Things you will need
Feats.2da
Classes.2da
http://nwn2.wikia.com/wiki/Classes.2da this is a good reference for this file.
The fields are listed in a fairly simple manner on the wiki and shouldn't need detailing here. If you have any questions however feel free to post them on this forum.
Spells.2da
http://nwn2.wikia.com/wiki/Spells.2da same as above with the exception that is will get a tiny bit more complicated with the inclusions of feats needing scripts. as they will need to be referenced here.
Important: Some of the lines reference eachother by line number you will need to remove the same number of buffer lines as you add to to ensure you do not cause conflicts with lines following.
Packages.2da
cls_bfeat_*
cls_feat_*
cls_savthr_*
cls_skills_*
Dialog.tlk
I hope this crash course is helpful, I'll be happy to look up or answer any questions that come up. (no I am not going to explain how to script here.)
But one script, the includes, you will need a reference in the includes .nss for anything referenced by scripts.
example:
const int CLASS_TYPE_* = (line number);
this is where the scripts pull that information for script lines like:
GetLevelByClass == (CLASS_TYPE_PALADIN) etc
the same will go for feats and spells you may need to call in scripts.
also, ensure your script has the #include (includefilename) so the script can recognize the reference.
- .TLK editor (I use Killer TLK editor v3.0)
- .2da editor (NWN_2da editor "For NWN/NWN2")
- NWN2 Toolset working
After you have determined what it is you want to make you will need the following files easiest to use existing content .2da's if you wish to include them in an ongoing pack like Sundren however for this example we'll use vanilla.
most of the files will be found in c:\Programfiles(x86)\Atari\neverwinternights2\data \2da\2da
classes.2da (you will be working with this the most at the beginning)
feats.2da (if you want to make custom feats, if not then you will want this for reference.)
spells.2da (again you will need this for reference at the very least)
packages.2da (if you are feeling ambitious and wish to make preset packages, you will want this file.)
cls_bfeat_* (pick one to get the bonus feat template or you can build it yourself if you're really that bored.)
cls_feat_* (same as the bonus feat only you will be working in here a LOT)
cls_savthr_* (again need the template for the spreadsheet)
cls_skills_* (Template again)
dialog.tlk (a copy, to be placed in your documents neverwinternights2 install directory, not the program files one.)
(armor).uti file if you want to give your class a nice look in the character creator.
any custom icons you wish to use for spells/feats/class/bclass at 40x40 pixels in .tga format.
you will also need to have an includes .nss (script file) to make any new content... you know work.
most of the files will be found in c:\Programfiles(x86)\Atari\neverwinternights2\data \2da\2da
classes.2da (you will be working with this the most at the beginning)
feats.2da (if you want to make custom feats, if not then you will want this for reference.)
spells.2da (again you will need this for reference at the very least)
packages.2da (if you are feeling ambitious and wish to make preset packages, you will want this file.)
cls_bfeat_* (pick one to get the bonus feat template or you can build it yourself if you're really that bored.)
cls_feat_* (same as the bonus feat only you will be working in here a LOT)
cls_savthr_* (again need the template for the spreadsheet)
cls_skills_* (Template again)
dialog.tlk (a copy, to be placed in your documents neverwinternights2 install directory, not the program files one.)
(armor).uti file if you want to give your class a nice look in the character creator.
any custom icons you wish to use for spells/feats/class/bclass at 40x40 pixels in .tga format.
you will also need to have an includes .nss (script file) to make any new content... you know work.
Feats.2da
http://nwn2.wikia.com/wiki/Feat.2da almost forgot this one.
Important: Some of the lines reference eachother by line number you will need to remove the same number of buffer lines as you add to to ensure you do not cause conflicts with lines following.
Important: Some of the lines reference eachother by line number you will need to remove the same number of buffer lines as you add to to ensure you do not cause conflicts with lines following.
http://nwn2.wikia.com/wiki/Classes.2da this is a good reference for this file.
The fields are listed in a fairly simple manner on the wiki and shouldn't need detailing here. If you have any questions however feel free to post them on this forum.
http://nwn2.wikia.com/wiki/Spells.2da same as above with the exception that is will get a tiny bit more complicated with the inclusions of feats needing scripts. as they will need to be referenced here.
Important: Some of the lines reference eachother by line number you will need to remove the same number of buffer lines as you add to to ensure you do not cause conflicts with lines following.
ok, no easy link at my fingertips for this one sadly.
Label: (reference name of the class variant)
Name: (.tlk line reference for the name you wish to appear)
Description: (.tlk line reference for the variant description)
Class ID: (line number of the class from classes.2da)
Attribute: (the main attribute for the variant to raise on the suggested)
Gold: (starter cash, typicaly controlled by modual **** in most cases)
School: (wizards school 0-8 Gen,Abj,Con,Div,Enc,Evo,Ill,Nec,Tra)
Domain 1/2: (line reference from domains.2da)
Associate: (no clue will edit when I find out)
SpellPref2da: (2da file to pull the random selections list from each variant)
Featpref2da: (same but for feats each variant will need its own)
Skillpref2da: (again 2da file)
Equip2da: (Haven't messed with this file, used to not having starter gear.)
Soundset: (voiceset number from soundset.2da line)
Playerclass: (0-1 true/false statement playable or not)
Label: (reference name of the class variant)
Name: (.tlk line reference for the name you wish to appear)
Description: (.tlk line reference for the variant description)
Class ID: (line number of the class from classes.2da)
Attribute: (the main attribute for the variant to raise on the suggested)
Gold: (starter cash, typicaly controlled by modual **** in most cases)
School: (wizards school 0-8 Gen,Abj,Con,Div,Enc,Evo,Ill,Nec,Tra)
Domain 1/2: (line reference from domains.2da)
Associate: (no clue will edit when I find out)
SpellPref2da: (2da file to pull the random selections list from each variant)
Featpref2da: (same but for feats each variant will need its own)
Skillpref2da: (again 2da file)
Equip2da: (Haven't messed with this file, used to not having starter gear.)
Soundset: (voiceset number from soundset.2da line)
Playerclass: (0-1 true/false statement playable or not)
A simple spreadsheet to select at what level the class recieves bonus feats if at all.
http://nwn2.wikia.com/wiki/Cls_feat_*.2da
Be attentive of your reference numbers here.
Be attentive of your reference numbers here.
Here is where you will assign the savings throws by level, same as it would be in PnP books.
cls_skills_*
Skill Label: Name of the skill
Skill Index: Line number from Skills.2da
Class Skill: 0-1 true/false statement
Skill Index: Line number from Skills.2da
Class Skill: 0-1 true/false statement
This file is possibly the most important for your new classes appearance, and has boat loads of lines. find an unused section, or scroll way the hell to the bottom and input your data as you go along, the references for all your text in game will be pulled from here. (including spell/feat descriptions)
But one script, the includes, you will need a reference in the includes .nss for anything referenced by scripts.
example:
const int CLASS_TYPE_* = (line number);
this is where the scripts pull that information for script lines like:
GetLevelByClass == (CLASS_TYPE_PALADIN) etc
the same will go for feats and spells you may need to call in scripts.
also, ensure your script has the #include (includefilename) so the script can recognize the reference.
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