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			<title>RE: Izk Creatures</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2009-RE-Izk-Creatures&amp;goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 22:36:37 GMT</pubDate>
			<description><![CDATA[Now that Izk is on board as a content creator, I've put together a "wishlist" of his creations that I would like to see added to NwnE. Of course, he...]]></description>
			<content:encoded><![CDATA[<div><i>Now that Izk is on board as a content creator, I've put together a &quot;wishlist&quot; of his creations that I would like to see added to NwnE. Of course, he has the final say, but...<br />
<br />
Horses - especially the mummified horses and mechanical ones. You can also never have too many alternate color schemes of the standard horses. Didn't you have some zombie horses too, Izk?<br />
<br />
Sisters of Mercy - I just love the theme here, especially the zombie nurses and the corrupted versions. I'm seeing a whole slew of NPCs corrupted by Loviatar or some other dark power.<br />
<br />
Slayer - Bout time we saw something from Baldur's Gate in the community; especially something as big a player in the Realms as the Bhaalspawn were. For those who don't use the Realms, it makes a hell of a demon.<br />
<br />
Zombies/Undead - I know that chainsaw-wielding monsters aren't exactly on everyone's list, but I like the idea of a module that throws a twist at you. Anyone out there ever play Resident Evil with the lights off...<br />
<br />
In reality, I'd gladly take anything Izk wants to throw our way. Its a small step to add the custom category to the standard palette - and what better justification than a slew of well-modeled creatures to populate it with.   <br />
</i></div>

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			<category domain="http://www.rpgmodding.com/forums/forumdisplay.php?79-Enhanced-Development">Enhanced Development</category>
			<dc:creator>pstemarie</dc:creator>
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			<title>RE: NWN Enhanced - HCR v2 Integration</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2008-RE-NWN-Enhanced-HCR-v2-Integration&amp;goto=newpost</link>
			<pubDate>Wed, 25 Aug 2010 15:17:37 GMT</pubDate>
			<description>I have integrated the HCR v2 with NwnE v2.0. For those not familiar with it, the HCR - or Hardcore Rule Set - is a series of plug-n-play systems...</description>
			<content:encoded><![CDATA[<div><i>I have integrated the HCR v2 with NwnE v2.0. For those not familiar with it, the HCR - or Hardcore Rule Set - is a series of plug-n-play systems designed primarily for PW use that includes bleeding, fatigue, hunger and thirst, persistent PC corpses, and rest, among others.<br />
<br />
While the core framework of NwnE is independent from the HCR, you will need NwnE installed to run the HCR, as the HCR has been updated to the Patch 1.69 compliance and modified to work within the core framework of NwnE. However, you do NOT need to use the HCR to use NwnE.  <br />
</i><br />
<i>NwnE v2 will include a demo module that has the core framework of the HCR already configured, along with some optional subsystems. This module will include:</i><br />
<ul><li><i>The HCR Core Framwork - which includes:</i><ul><li><i>Player and Character Enforcement Protocols</i></li>
<li><i>Database Support</i></li>
<li><i>Global Area Event Support</i></li>
</ul></li>
<li><i>Core Subsystems</i><ul><li><i>Bleeding</i></li>
<li><i>Fugue Death</i></li>
<li><i>Loot<br />
</i></li>
<li><i>PC Corpses</i></li>
<li><i>Rest<br />
</i></li>
</ul></li>
<li><i>Optional Subsystems (Active)<br />
</i><ul><li><i>Fatigue</i></li>
<li><i>Hunger and Thirst</i></li>
</ul></li>
<li><i>Optional Subsystems (Inactive)</i><ul><li><i>Deity Resurrection</i></li>
<li><i>Un-ID on Drop</i></li>
</ul></li>
</ul><i>The optional Grenade Spell Hooks subsystem has been eliminated, as has the optional Torches and Lanterns subsystem included with the original Vault release of HCR v2. These subsystems are unnecessary due to the implementation of the NwnE Expendable Torches System. </i></div>

