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Heya everyone,

I just noticed that when you level up in NWN1, it gives you random amount of health based on your character. Lets say you have a cleric with 16 CON, which should be D8 + 2 Health. You start the game with 10 health but at second level you may not get 10 health.

So my question is, is there a setting that gives you max health at level ups? Or maybe a mod? Loading at every level up is annoying.

Note: I am playing GOG version of NWN with no mods.
This question / problem has been solved by Hickoryimage
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Engerek01: Heya everyone,

I just noticed that when you level up in NWN1, it gives you random amount of health based on your character. Lets say you have a cleric with 16 CON, which should be D8 + 2 Health. You start the game with 10 health but at second level you may not get 10 health.

So my question is, is there a setting that gives you max health at level ups? Or maybe a mod? Loading at every level up is annoying.

Note: I am playing GOG version of NWN with no mods.
This is how D&D 3.5 works
That is why in the stats, the Hit dice is marked like d10, d8, d12, (10 for fighters, paladins, 12 only for the berserke, 8 for monks and cleric, etc)

But I think that in lower difficult you has max health, and probably a chet from the debug.
I know that. But in Baldur's Gate 2, there is an option not to play at core rules so you get max health everytime. I was hoping something like that would happen in NWN too but even if I took the difficulty to easiest, level up randomness doesnt change. Its not a big deal but i wanted to know if there is a workaround.
high rated
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Engerek01: I know that. But in Baldur's Gate 2, there is an option not to play at core rules so you get max health everytime. I was hoping something like that would happen in NWN too but even if I took the difficulty to easiest, level up randomness doesnt change. Its not a big deal but i wanted to know if there is a workaround.
There is. Open up nwnplayer.ini (in the program folder) and look for
Max Hit Points=0
then change it to
Max Hit Points=1
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Engerek01: I know that. But in Baldur's Gate 2, there is an option not to play at core rules so you get max health everytime. I was hoping something like that would happen in NWN too but even if I took the difficulty to easiest, level up randomness doesnt change. Its not a big deal but i wanted to know if there is a workaround.
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Hickory: There is. Open up nwnplayer.ini (in the program folder) and look for
Max Hit Points=0
then change it to
Max Hit Points=1
Hickory you are a life saver. It worked. Thank you once again.
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Hickory: There is. Open up nwnplayer.ini (in the program folder) and look for
Max Hit Points=0
then change it to
Max Hit Points=1
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Engerek01: Hickory you are a life saver. It worked. Thank you once again.
If you go back to that same file I'd change

Saving Throw Automatic Failure On 1=1

to

Saving Throw Automatic Failure On 1=0

This means that rolling a 1 doesn't automatically fail the saving throw. By "default" you will eventually see a message like "You rolled 34 + 1 = 35 vs DC of 12 FAILURE" and die/get petrified/etc. It is a really stupid design choice in DnD which is why Bioware added that otpion.

You also may wish to set the in-game "difficulty" to D&D Hardcore rules...which really just means that it's a fair playing field for everyone. On "Normal" difficulty players get the following advantages...

- AoE spells don't hit you or allies (note that some AoE spells NEVER hit you or allies in the first place)
- You don't trigger an Attack of Opportunity for using a ranged weapon in melee (but enemies using a ranged weapon in melee will give YOU an AoO)
- You don't trigger an Attack of Opportunity for drinking a potion in melee (but enemies will)
- You can't get critically hit by enemies (but you can crit them)
- Stun/Paralyze/Sleep/etc last a much shorter time against you (but functions normally against enemies)
- Petrification will eventually wear off (but enemies are permanently petrified)

"Hardcore" rules just means you don't get those special advantages.

Also, don't ever bother trying to set it to "Very Difficult." The setting doesn't even work semi-reasonably. I can give more details if you're really curious...but I'm a person who plays every game on the hardest setting and I'm telling you "Very Difficult" is completely nonsensical (one enemy might do 100% more damage to you compared to the other difficulties while another enemy might do 0% (yes, 0%) more damage to you compared to the other difficulties).
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Engerek01: Note: I am playing GOG version of NWN with no mods.
Oh, two more things.

