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Because this project is only working with diamond edition I thought this is a good place to promote it.

Those who doesn't know what PRC is it is a project that adds more feats, spells and prestige classes into game.

Those who knows PRC might know that despite all that shiny look it is user unfriendly with many ugly workarounds and many things doesn't work as they should.

My project PRC Lite is a reimplementing chosen classes with new technologies that weren't available to those who made original PRC. Everything now works much better, custom spellcaster classes has real spellbooks, sorcerers gets new spells when levelling up in spellcasting enhancing prestige classes and even feat selection was improved to the state where you only get to choose what class wants you to take unlike PRC where you could take anything but then were develelled for your mistake.

PRC Lite now (v 2.8) offers these classes:

Favored Soul (base class)
Warlock (base class)
Acolyte of the Skin
Arcane Trickster
Archmage
Black Flame Zealot
Duelist
Eldritch Knight
Elemental Savant
Frenzied Berserker
Harper Mage
Champion of Bane
Mystic Theurge
Loremaster
Red Avenger
Red Wizard of Thay
Sacred Fist
Shining Blade of Heironeous
Stormlord
Tempest

There are also several new general feats both non-epic and epic. Unfortunately I don't have a manual for all this, you can find details about these feats in the development/discussion forum thread at vault. I will try to prepare some documentation for this in future. At this moment there are no new spells and skills.

To make it run properly you need: latest version of community patch 1.72 and NWNCX and run the game with NWNCX_Loader (or use the patch method and run it as normal).

This should work in any module, but you need to install it into it using this method:
- unpack into folder with NWN (if it will want to overwrite anything allow it)
- open chosen module in toolset
- go into Edit - Module Properties - Custom Content
- click into blank field above button check for conflict and choose prc_lite, then click on button Add, then using button Move Up make sure that prc_lite is the highest hak in list
- in the Custom Tlk File select prc_lite
- click OK, then confirm warning and then either wait for the process or just cancel it, then click Done and save module

After that PRC Lite will be working in that module and you will gain access to new classes while playing that module.

Also on the project page with PRC Lite you can download official campaigns and character building module with PRC Lite preinstalled into them for easier use.

If you have a request for new content or you find a bug/missing functionaly please let me know.
Just to be clear, you are saying that, after installing a vanilla image of Gog's NwN, then:
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shadooow: To make it run properly you need: latest version of community patch 1.72 and NWNCX and run the game with NWNCX_Loader (or use the patch method and run it as normal).
Secondly, what is the second "it" referring to (in the following sentence)? What needs to be installed into (every?!) what?
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shadooow: This should work in any module, but you need to install it into it using this method:
- unpack into folder with NWN (if it will want to overwrite anything allow it)
- open chosen module in toolset
- go into Edit - Module Properties - Custom Content
- click into blank field above button check for conflict and choose prc_lite, then click on button Add, then using button Move Up make sure that prc_lite is the highest hak in list
- in the Custom Tlk File select prc_lite
- click OK, then confirm warning and then either wait for the process or just cancel it, then click Done and save module

After that PRC Lite will be working in that module and you will gain access to new classes while playing that module.

Also on the project page with PRC Lite you can download official campaigns and character building module with PRC Lite preinstalled into them for easier use.

If you have a request for new content or you find a bug/missing functionaly please let me know.
When you say "Unpack into folder with NwN", this means "save the new files in the NwN ROOT directory", i.e., "Unpack [the PRC lite files] into the folder [along] with NwN". Yes? Or should they be in the Override folder?
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scientiae: Just to be clear, you are saying that, after installing a vanilla image of Gog's NwN, then:
root
Looks pretty good. I like implemented classes - looks pretty balanced choise, maybe slkightly too much towards arcane(I think a bit more divine PrC would look good here. Maybe something like Beastmaster/Animal lord for alternative druid\ranger\animal cleric prc) through feature creep was a huge problem in original