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			<category domain="http://www.rpgmodding.com/forums/forumdisplay.php?79-Enhanced-Development">Enhanced Development</category>
			<dc:creator>pstemarie</dc:creator>
			<guid isPermaLink="true">http://www.rpgmodding.com/forums/showthread.php?2008-RE-NWN-Enhanced-HCR-v2-Integration</guid>
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			<title>nwnmdlcomp.exe and supermodels</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2005-nwnmdlcomp.exe-and-supermodels&amp;goto=newpost</link>
			<pubDate>Sun, 22 Aug 2010 13:43:06 GMT</pubDate>
			<description><![CDATA[OK, since there's no alternatives to this small tool + NWN_compDcomp.exe, which is just a shell for it, it is good to know how to avoid some nasty...]]></description>
			<content:encoded><![CDATA[<div>OK, since there's no alternatives to this small tool + NWN_compDcomp.exe, which is just a shell for it, it is good to know how to avoid some nasty bugs<br />
<br />
Many may have noticed that some models do not compile cause nwnmdlcomp.exe cannot locate supermodels mentioned in ASCII mdl. Does anyone know how to compile a model with non-default supermodel (like a_ba, a_ba_casts etc)?</div>

 ]]></content:encoded>
			<category domain="http://www.rpgmodding.com/forums/forumdisplay.php?16-Tools-of-the-Trade">Tools of the Trade</category>
			<dc:creator>rdx</dc:creator>
			<guid isPermaLink="true">http://www.rpgmodding.com/forums/showthread.php?2005-nwnmdlcomp.exe-and-supermodels</guid>
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			<title>RE: Revised Creature Palette</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2004-RE-Revised-Creature-Palette&amp;goto=newpost</link>
			<pubDate>Thu, 19 Aug 2010 17:26:57 GMT</pubDate>
			<description>Cervantes and I have decided to revamp the creature palette, breaking it up into smaller categories which will make finding creature easier. So far...</description>
			<content:encoded><![CDATA[<div><i>Cervantes and I have decided to revamp the creature palette, breaking it up into smaller categories which will make finding creature easier. So far this what we've come up with (new categories are marked with an asterisk)</i>:<br />
<br />
Aberrations<blockquote>Beholders*<br />
Driders*<br />
Mindflayers*<br />
Other*<br />
</blockquote>Animals (still working this one)<blockquote>Aquatic*<br />
Birds<br />
Cats<br />
Dire*<br />
Dogs<br />
Horses*<br />
Livestock*<br />
Other<br />
Snakes*<br />
</blockquote>Beasts<br />
Constructs<blockquote>Golems*<br />
Other*<br />
</blockquote>Dragons<blockquote>Chromatic*<br />
Metallic*<br />
Other*<br />
</blockquote>Elementals<blockquote>Air*<br />
Earth*<br />
Fire*<br />
Water*<br />
</blockquote>Giants<blockquote>Common<br />
Noble<br />
Ogres<br />
Trolls<br />
</blockquote>Humanoids<blockquote>Aquatic<br />
Fey<br />
Gnolls<br />
Goblinoids<br />
Monstrous<br />
Orcs<br />
Reptilian<br />
</blockquote>Magical Beasts<br />
Oozes<br />
Outsiders<blockquote>Celestials<br />
Fiends<blockquote>Demons*<br />
Devils*<br />
Other*<br />
</blockquote>Mephits* (replaces Imps)<br />
Other<br />
Slaad<br />
</blockquote>Plants<br />
Shapechangers<br />
Undead<blockquote>Ghouls<br />
Mummies<br />
Other<br />
Shadows<br />
Skeletons<br />
Wraiths<br />
Zombies<br />
</blockquote>Vermin<blockquote>Beetles<br />
Other<br />
Spiders<br />
<br />
</blockquote><i>If you have any suggestions be sure to chime in...</i></div>

