for the different tiers you have changed the different 2ds like cls_atk_1.2da for tier 1 ,cls_atk_2.2da for tier 2 and so on i put a +20 extra in each of those or is better put +20 in the first, +15 on the second and +12 on third? or is better manage the maximum bonus for tiers by script instead different vaules of the +20 in each? i have made an arcaic method not mutch ellegant and if someone have a moe ellegant on client version than mine i will appreciate i have set up a ab bonus every 3 lvls to 43 to 100 i hope the quote code dont break my tabulation void main() { object oJogador = GetEnteringObject();
if((GetHitDice(oJogador) == 40 ) && (GetLootable(oJogador) < 41 ) ) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(20,ATTACK_BONUS_MISC)),oJogador); } else if ((GetLootable(oJogador) >= 41 ) && (GetLootable(oJogador) < 43 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(19,ATTACK_BONUS_MISC)),oJogador); } else if ((GetLootable(oJogador) >= 43 ) && (GetLootable(oJogador) < 46 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(18,ATTACK_BONUS_MISC)),oJogador); } else if ((GetLootable(oJogador) >= 46 ) && (GetLootable(oJogador) < 50 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(17,ATTACK_BONUS_MISC)),oJogador); } else if ((GetLootable(oJogador) >= 50 ) && (GetLootable(oJogador) < 53 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(16,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 53 ) && (GetLootable(oJogador) < 56 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(15,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 56 ) && (GetLootable(oJogador) < 59 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(14,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 59 ) && (GetLootable(oJogador) < 62 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(13,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 62 ) && (GetLootable(oJogador) < 65 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(12,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 65 ) && (GetLootable(oJogador) < 68 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(11,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 71 ) && (GetLootable(oJogador) < 74 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(10,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 74 ) && (GetLootable(oJogador) < 77 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(9,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 77 ) && (GetLootable(oJogador) < 80 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(8,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 80 ) && (GetLootable(oJogador) < 83 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(7,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 83 ) && (GetLootable(oJogador) < 86 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(6,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 86 ) && (GetLootable(oJogador) < 89 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(5,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 89 ) && (GetLootable(oJogador) < 92 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(4,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 92 ) && (GetLootable(oJogador) < 95 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(3,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 95 ) && (GetLootable(oJogador) < 98 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(2,ATTACK_BONUS_MISC)),oJogador); }
else if ((GetLootable(oJogador) >= 98 ) && (GetLootable(oJogador) < 100 )) {
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectAttackDecrease(1,ATTACK_BONUS_MISC)),oJogador); }
else if (GetLootable(oJogador) >= 100 ) {
return; } }
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Post by FunkySwerve on Apr 25, 2009 3:07:07 GMT
one more question for the different tiers you have changed the different 2ds like cls_atk_1.2da for tier 1 ,cls_atk_2.2da for tier 2 and so on i put a +20 extra in each of those or is better put +20 in the first, +15 on the second and +12 on third? or is better manage the maximum bonus for tiers by script instead different vaules of the +20 in each? Whichever you're more comfortable with, based on what you're doing. We allowed room for legendary feats to boost ab. Funky
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