Any plans of touching original classes here? Like pulling some stuff from pathfinder like pf arcane archer and dragon disciple(if it even possible) or puilling dnd fighing stles for ranger?
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Valkinaz: Looks pretty good. I like implemented classes - looks pretty balanced choise, maybe slkightly too much towards arcane(I think a bit more divine PrC would look good here. Maybe something like Beastmaster/Animal lord for alternative druid\ranger\animal cleric prc) through feature creep was a huge problem in original

Any plans of touching original classes here? Like pulling some stuff from pathfinder like pf arcane archer and dragon disciple(if it even possible) or puilling dnd fighing stles for ranger?
yes, in next release I plan to add real spellcasting into blackguard and assassin, add HIPS to assassin at 8 and make rage and defensive stance bonuses uncapped, also I plan to give more spells to ranger and druid

and yes you are right that currently the classes usually favor arcane spellcasting, I was looking into Hierophant but most of his abilities are impossible to implement in NWN or not useful enough and most other divine prc are FR god specific which I don't like much as they are generally only suited for cleric, I will check beastmaster/animal lord

as for combat classes, there is not enough suitable material in DnD to be honest...
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shadooow: yes, in next release I plan to add real spellcasting into blackguard and assassin, add HIPS to assassin at 8 and make rage and defensive stance bonuses uncapped, also I plan to give more spells to ranger and druid
Sounds pretty good
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shadooow: and yes you are right that currently the classes usually favor arcane spellcasting, I was looking into Hierophant but most of his abilities are impossible to implement in NWN or not useful enough and most other divine prc are FR god specific which I don't like much as they are generally only suited for cleric, I will check beastmaster/animal lord
Well, to be fair, stormlord is also god specific class. As Champion of Torm in original game... But if you want I can name you few PrC that as far as I know can be done in Nwn with
1)Hospitalier(Complete divine p. 48) - class get 3 bonus fighter feats at lvl 1, 5, 9, has lay of hand progression, paladin
remove desease at 3, 7 and 7 CL of any divine class. A bit on a simple side, but easy to build in
2)Master of Radiance(Libre Mortis: The Book of Dead p. 44) - 4/5 CL, Searing light and Beam of Sunlight as spell like ability, turn undead and Radiant aura at 1,3,5.
3)Dragonslayer(Draconomicon p. 125) - can push any spellcasting class. 5/10 CL, aura of courage,dragonbane effect, DR, energy resistance and bonus to spellcaster CL to overcome SR . Not strongest of the bunch, but insanely easy to implement if we homerule dragon specific SR overcome as just Spell penetration clone ability
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shadooow: as for combat classes, there is not enough suitable material in DnD to be honest...
I think combat classes is already has enough with FB, duelist, DD, blackguard and CoT
Can't get this to work with Aielund Saga, it always gives me a bunch of missing resource errorswhen I try to add it to any of the Aielund Saga modules.
Post edited September 05, 2018 by Ramnozack
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Ramnozack: Can't get this to work with Aielund Saga, it always gives me a bunch of missing resource errorswhen I try to add it to any of the Aielund Saga modules.
as was said "- click OK, then confirm warning and then either wait for the process or just cancel it, then click Done and save module "

ignore those warnings (those warnigs arent even related to PRC Lite but singleplayer module itself)
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Ramnozack: Can't get this to work with Aielund Saga, it always gives me a bunch of missing resource errorswhen I try to add it to any of the Aielund Saga modules.
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shadooow: as was said "- click OK, then confirm warning and then either wait for the process or just cancel it, then click Done and save module "

ignore those warnings (those warnigs arent even related to PRC Lite but singleplayer module itself)
Sorry if my post was a little barebones, what I meant to say was that I am getting an access violation when trying to rebuild the Act 1 module after adding prc lite hak and tlk to it.

I'm not to familiar with NWN modding so I don't know what exactly the issue is or if it even has anything to do with your mod.