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			<category domain="http://www.rpgmodding.com/forums/forumdisplay.php?79-Enhanced-Development">Enhanced Development</category>
			<dc:creator>pstemarie</dc:creator>
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			<title>RE: Monster Frenzy (Rage, Ferocity, Intensity)</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2003-RE-Monster-Frenzy-(Rage-Ferocity-Intensity)&amp;goto=newpost</link>
			<pubDate>Thu, 19 Aug 2010 12:46:41 GMT</pubDate>
			<description><![CDATA[I've run into a slight dilemma with the monster versions of frenzy. Put simply, Bioware got it wrong (who'd have guessed). Anyway, here's my issue...]]></description>
			<content:encoded><![CDATA[<div><i>I've run into a slight dilemma with the monster versions of frenzy. Put simply, Bioware got it wrong (who'd have guessed). Anyway, here's my issue with frenzy:<br />
</i><ul><li><i>Each state of frenzy has three levels (that add +3/+6/+9 to two abilities) - I can only find source material that supports one level - and the PnP states are quite different than what Bioware implemented. <br />
</i></li>
</ul><blockquote><i>Rage - works like barbarian rage, but adds +4 Str, +4 Con, -2 AC. Saves are not modified and the duration lasts until the combat is over or its dead.<br />
<br />
Ferocity - creature fights until its HP reaches -10 and it dies.<br />
<br />
Intensity - I can find NO pnp equivalent.<br />
<br />
Both rage and ferocity occur automatically when the creature takes damage in combat.<br />
</i></blockquote><ul><li><i>Bioware implemented frenzy as a special ability (i.e. the creature controls when it enters the frenzied state. Frenzy is NOT - and should NOT be - a controllable state.</i></li>
</ul><i>I have come up with a potential solution - and I do not think it will impact Builders overly much. My proposal is thus:<br />
</i><ol class="decimal"><li><i>Delete rage, ferocity, and intensity from spells.2da - removing them from the Special Abilities tab on the Creature Properties page.</i></li>
<li><i>Create new &quot;marker&quot; feats for rage and ferocity.</i></li>
<li><i>Modify the default OnDamaged event so that a creature with the marker feat, when damaged, enters the correct state.</i></li>
</ol><i>My questions to people reading this thread</i>?<br />
<ol class="decimal"><li><i>Should I do it (I probably will anyway since I've already devised a solution for it, but...)?</i></li>
<li><i>Can anyone show me &quot;official&quot; 3.0 source material that has Intensity in it (or that supports Bioware's version of frenzied states)? <br />
</i></li>
<li><i>Can I get some help in generating a list on this thread of existing templates that need to be modified?</i></li>
</ol><i>I'll start the list here:<br />
<br />
<b><u>Creatures that Require an Update</u><br />
<br />
</b>Badger - rage<br />
Boar - ferocity<br />
Dire Badger - rage<br />
Dire Boar - ferocity<br />
<br />
</i></div>

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			<dc:creator>pstemarie</dc:creator>
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			<title>RE: Barbarian Rage</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2002-RE-Barbarian-Rage&amp;goto=newpost</link>
			<pubDate>Wed, 18 Aug 2010 14:11:45 GMT</pubDate>
			<description>I have fixed several issues with the way that Barbarian Rage and Mighty Rage work within the game: 
 
1. Barbarian Rage now extends fully into Epic...</description>
			<content:encoded><![CDATA[<div><i>I have fixed several issues with the way that Barbarian Rage and Mighty Rage work within the game:<br />
</i><ol class="decimal"><li><i>Barbarian Rage now extends fully into Epic levels (i.e. the number of uses per day is now capped at 11/day at 40th level).</i></li>
<li><i>The duration is now calculated correctly, adding the character's MODIFIED Constitution modifier (Bioware's algorithm was wrong).</i></li>
<li><i>Mighty Rage is no longer a separate ability - it is looped directly into Barbarian Rage.</i></li>
<li><i>Greater Rage # has been renamed Epic Barbarian Rage #.<br />
</i></li>
</ol></div>

