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#1
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Today at 11:07 AM
CD4 Hak Update v4.04b1
Hak Compilation update
Huge thanks to Terallis for cleaning up and adding all of theses to the haks:
492 new placeables
- 293 from Project Q
- 54 from Hamlet tileset/placeables
- 89 from CCC packs
- 50 from Elven Interior stuff
- 6 custom Library shelves from existing placeables (filled shelves)
120 new appearance models
- 9 animals imported from NWN2
- 24 from Project Q
- 87 from CCC packs
5 new wing models
- 3 from Project Q
- 2 from CCC packs
34 new creature portraits for new appearance models
8 new soundsets to accompany NWN2 animals
1 new doortype for new Elven City tileset
12 new loadscreens
- 3 for new Elven City tileset
- 9 for new Wild Woods tileset
4 new tilesets
- Wild Woods
- Wild Lands
- Wild Lands, Winter
- Elven City

.2da
- Removed Improved Critical - Whip incorrectly added to Paladin's bonus feat list
- Wildshape - Elder Fire/Water/Air elementals models now fit the ones from Summon Creature IX
- Wildshape - Wolf (the non-dire version) now uses the NWN 2 model and soundset
- Wildshape - Badger (the non-dire version) now uses the NWN 2 model and soundset
- Wildshape - Umber Hulk now uses the NWN 2 model

.hak
- Removed 366 duplicate files from the haks
- Added male human head #256 from Dafena, with help from Nibbles

.tlk
- Fixed a typo in a loading screen hint
- Updated Warlock Blast description
- Updated Clairaudience/Clairvoyance description
- Updated Power Word: Stun description
- Updated Power Word: Kill description
- Updated Spell Focus, Greater Spell Focus, and Epic Spell Focus: Divination description
#2
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Today at 11:07 AM
CD Module v4.12b1
- Added a Teleport Key to five areas that were supposed to have one
- Fixed a few chests that were incorrectly set to be destructible in the Yulash goblin dungeon
- As the damage is repaired, Evereska returns to how it was before the siege
- Sea T4 dungeon update (Alice)
- Updated Nalfeshnee's creature models
- Fixed the gnome shopkeeper with a broken head in Immersea Imports
- An elven ranger near Berryrbiar grew back his missing head

Scripts
- SPAWN_VFX variable fixed (Raysiel)
- Examine window will now hide the challenge rating of other players. NPCs' challenge rating will still be displayed, as is the character level when using /listpcs
- Fixed the previous fix for female torso model #209 (which is actually torso #210)
- Fixed some bugs in the tailoring NUI window
- Fixed more bugs with Teleport
- Fixed the radial menu bug that made it leave a permanent white trail until client restart. This required disabling the NUI menu on right clicking chairs.
- The tailoring NUI is now useable anywhere for DMs

Spells, Feats & Class Abilities
- (Bombardment) Fixed the spell hurting friendlies despite its description saying it only hurt enemies
- (Silversteil Veil) Fixed a few bugs in how higher CL versions of the buff were detected
- (Crusade) Fixed a few bugs in how higher CL versions of the buff were detected
- (Bless) Fixed a few bugs in how higher CL versions of the buff were detected
- (Prayer) Fixed a few bugs in how higher CL versions of the buff were detected
- (Recitation) Fixed a few bugs in how higher CL versions of the buff were detected
- (Warlock) Eldritch Blast damage dice now increases to d8 at Caster Level 21+
- (Dragonsong Lyricist) Epic version of the DSL songs will now be enabled if the bard has 21 or more levels of Bard + DSL and has 5 levels of DSL
- (Shifter) Removed the fire VFX from Epic Minotaur's axe
- (Clairaudience/Clairvoyance) Duration is now Turn/level
- (Power Word: Stun) Now a large AoE. Now stuns targets with more than 150 HP on a failed fortitude save
- (Power Word: Kill) Now kills all targets in the area under 100 HP, without any saving throws. Targets above 100 HP must make a fortitude save. If this saving throw fails, they must make a Will save or die. Those who succeed their will save still take 10d6 points of magical damage and are stunned for 2 rounds.
- (Spell Focus: Divination) Clairaudience/Clairvoyance, See Invisibility, and True Seeing spells are automatically extended when cast
- (Greater Spell Focus: Divination) Clairaudience/Clairvoyance, Find Traps, and True Seeing all provide an extra +10 skill bonus to their respective spot/listen/search bonus
- (Epic Spell Focus: Divination) Premonition damage reduction is increased to 40/+7
#3
Player Announcements / Re: Internet
Last post by platinum01 - Jan 23, 2025, 07:40 PM
Internet is down... again. They are working on the issue.
#4
Ask the Staff Anything / Re: Question Regarding Alter S...
Last post by Spruce - Jan 22, 2025, 12:05 PM
How awesome! Thank you for the reply/clarification!
#5
You understand correct, you can use the spell in the way you have in mind.
#6
Ask the Staff Anything / Question Regarding Alter Self
Last post by Spruce - Jan 22, 2025, 10:23 AM
Hello! I had a quick question regarding the custom spell Alter Self. I may be overthinking/over-complicating it in my head, but my question really boils down to this:

If I am playing a Wood Elf, can Alter Self give my Wood Elf the appearance of an ethnically Illuskan human? So like I go from appearing as "Spruce the Wood Elf Sorceress" to (and this is just an example mind you) "Hilda the Haggard from Luskan?"