1, "mods" in NWN are not the mods you're thinking of. A "mod" in Skyrim changes the base game/campaign. A "mod" in NWN is an entirely separate campaign/story. The original NWN campaign is made of seven modules. Shadows of Undrentide is made of three modules. Hordes of the Underdark is made of three modules. In NWN you could use the toolset to create a "Game of Thrones" campaign to play through (completely separate from the original campaign, SoU, or HotU) and your campaign would be a module. People have made some "overrides" which can attempt to apply some changes to *any* module you play, but those tend to be much rarer -- NWN is mostly about playing different modules which might have drastically different gameplay rules/items/etc in addition to different stories/characters/etc. That's why NWN is so unique.

2, I'd be happy to play the original NWN campaign (or SoU or HotU or custom campaigns) with you online if you'd like. Let me know if something like that interests you -- even willing to do something like you playing the original campaign when you can and I join for a few hours or whatever whenever our schedules work out.
Post edited September 19, 2015 by MagicalMaster
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MagicalMaster: ....
Thank you very much Magical. I will take what you said into consideration. I am a coward so I may go for Normal for now :))

I would love to play with you but I am playing games in a weird order now. Like Baldurs Gate, NWN and Witcher at the same time. I get bored after 30 or 60 minutes and play the other one. Besides I read everything in a game so you would be bored with me :)) Thanks for the offer nevertheless.
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Engerek01: Besides I read everything in a game so you would be bored with me :))
I do too, for the record, but I understand. Offer will remain open.
Just made an experiment to see what health names mean.

Name ------------ Health
Uninjured --------> 100%
Barely injured ---> 76 - 99 %
Injured ------------> 51 - 75 %
Badly Wounded--> 26 - 50 %
Near Death -------> 1 -25 %


I couldnt find these ratios on internet so wanted to share here incase someone needs it.
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MagicalMaster: This means that rolling a 1 doesn't automatically fail the saving throw. By "default" you will eventually see a message like "You rolled 34 + 1 = 35 vs DC of 12 FAILURE" and die/get petrified/etc. It is a really stupid design choice in DnD which is why Bioware added that otpion.
While I agree it was a bad design choice in D&D, it's comes up much less often in pen and paper than it does in Neverwinter Nights. At a pen and paper table people don't waste time with trivial stuff; no dungeon master is going to introduce a giant spider with DC 12 poison against a 15th level party; rolling dice to fight the beast is just a waste of everyone's time. With a computer running everything in the background this isn't an issue in a CRPG so you often will stumble across trivial enemies or obstacles with DC's far below what would be considered threatening. At the same time high-level play is relatively rare in pen and paper. Pen and paper's game balance at level 20 is considered poor and the Epic Level Handbook only made things worse, so most people play substantially below that level. As a result, it's much harder to get obscenely high numbers. While you might occasionally run into your guy with 20 fortitude failing a save against DC 15 poison on a natural 1, it's rather rare and not nearly as extreme as the examples you list. So, it's understandable why this wasn't regarded as a big deal for pen and paper gameplay.
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MagicalMaster: "Hardcore" rules just means you don't get those special advantages.
I just wish there was a nice way to get all the other "cheats" turned off without turning off friendly fire. In pen and paper the turn-based nature of the game means you can calmly figure out the ideal placement for your fireball such that it hits your enemies but not your allies. Neverwinter Nights? That can require careful timing that is easily screwed over if your NPC companion decides to run into the blast zone in the last second.

Oh, there's something to be said for the challenge of timing your blasts to hit the intended targets and nothing else, but sometimes you just want to blast stuff, y'know?
Post edited September 29, 2015 by Darvin
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Darvin: While I agree it was a bad design choice in D&D, it's comes up much less often in pen and paper than it does in Neverwinter Nights.
While true, that just means NWN exacerbates the issue which already exists.