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			<guid isPermaLink="true">http://www.rpgmodding.com/forums/showthread.php?2002-RE-Barbarian-Rage</guid>
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			<title>RE: NWN Enhanced - Fatigue and Exhaustion v1.0 Alpha</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2001-RE-NWN-Enhanced-Fatigue-and-Exhaustion-v1.0-Alpha&amp;goto=newpost</link>
			<pubDate>Tue, 17 Aug 2010 18:25:25 GMT</pubDate>
			<description>This is the initial design notes from the include file for the NwnE Fatigue and Exhaustion System: 
 
    Function library for the NwnE Fatigue...</description>
			<content:encoded><![CDATA[<div><i>This is the initial design notes from the include file for the NwnE Fatigue and Exhaustion System:<br />
<br />
    Function library for the NwnE Fatigue System<br />
<br />
    The NwnE Fatigue System is a robust, non-timer driven system that runs<br />
    every heartbeat on each PC in the module.<br />
<br />
    The system is requires NO scripting knowledge to implement and can be<br />
    switched on/off in the OnModuleLoad Event or by setting the variable<br />
    &quot;X4_ENABLE_FATIGUE&quot; to TRUE on the module.<br />
<br />
    ------------<br />
    HOW IT WORKS<br />
    ------------<br />
<br />
    Whenever a character engages in strenuous activity - e.g. combat, casting<br />
    a spell, or going without rest for more than 24 hours - they risk becoming<br />
    fatigued. Furthermore, certain effects - e.g. frenzy and rage - can cause<br />
    fatigue as well.<br />
<br />
    A character who becomes fatigued receives a -2 penalty to Strength and<br />
    Dexterity and their movement speed is decreased 25%. If they continue to<br />
    exert themselves they risk becoming exhausted.<br />
<br />
    A character who becomes exhausted receives a -6 penalty to Strength and<br />
    Dexterity and their movement speed is decreased 50%. If they continue to<br />
    exert themselves they risk collapse.<br />
<br />
    A character who collaapses immeadiately falls to the ground unconscious<br />
    and can do nothing until one hour has passed.<br />
<br />
    --------------<br />
    FATIGUE POINTS<br />
    --------------<br />
<br />
    To simulate the build-up of fatigue, NwnE uses Fatigue Points (FP). Each<br />
    character begins with 0 FP. Performing actions that cause fatigue<br />
    accumulate FP.<br />
<br />
    If a character's FP rises above their Constitution, they become fatigued.<br />
<br />
    If the character's FP rises to more than twice their Constitution, they<br />
    become exhausted. An exhausted character who continues to exert themselves<br />
    must make a Fortitude save every time they gain another FP. If they fail,<br />
    they immediately collapse. The difficulty of this saving throw increases<br />
    by +1 each time it is made.<br />
<br />
    If the character's FP rises to more than triple their Constitution, they<br />
    collapse.<br />
<br />
    As long as they have not become fatigued or exhausted, or have collapsed,<br />
    characters automatically begin to recover FP when they are not exerting<br />
    themselves - at the rate of 1 point per round (6 seconds). Resting removes<br />
    all fatigue, exhaustion, and collapsed states.<br />
<br />
    A character who goes without rest for 24 hours or more suffers the effects<br />
    risks becoming fatigued or exhausted more rapidly.<br />
<br />
    ---------------------<br />
    FP ACCUMULATION RATES<br />
    ---------------------<br />
<br />
    Combat - Characters accumulate one FP for every 10 rounds they are engaged<br />
    in combat (the Builder can configure this value). Characters operating<br />
    without rest accumulate one FP per round.<br />
<br />
    Casting Spells - Characters accumulate one FP every time they cast a spell.<br />
<br />
    Frenzy or Rage - Characters immediately become fatigued when their frenzy<br />
    or rage ends.<br />
<br />
The system uses integers stored on each PC to track their fatigue level, fatigue status, how long they have gone without rest, and how many rounds they have been engaged in combat.<br />
<br />
To reduce lag on MP Servers, I have kept the number of checks being made on each PC in the heartbeat script to the bare minimum needed to run the system. However, it may be necessary to cache the heartbeat script.<br />
</i></div>

