Nolanoth Posted November 25, 2014 Share Posted November 25, 2014 Was there ever a fix found for the toolsets FAILURE at compiling nss files? This things has been driving me crazy! Thread after thread, after thread and another thread and still nothing. Is there at least some nss to ncs converter? Link to comment Share on other sites More sharing options...
mcgoy Posted November 25, 2014 Share Posted November 25, 2014 ummmm never had a problem compiling nss files that I wrote in my module in my mod. Link to comment Share on other sites More sharing options...
Nolanoth Posted November 25, 2014 Author Share Posted November 25, 2014 (edited) Can you normally edit the spell_constants_h.nss file? Without touching anything else? Or is it much more complicated? And of course compile it to ncs. Edited November 25, 2014 by Nolanoth Link to comment Share on other sites More sharing options...
mcgoy Posted November 25, 2014 Share Posted November 25, 2014 You are messing with a Core resource and do so at your own risk. This may cause incompatibility with other mods that you may want to play. If you upload your mod to Nexus you will need to identify this change as a possible source of incompatibility First - check the file out. (right click on name, select 'check out') Make your changes. Based on the name (because I don't have time to look at the file in the toolset), it is a 'header' file so it can't be compiled. All of the files that use spell_constants_h will have to be recompiled for the change to be saved. The names of these files can be located by right clicking on the file name and selecting the 'referenced by' tab. To answer your questions -yes, you can change the fileno, you don't have to change other filesyes, you will have to recompile (touch) themyes, it is more complicated than just changing spell_constants_h If you tell me what you are trying to do, I may be able to suggest an alternative approach that isn't as invasive. Link to comment Share on other sites More sharing options...
Nolanoth Posted November 25, 2014 Author Share Posted November 25, 2014 (edited) yes, it is more complicated than just changing spell_constants_h Jesus H. Christ! Why does this thing has to always be complicated. Could you by any chance help me make a mod that would balance out the game a little? I only wanted to make some changes to the spells. Like damage, duration, dame over over time etc. What I also wanted to do is change some of the active effects to passive ones. I should probably make a list, but here's an example: Let's take the Arcane Warrior specialization. Here are some changes I want to make: Combat Magic: Attack Bonus: 2.0 + (Spellpower / 5.0).Spellpower is now used in place of strength for weapon damage.Magic is used in place of strength to meet weapon/gear requirements.No upkeep.No fatigue.Passive.Description: The arcane warrior channels magic inward, gaining an attack bonus and the ability to use Spellpower to determine combat damage. Additionally, an arcane warrior who has learned this ability may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor. Aura of Might - change name to "Magic of Might":Attack Bonus: 2.0.Damage Bonus: 2.0.Defense Bonus: 10No upkeep.No fatigue.Passive.Description: The arcane warrior's prowess with Combat Magic grows, granting additional bonuses to attack, defense, and damage. Shimmering Shield - change name to "Arcane Infusion": Armor Bonus: 15.Fire, Cold, Electrical, Nature and Spirit Resistance Bonus: 25.0%.Mental and Physical Resistance Bonus: 75.No upkeep.No fatigue.Passive.Description: The arcane warrior draws power from within to become infused by pure arcane energy that grants small bonuses to armor and all resistances. Fade Shroud - change name to "Fade Form": Mana Regeneration Bonus (exploration and combat): +2/+3.+25% Chance to Dodge Attacks.Description: The arcane warrior now only partly exists in the physical realm, spanning the gap between the real world and the Fade grants a bonus to mana regeneration and a chance to avoid attacks. This is just a small portion of the changes. I also have to disable the ability to pick multiple specializations. From now each specialization would be more powerful, but if you have to pick ONE specialization and stick to it. No more blood mage/arcane warrior/spirit healer combo's. You go down one specific path and that's that. It defines your character. Come to think of it I'd have to d the same for warriors and rouges while lowering the level requirements of awakening specializations and implementing the tomes in to the original campaign. Edited November 25, 2014 by Nolanoth Link to comment Share on other sites More sharing options...
mcgoy Posted November 25, 2014 Share Posted November 25, 2014 Are you trying to make the game easier? There are already mods for that. Are you trying to make it harder? - there are mods for that as well. If existing mods don't create the changes you are trying to achieve...... I won't be able to really respond until this evening, but feel free to send a pm with what you intent is in making the change(s). As much detail as possible. Link to comment Share on other sites More sharing options...
Nolanoth Posted November 25, 2014 Author Share Posted November 25, 2014 Alright. I'll make a large list of all the changes. Maybe upload it in a txt file or word or something, but you'll have to wait a bit for it since I need to go to the university in a few moments then cook dinner and all. My main goal is to make the game have more sense. What annoys me is the constant upkeep, upkeep, upkeep and even more upkeep as well as some spells and the over the top specialization selection. My main goals are to: 1) Keep the difficulty mostly intact.2) Have the abilities make more sense while getting rid of most the active stuff and turning it to weaker, no cost passive effects.3) Make combat more fun and intuitive. There's no need to pick multiple specializations and crap. Instead I just want to make all the specializations more focused on what they should do. Anyway once I get everything done I'll send it to you as quickly as humanly possible. Link to comment Share on other sites More sharing options...
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