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Darvin: I just wish there was a nice way to get all the other "cheats" turned off without turning off friendly fire.
If you load it as a multiplayer game you can set it to Party PvP which means party members can't hurt each other (a few exceptions but it works for AoE spells).
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Darvin: While I agree it was a bad design choice in D&D, it's comes up much less often in pen and paper than it does in Neverwinter Nights.
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MagicalMaster: While true, that just means NWN exacerbates the issue which already exists.
Come on! There is nothing like the meat-shield paladin dying before the nasty undead due a critical failed will save (even when with that "1" was able to success the save), and see how all the other 5 players dies in terror (fear aura) in 20 seconds later! (After that, they learn to resurrect the paladin ASAP :P)
Post edited September 30, 2015 by Belsirk
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Belsirk: Come on! There is nothing like the meat-shield paladin dying before the nasty undead due a critical failed will save (even when with that "1" was able to success the save), and see how all the other 5 players dies in terror (fear aura) in 20 seconds later! (After that, they learn to resurrect the paladin ASAP :P)
Remove Fear is a first level spell. A potion of Remove Fear is one of those standard items on your shopping list when heading to the magic-mart before an adventure. It's dirt cheap, fairly likely to come up as an issue at some point, and a potential life-saver when it does. Insidiously, the Remove Fear spell is actually better than outright immunity to fear! Many high-level abilities in pen and paper explicitly bypass immunities, but since Remove Fear merely suppresses fear effects it sneaks under the radar rules-wise. And since identical fear effects don't stack, once a fear effect is suppressed it can't simply be recast on you either. Sort of a recurring problem with 3.5 Paladins; a huge swath of their class features are easily reproduced (often at lower levels and with a higher efficacy) by magic items or spells.
Post edited September 30, 2015 by Darvin
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Engerek01: I know that. But in Baldur's Gate 2, there is an option not to play at core rules so you get max health everytime. I was hoping something like that would happen in NWN too but even if I took the difficulty to easiest, level up randomness doesnt change. Its not a big deal but i wanted to know if there is a workaround.
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Hickory: There is. Open up nwnplayer.ini (in the program folder) and look for
Max Hit Points=0
then change it to
Max Hit Points=1
Do i have to add it under the Server Options? If I do so, it won't give me max hp.

I see two nwnplayer.ini files here. One in the game folder "NWN Diamond" and another one in a "GOG.com\Galaxy\support" folder. The second one are just a few lines, looks like the original one right after the installation.

The same with a fresh installation. Any suggestions?
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MagicalMaster: You also may wish to set the in-game "difficulty" to D&D Hardcore rules...which really just means that it's a fair playing field for everyone. On "Normal" difficulty players get the following advantages...

- AoE spells don't hit you or allies (note that some AoE spells NEVER hit you or allies in the first place)
- You don't trigger an Attack of Opportunity for using a ranged weapon in melee (but enemies using a ranged weapon in melee will give YOU an AoO)
- You don't trigger an Attack of Opportunity for drinking a potion in melee (but enemies will)
- You can't get critically hit by enemies (but you can crit them)
- Stun/Paralyze/Sleep/etc last a much shorter time against you (but functions normally against enemies)
- Petrification will eventually wear off (but enemies are permanently petrified)

"Hardcore" rules just means you don't get those special advantages.
Personally, I wouldn't mind a setting that gives these advantages for *both* the party and the enemies. Well, maybe except the critical bit (as that makes certain feats and items useless, but they don't look that useful to me anyway; if I am going to invest in critical hits, I want Alena's critical hit rate).
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MagicalMaster: Also, don't ever bother trying to set it to "Very Difficult." The setting doesn't even work semi-reasonably. I can give more details if you're really curious...but I'm a person who plays every game on the hardest setting and I'm telling you "Very Difficult" is completely nonsensical (one enemy might do 100% more damage to you compared to the other difficulties while another enemy might do 0% (yes, 0%) more damage to you compared to the other difficulties).
I would actually be interested on what the "Very Difficult" setting does.

(By the way, I note that TES4: Oblivion is another game that you don't want to set the difficulty too high on; enemies just take too long to kill to the point where the game isn't any fun anymore.)
Post edited October 25, 2018 by dtgreene