I understand that the wiki reads as follows:

QuoteThe rule about needing to change your race/body entirely still applies. When you cast the spell, you must become the average member of another race. You can't simply change your character's face around, or change their skin tone to disguise. They can, however, change into a different variant of that race. For example: A pale Chondathan can alter self to become a swarthy Mulani, or an elf might take up a Drow's average appearance, but not merely change their skin and nothing else. This CAN NOT be seen through with True Seeing. Only illusions can be seen through with True Seeing. This can be dispelled, and is lost on character death/severe incapacitation.

So I think my confusion and hangup are on the part where it mentions that "You must become the average member of another race." I am seeking clarification on using the spell in conjunction with the bluff and disguise skills to virtually create an alter ego (or egos) to use at various points - clearly this would require a lot of work on my part in regards to outfits, character appearances, and how they interact in RP on the server, so before I start barking up that tree, I want to make sure that it is actually something that the spell allows for.  ;)  Thank you in advance!

-Spruce
#7
General Discussion / Re: Crafting in the DaleLands
Last post by Tudenom - Jan 18, 2025, 02:32 AM
Right on, thanks all!
#8
Ask the Staff Anything / Re: A Question Regarding Sehan...
Last post by Arya - Jan 18, 2025, 01:03 AM
Sorry, I had to sit on this a moment. And I may need to follow up at some point because bed is also something.

I cannot speak as a staff at the moment because I am still on my long-ass break from such, but I can speak as a veteran player and who tried to set the tone for our elf lore here.

I would say honestly it depends on the commune and group in which they are a part in all of this. If they are divine spellcasters, there might be a little more leeway on what they can get away with in the context of the ritual and scene only.  It is very much a matter of debate the ability for half-elves to reverie from an in-character stand point, but authors have suggested it is possible - even if they cannot commune. Only those whose subtype is base race elf (including ECL elves besides drow) can commune.

One order of Sehanine have not so much blatant anti half-elf discrimination, but lean heavily into the elements that might otherwise isolate them. This is in terms of progression of religious rank in the order of interest, which take their sweet time elevating anyone in the ranks, so half-elves do not get the consideration their lifespan is significantly shorter. With that in mind, I can easily see elves in such groups making the activity isolate the half-elf in more insular circles and keeping it strictly the commune.

However, when we did roleplay through the last Lunar Hallowing (at least one I was involved on), the leading priestess made it something that everyone invited to it could play a part, assuming that the deity for the purpose of the ritual allowed it. So I would say it really depends on the roleplay that a DM gives a thumbs up to happening, even if the DM is not there for the event as a proper event.

Does this help answer your question any?

Best,
Arya



#9
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Jan 16, 2025, 06:57 PM
CD4 Hak Update v4.04a8
.2da
- (Eldritch Blast) Can now target doors/placeables

.hak
- Removed bugged female human head #175 and #167
- Removed bugged female halfling head #36
- Removed bugged female half-orc head #27
- Removed bugged male human head #76
- Removed bugged male elf head #74
- Removed too ugly to exist male elf head #48
- Removed bugged male gnome head #24
- Removed duplicate halfling male head #32
- Added 39 new female heads from Dafena. 2 for elves, 37 for humans
- Added 45 new male human heads from Dafena
#10
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Jan 16, 2025, 06:57 PM
CD Module v4.12a9
- Tweaked Eye of the Storm dungeon (Lady)
- Albatross dungeon update (Lady)
- New undersea T4 dungeon updated (Alice)
- Sunmantle Guildhall TP key typo fixed
- Fixed a corrupted value in the Tailoring models that was causing errors
- Updated player home (LadyAsh)

Scripts
- Chest armor #209 can now be used by female characters
- Refactored the AI scripts. Builders: do not use the ai_b_default* and ai_ch_ac* line of scripts going forward
- Refactored the head chooser script for Alter-Self and the OOC Mindflayer. This allows access to previously hidden heads. Please use restraint in not using nonsensical heads like the skeleton or cyclops ones unless they somehow apply to your character
- Removed 111 obsolete scripts
- Removed one obsolete conversation
- Removed two obsolete Tailoring NPCs from the Immersea Tailoring Shop
- The NPC AI has had a lobotomy and now doesn't mind staying in damaging AoEs. The AI shouldn't run back and forth over damaging clouds anymore and will now focus on what it does best: attacking its enemies
- Fixed a few errors with the Teleport scripts
- Warlocks with the appropriate Pact can now learn their Patron's language
- Half-Orcs and Dwarves with a nature class (Druid/Ranger/GK) are not prevented from learning Sylvan anymore
- Updated the Area Import script to support the latest NWN version
- Tailoring NUI (/customize) will now be smaller on screens with a low resolution
- Added /teleportlist
- Fixed a few issues with Teleport