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#1 |
Symbol of Cyric
![]() Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 49
Posts: 1,214
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When it comes to adding effects to the main modules (henchmen, items, spells, et cetera), what systems do you find work?
I am sorely tempted to start up a new game of NeverWinter Nights, but I want to completely make it ridiculous. That's right, everyone, I am going to be rich (easily done), powerful (with money comes powerful), and set up with the best people for the job (using the Tony K addition to make my henchmen in the original campaign more useful). Thing is, I know there are a few really good module additions out there such as new spells (regular and epic), item collections (such as the CEP), and abilities (namely the PRC). Theoretically speaking, I should have two sets of original campaign modules set up: those without all the extras, and those with all the extras. (It's a matter of copying them into a new directory and renaming them apparently THEN tweaking them.) Now I know that I should be able to add all the interesting things from the CEP to the modules with the right keying in, and the PRC can load itself into the modules themselves and "skin" my characters so I can use some of the more unique capabilities. Problem is, I am not exactly sure where to start. Not to mention, if I do manage to do this, I'll have to set the game to a harder difficulty to compensate. Any suggestions from the masses on where to begin?
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There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you. |
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#2 |
Ironworks Moderator
![]() Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 44
Posts: 6,763
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As far as I know I think most of those mods will work by just putting them in the override folder. In NWN1's case you may have to add the hackpacks to the official modules in the editor, but I think that depends on the stuff you're trying to add.
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