Skills.2da still crashes servers or is otherwise nonfunctional if it gets larger than 55 entries. This means, among other things, that we can't fit /all/ of the knowledge and perform skills (at least until/unless that bug is fixed). I've made a pared-down version that includes all the custom skills, but culls the Knowledge and Perform subskills down to 5 apiece for now. More on that later.
Character creation: Can't get these to load for character creation. Even if we put them in an override, the custom TLK won't work to see what they are (this is true of NWN1-ALFA as well). We could try finding Dialog.tlk entries to fit (eg: "Balance in all things" for the name of the "Balance" skill)- but it's confusing to the player and looks really messy once you're ingame (which is, let's face it, most of the time you'd be dealing with them).
Custom tlk: I seem to have these working in this context, added entries for the named perform subskills we had room for (those seemed to be missing before). Clientside only needs a .tlk file in the tlk directory like before.
Levelup: Leveling up and selecting new skills seems fine, though we'll need to redo all the class_skill_ 2das - I did the rogue one as a proof of principle, but since the row number changed for some of the new skills (to sqeeze our 62 entries into 54 slots), they'll need some edits. Also to add back Parry for some classes, since it seems we're leaning towards including it.
Scripts interacting with new skills:
The Good News: We can read out the ranks and such of new skills, just like base game ones. GetSkillRank(SKILL_SENSE_MOTIVE, oPC) works fine, granted you have the constants defined in an #include
The Bad News: The only way I've found to monkey with the ranks via scripts is by EffectSkillIncrease and EffectSkillDecrease, both of which seem to crash the server when applied as SupernaturalEffect() - even if they worked, they would count as permanent bonuses, rather than alterations to the base ranks. The rejuggling of initial skill points isn't going to be easy.
Extra skills I've got now:
Code: Select all
int SKILL_BALANCE = 30;
int SKILL_CLIMB = 31;
int SKILL_DECIPHER_SCRIPT = 32;
int SKILL_DISGUISE = 34;
int SKILL_ESCAPE_ARTIST = 35;
int SKILL_FORGERY = 36;
int SKILL_GATHER_INFORMATION = 37;
int SKILL_HANDLE_ANIMAL = 38;
int SKILL_JUMP = 39;
int SKILL_KNOWLEDGE_ARCANA = 40;
int SKILL_KNOWLEDGE_HISTORY = 41;
int SKILL_KNOWLEDGE_NATURE = 42;
int SKILL_KNOWLEDGE_RELIGION = 43;
int SKILL_KNOWLEDGE_PLANES = 44;
int SKILL_PERFORM_ACT = 45;
int SKILL_PERFORM_DANCE = 46;
int SKILL_PERFORM_ORATORY = 47;
int SKILL_PERFORM_INTRUMENTS = 48;
int SKILL_PERFORM_SING = 49;
int SKILL_PROFESSION = 50;
int SKILL_SENSE_MOTIVE = 51;
int SKILL_SPEAK_LANGUAGE = 52;
int SKILL_SWIM = 53;
int SKILL_USE_ROPE = 54;Is it worthwhile to package this stuff into the haks on the worldgate and get it working from the start on 003? Or would we be better served by waiting a bit longer to see what 1.12 brings?
Are there essential changes that need to be made to that skill selection, before I go about re-editing all the class skill 2das?
Other ideas on how to manage the disconnect between character creation (shows OE skill selection, including some we don't have ingame, and missing all of the above), and ingame? Deleted skills, though they don't show up on the character sheet, /can/ be detected with scripts, I've found.