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			<dc:creator>pstemarie</dc:creator>
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			<title>RE: NWN Enhanced - Subrace System v1.0 Alpha</title>
			<link>http://www.rpgmodding.com/forums/showthread.php?2000-RE-NWN-Enhanced-Subrace-System-v1.0-Alpha&amp;goto=newpost</link>
			<pubDate>Sat, 14 Aug 2010 16:58:09 GMT</pubDate>
			<description>I have begun prototype work on an integrated subrace system for NWN Enhanced v2.0. The system uses dynamic item properties to simulate the special...</description>
			<content:encoded><![CDATA[<div><i>I have begun prototype work on an integrated subrace system for NWN Enhanced v2.0. The system uses dynamic item properties to simulate the special abilities possessed by subraces by adding them to the creature skin or an &quot;innate spell widget.&quot; <br />
<br />
<b><u>Features:</u></b><br />
</i><ol class="decimal"><li><i>Customizable - Processing for subraces is handled by one script, enabling Builders to easily customize the system to suit their individual needs.</i></li>
<li><i>Full Builder Control - The system can be turned on/off at the Builder's discretion by commenting-out/uncommenting one line in the OnModuleLoad script.</i></li>
<li><i>Enforces &quot;Legal&quot; Subraces - Only predefined subraces are recognized by the system, preventing players from using subraces that Builders do not want them to. Furthermore, players must be of the corresponding race to use a subrace (i.e. NO drow humans).<br />
</i></li>
<li><i>Player Choice - Builders have the option of allowing existing characters that do not already have a subrace to choose one through a dialog option when they first enter the module.</i></li>
</ol><i><font color="Black"><b>Why use a &quot;widget&quot; to enable innate spells?</b></font><br />
<br />
Originally, I had configured the system to use castable feats to simulate the innate spells possessed by many subraces. However, since the engine seems to ignore the UsesPerDay column in feats.2da for feats that are added through an item property - allowing for unlimited uses per day, I had no choice but to find an alternative.<br />
<br />
Since the creature skin can't be accessed to add items to the quickbar, I choose to use a widget - a small undroppable item placed in the character's inventory and populated with the necessary spells. Through a function accessed by the OnPlayerLevelUp event, innate spellability levels are incremented as a character gains levels - in ANY class!<br />
<br />
For balance purposes, ALL innate spell abilities have been capped at 20th caster level.<br />
<br />
<b>Are any subraces included? If yes, which ones?</b><br />
<br />
All of the &quot;core&quot; subraces for the Forgotten Realms have been included - as was practical. The preloaded subraces are:<br />
<br />
Human: Aasimar, Air Genasi, Earth Genasi, Fire Genasi, Water Genasi, and Tiefling.<br />
Dwarf: Duergar, Gold Dwarf, and Shield Dwarf.<br />
Elf: Drow, Moon Elf, Sun Elf, Wild Elf, and Wood Elf.<br />
Gnome: Deep Gnome and Rock Gnome.<br />
Halfling: Lightfoot Halfling.<br />
<br />
<b>Are there plans to include more subraces?</b><br />
<br />
YES!<br />
<br />
<b>How close are the subraces to PnP?</b><br />
<br />
Each subrace is as close as I get it to PnP and still keep it viable for the game. In some minor cases this may have meant the alteration or omission of an ability. Furthermore, some of the abilities - the air genasi's &quot;Breathless&quot; ability - could only be simulated through scripting adjustments. So, just because an ability doesn't seem readily apparent doesn't mean it hasn't been implemented.<br />
</i></div>

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