I DID created a Hattori Hanzo in my last campaign, but I WILL start from the begining as everything was ridiculous. My ninja(Ranger,16,15,17,12,15,11)(with Hatori Hanzo) made a genocide half way through the moathouse. Every second hit was a critical, come on............. This time I'll have two Wakizashis.....
Absolutely not. Even the most hardcore role playing groups recognize the need for someone who smashes monster faces in. It's not bad role playing to make someone dedicated to dealing out damage. A lot of time in D&D is spent in combat, and that's exactly what the rules push for To get super microscopic on you, in the hands of a fighter or barbarian with such high strength, enhancements and all that, the -2 to hit in exchange for another dice damage category is well worth the trade. At a certain point, when your strength is like a million and with all the other mods going on, you don't miss anyways. It's only on attack 3 or 4 that you might whiff. In lieu of that, scaling your damage category up in exchange for a -2 to hit is the way to go. Especially when you start factoring in criticals and power attack!
Totally agree with you, ShadowDeth. That's the sort of Fighter I'd always choose in a classic play. I played the game so many times tho,that I just like to experiment new ways of acting and weaponery all the time. My first choice for a party'd be a Ftr with Zweihander(or,in the game, Greatsword),Rng TWF-Scimitar,Wiz, Rog-Shortsword&main gauche,weapon finess,Cle(or Dru-VERYYYYY tough call). Anyhow, as I like to try new things, I like to try the different new weapons I can console, although I feel bad. Don't like to cheat so I try to not use them until I have enough money to spend on their MW "in game " version, when I spend the money on futile items, to recreate the balance. By the way of weapons I can console in, just noticed Shashka. Was it on the original list, or someone's into the cossacks warfare? Just curiousity.
It's position in the description file tells me it was an add on later. It's by a bunch of other weapons I remember reading about in the "updates : co8 mod version whatever" a long time ago. Have you ever messed around with the shadow blade? It's a disgusting weapon... from memory it has a ridiculous critical range, and it goes greatsword-esque damage. As for your druid/cleric issue, why not change the party size? In my current party I'm running a barb/sorc, fighter/rogue, necromancer, druid, cleric, and a fighter/wizard and while you get more resources, your average level is lower. I've done four man parties and 8 man parties, and four pc's is definitely easier. Why not six? I also used to ditch money to "pay" for the masterwork stuff. I like dumping my money in the well though
Could someone please provide me with an example of how to change my NE cleric of Obad-hai Fire&Plant Positive energy (not allowable in RAW) to Negative energy. I thank you.
I spent a few hours testing, and yes this looks like a bug. NE followers of Obad-hai should spontaneously cast negative energy spells (as any evil cleric of a neutral deity). I am 99% sure that the stat you want to change is stat_alignment_choice. Unfortunately, the functions to change stat_alignment_choice in both the console and in DLGs do not work. I tested using both positive and negative spell casters, the function always returns 0. Attempts to use the console to get this stat also failed (console always returns a 0). Attempts to get/set stat_domain_1 and stat_domain_2 fail in the console as well -- the console again returns 0. FYI, getting and setting stat_deity seems to work (although I haven't tried with Clerics). My TRUE_NEUTRAL party characters are Old Faith and Elder Faith (a new I religion made up after seeing the Desperate Housewives quest). The Shadow Over Hommlet anyone? OK, so I read too much Lovecraft. FYI, I am assuming your game is already in progress. If so, you are probably stuck with what you've got. If not, you can probably edit the character files before starting the game. --thearioch
There is a feat to spontaneously cast negative spells - unfortunately (as lamented elswehere) I haven't figured out how to bestow feats yet. There is a way to do it but I haven't hit the exact syntax. When I do, i can fix this at the start by having Jade Empress run a script to give the feat to anyone who should have it.
Got it! To change the spontaneous casting status, you need to set obj_f_critter_alignment_choice to 1 for positive energy (heal spells) and anything else for negative energy (inflict wound spells). This doesn't seem to affect rebuke/turn in my experience, but perhaps more experimentation is in order. In short, open up the console and type: game.party[xxx].obj_set_int(obj_f_critter_alignment_choice, 1) (for channeling positive energy; change the 1 to 0 for negative energy) xxx is the PC's index, with the leftmost being 0.
Sitra, thanks for the research. I'm looking forward to learning how to change the other stuff too. Arioch, I have started over. I easily changed him to Old Faith (to do the dirty work that Jaroo won't do), but I should change his Fire domain to Sun. This might be interesting to test out if we can get the Negative Energy part to work (Greater Turning => Greater Rebuking??? Doubt it!) So, should I assume you mean I have to Hex Edit the energy type? Crap! Also, FYI, the only evil clerics RAW that use Positive are Cuthbert's (although the game says that he has no evil clerics). I have read somewhere that they are the renegades that do his bidding.
Good news! It appears that rebuking/turning IS affected by that console command after all. However, you need to change maps before it takes effect. And it seems you have to set the variable to 2 for rebukement/negative energy. So to summarize: game.party[xxx].obj_set_int(obj_f_critter_alignment_choice, 1) - will make the cleric spontaneously cast Cure spells and Turn Undead game.party[xxx].obj_set_int(obj_f_critter_alignment_choice, 2) - will make the cleric spontaneously cast Inflict spells and Rebuke Undead Where xxx is the PC's index, starting from 0 for the leftmost portrait.
I saw that there is a way to remove an NPC from the party. Is there a way to use the console to make an NPC (e.g. Screng & Murfles) join the party? Or should I do the "domonator" thing?
You already do, Basil :icon_chuc To get, say, Murfles to join, I would personally edit her dlg file, or (in her case) look for whatever flag triggers toallow you to just grab her (eg, if she has already joined once and won't join again, there is doubtless a flag, so yuo set it back to 0). I sometimes just set the flag that allows you to recruit Meleny without all the frigging around. There is a way to just do it through the console but it is even more complicated, since you first have to run a script to identify all the NPCs in the vicinity, work out which one is the one you want (to get a handle on it) then add them after that. But Cerulean's Rod or whatever you had in mind to dominate with also works
I am wondering if Y'dey's line 191 game.party_npc_size() == 1 causes trouble when there are only two PCs. It seems that it was written assuming that there are 5 PCs and only 1 NPC so that Y'dey and Murfles can take the other two slots.
Heh: never seen that exact command before. More likely its '1' if you are full, '0' if you can take more. The number of PCs should have nothing to do with it, but changing the party size will: the game certainly assumes a max number of NPCs at 3, but that doesn't often come up.