I've recently reinstalled NWN Diamond and only installed the things necessary to run both Aielund Act 1 and prc lite

The access violation error seems to come up with it compiles the nw_s2_turnundead script when its rebuilding the module
Post edited September 05, 2018 by Ramnozack
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Ramnozack: Sorry if my post was a little barebones, what I meant to say was that I am getting an access violation when trying to rebuild the Act 1 module after adding prc lite hak and tlk to it.

I'm not to familiar with NWN modding so I don't know what exactly the issue is or if it even has anything to do with your mod.

I've recently reinstalled NWN Diamond and only installed the things necessary to run both Aielund Act 1 and prc lite

The access violation error seems to come up with it compiles the nw_s2_turnundead script when its rebuilding the module
right thats weird but one thing, why are you rebuilding the module? don't do that, its useless feature that has no effect unless you are very advanced builder

just add the haks, then click ok and then cancel in the process of whatever toolset tries to do, after that save and you are done
There is a new version avalable on the page in download link above.

Changelog:

Big update to vanilla classes:
Barbarian:
- rage benefits are now uncapped (str, con, will)
- mighty rage is passive feat which improves normal rage benefits and is gained automatically at lvl 20
- gained Animal Empathy as class skill
Ranger
- gained woodland stride at lvl 7
- gained evasion at lvl 9
- gained hips (nature areas only) at lvl 17
Dwarven Defender:
- defensive stance benefits are now uncapped (but not the +4AC right now - discussion needed)
Blackguard:
- gained Hide as class skill
- lost the vanilla spell-like abilities, but gained real spellbook and casting ability
- therefore blackguard can now fulfill divine spellcasting requirements of some prestige classes (paladin-like, wisdom based)
Blackguard spell selection:
Level 1: cure light wounds, doom, scare, summon creature i, protection from alignment, divine favor, inflict light wounds, bane, magic weapon, corrupt weapon
Level 2: bull's strength, cure moderate wounds, darkness, summon creature ii, eagle's splendor, ultravision, inflict moderate wounds
Level 3: contagion, cure serious wounds, poison, protection from elements, summon creature iii, inflict serious wounds, greater magic weapon
Level 4: cure critical wounds, fear, freedom of movement, summon creature iv, inflict critical wounds
Assassin:
- gained PnP Death Attack at 1st level, HIPS at 8th level
- lost the vanilla spell-like abilities, but gained real spellbook and casting ability
- therefore assassin can now fulfill arcane spellcasting requirements of some prestige classes (bard-like, intelligence based)
Assassin spell selection:
Level 1: expeditious retrieval, ironguts, protection from alignment, sleep, true strike
Level 2: cat's grace, darkness, fox's cunning, ghostly visage, ghoul touch, invisibility
Level 3: blade thirst, deep slumber, displacement, hold person, keen edge, magic circle against alignment, poison
Level 4: clairaudience/clairvoyance, freedom of movement, improved invisibility, mass camouflage, vampiric touch
Few changes in spellbooks: basically ranger and druid gained few already existing spells into their selections or their level was changed (based on 3.5 rules)
New spells: Summon Nature's Ally I-IX, Spike Stones, Break Enchantment, Foresight, Lesser Orb, Orb, Polayr Ray, Agnazzar's Scorcher, Mass spells (cure, inflict, ultravision, contagion, drown), heroism, greater heroism, corrupt weapon, longstrider, call lightning storm, baleful polymorph, fire seeds, nature avatar, improved mage armor, lion heart, deep slumber, whirlwind, shout, greater shout, goodberry, magic stone
New feats: Nature Spell, Improved Rapid Shot, Crossbow Sniper, Combat Archery
Fixes:
- removed redundant and confusing info from description of red wizard and frenzied berserker class/abilities
- red wizard's bonus dc+penetration will now work only for spells from his specialized school
- fixed names of the red wizard school feats (with this, game should not let you choose 1st opposite school as additional prohibited one as expected)
- fixed frenzy related stuff not working properly without instant rage feat
- fatigue effects reimplemented as a new effect with icon
- added missing deathless frenzy icon
- added few icons from Tauredor
EDIT: also harper scout has spellbook now