Posted May 28, 2018
Hello!
I’ve just recently got back into NWN1 and am building a small PW for a few real life friends.
I’m quite inexperienced with scripts and custom content, but trusty lilac soul has helped me develop my NWScript writing.
I’m now attempting to make a few small adjusts to the game rules but seem to be having a problem.
Example; I want Rangers to not be able to cast any spells.
I’ve used a .2da editor (Excimer’s) to edit the classes.2da and have changed the Ranger’s SpellGain Table to **** as an example, and turned SpellCaster to 0. I’ve then saved this as classes.2da and placed that .2da file into my Overide folder.
When I load up the game - Rangers still have spells?
Am I missing a crucial step.
SECONDLY;
Once (if??) I get this sorted, is there is a way to build these .2da changes into a module/PW without having to make the players use a Hak / place the same files in their overide?
Many thanks,
I’ve just recently got back into NWN1 and am building a small PW for a few real life friends.
I’m quite inexperienced with scripts and custom content, but trusty lilac soul has helped me develop my NWScript writing.
I’m now attempting to make a few small adjusts to the game rules but seem to be having a problem.
Example; I want Rangers to not be able to cast any spells.
I’ve used a .2da editor (Excimer’s) to edit the classes.2da and have changed the Ranger’s SpellGain Table to **** as an example, and turned SpellCaster to 0. I’ve then saved this as classes.2da and placed that .2da file into my Overide folder.
When I load up the game - Rangers still have spells?
Am I missing a crucial step.
SECONDLY;
Once (if??) I get this sorted, is there is a way to build these .2da changes into a module/PW without having to make the players use a Hak / place the same files in their overide?
Many thanks,
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