-
Notifications
You must be signed in to change notification settings - Fork 11
/
credits.txt
2245 lines (1899 loc) · 71.6 KB
/
credits.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
Credits and changelog for Nwn2Fixes
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
BASE Folder
--------------------------------------------------------------------------------
Plate Mail 01 Fix by Drew Rechner
[version!]
http://www.nexusmods.com/neverwinter2/mods/1061/?
This fixes the matte material appearance for most male characters' Plate Mail
01 appearance and makes it appear much more similar to the female/other races'
version.
files:
- models
P_EEM_PF_Body01.MDB
P_GGM_PF_Body01.MDB
P_HHM_PF_Body01.MDB
- textures
P_HHM_PF_Body01.dds
P_HHM_PF_Body01_n.dds
P_HHM_PF_Body01_T.dds
Skeleton Cloth Armor Tint Fix by rjshae
[version!]
http://neverwintervault.org/project/nwn2/images/texture/skeleton-cloth-armor-tint-fix
The file name was assigned to the tint map slot of the skeleton model but is
missing from the final release of the game. As a result, the unpatched skeleton
model does not tint properly and it shows the missing tint map error texture on
the model.
files:
- textures
C_Skel_CL_Body02_t.dds
OC Doors Fix by crystal violet
[version!]
http://neverwintervault.org/project/nwn2/hakpak/original-hakpak/oc-doors-repair-override
These are replacements for some of the original door models and one normalmap.
I've tried to repair some minor texturing errors, odd shading issues and
logical errors (doors that have a window on one side but not on the other).
files:
- models
PLC_DC_CKDoor_01.MDB
PLC_DC_CKDoor_02.MDB
PLC_DC_CKDoor02_01.MDB
PLC_DC_CKDoor02_02.MDB
PLC_DC_CWALL1_01.MDB
PLC_DC_CWALL1_02.MDB
PLC_DC_CWATCH01_01.MDB
PLC_DC_CWATCH01_02.MDB
PLC_DC_MAUS1_01.MDB
PLC_DC_MAUS1_02.MDB
PLC_DC_Merch01.MDB
PLC_DC_Slum01.MDB
PLC_DC_StateB01.MDB
PLC_DC_StateB01_01.MDB
PLC_DC_StateB01_02.MDB
PLC_DC_WAREH01_01.MDB
PLC_DC_WAREH01_02.MDB
PLC_DP_IFENCE1.MDB
PLC_DP_IFENCE1_01.MDB
PLC_DP_IFENCE1_02.MDB
PLC_DP_JAIL1.MDB
PLC_DR_MINEENT02_01.MDB
PLC_DR_MINEENT02_02.MDB
PLC_DT_CVSECRET1_01.MDB
PLC_DT_IRONGAT01.MDB
PLC_DT_IRONGAT01_01.MDB
PLC_DT_IRONGAT01_02.MDB
PLC_DT_IRONGAT02.MDB
PLC_DT_IRONGAT02_01.MDB
PLC_DT_IRONGAT02_02.MDB
PLC_DT_METATROOM_01.MDB
PLC_DT_SCGate1.MDB
PLC_DT_SCGate2.MDB
PLC_DT_SFDOOR1.mdb
PLC_DT_SFDOOR1_01.MDB
PLC_DT_SFDOOR1_02.MDB
PLC_DT_SFDOOR1_03.MDB
PLC_DT_SFDOOR1_04.MDB
PLC_DT_SFDoor2.MDB
PLC_DT_SFDoor2_01.MDB
PLC_DT_SFDoor2_02.MDB
PLC_DT_SFDoor2_03.MDB
PLC_DT_SFDoor2_04.MDB
PLC_DT_SISECRET2_01.MDB
PLC_DT_StdCav01.MDB
PLC_DT_STDCAV02.MDB
PLC_DT_STDCAV02_01.MDB
PLC_DT_STDCAV02_02.MDB
- textures
PLC_DC_TempleE01_N.dds
'gc_alignment' fix by kevL's
v.160824
Fixes "nCheck" to "nAlignCheck".
files:
- scripts
gc_alignment.nss
Tiefling Feat fix by Pain of Dungeon Eternal
v.160824 (implemented by kevL's)
Switches Feat.2da rows #1088 and #1089 (tiefling darkness and resistance) to
conform to nwscript.nss constants.
files:
- 2da
feat.2da
Weapon Proficiency Feat fix by kevL's
v.160825
Switches Iprp_feats.2da rows #22 and #23 (weapon prof. martial and simple) to
conform to nwscript.nss constants.
files
- 2da
iprp_feats.2da
Blueprint Fixes by Kaldor Silverwand
[version!]
https://drive.google.com/drive/folders/0B0yWOHhOwN6WMnJWb3M4aXVwdlE
Fixes various blueprints that are broken in the stock game.
files:
- blueprints
n2_itset_mnk2.UTI
n2_itset_rog1.UTI
nw_arhe003.UTI
nw_it_mbelt006.UTI
nw_it_mbelt009.UTI
nw_it_mbelt010.UTI
nw_it_mbelt011.UTI
nw_it_mbelt012.UTI
nw_it_mbelt013.UTI
nw_it_mbelt014.UTI
nw_mcloth005.UTI
nw_mcloth011.UTI
nx1_ring06.UTI
x2_helm_001.UTI
x2_it_arhelm01.UTI
x2_it_arhelm03.UTI
x2_it_drowcl001.UTI
x2_it_mring017.UTI
Script include fixes by kevL's
v.160903
These include files had mismatched prototypes/definitions.
files
- scripts\inc
ginc_companion.nss
x0_i0_anims.nss
x0_i0_enemy.nss
x2_inc_switches.nss
Book of Waves fix by kevL's
v.160903
The stock .Uti for the Book of Waves says that it must be equipped for its
ArcaneSpellFailure bonus to be active. But since the Book is not equippable,
this fix allows it to work as an inventory item. w/ Thanks to Heppad.
files
- blueprints
nx1_book_of_waves.UTI
'ginc_group' fix by kevL's
v.160904
Fix mismatching prototype/definition for GroupSetNoise().
files:
- scripts\inc
ginc_group.NSS
Imbue Item Indexing Bug Fix by Lord Grave
v.150122
https://neverwintervault.org/project/nwn2/script/imbue-item-indexing-bug-fix
This is most commonly known as "Power Essence Bug" when using Warlock's Imbue
Item feat to add basic enchantments to weapons and armor with Power Essences in
MotB crafting system. Although you put correct item and correct essences in the
satchel, when you use Imbue Item on it you get a message saying that it is not
a valid recipe.
NWN2 has a recipe index used to make searching for valid recipes faster and it
is located in crafting_index.2da file. Function GetRowIndexes() is used to
fetch a short list of valid recipes for the spell the player cast on the
crafting container. MotB developers used this function to fool the containers
into thinking that Imbue Item feat is the correct spell. Basically, their piece
of code for Imbue Item feat fetches all recipes that require spells by checking
if category column contains a numerical string with StringToInt() function,
which will return 0 if you try to convert a non-numerical string into an
integer. However, they forgot that this function will also return 0 for a '0'
string, and there is a group of recipes, starting at ID 40, that requires the
spell ID 0 (Acid Fog). The function will simply return a list of recipes
starting form the beginning and ending just before the recipes that require
Acid Fog spell, leaving slightly more than half of the list unusable for a
Warlock. Instead of rewriting their code, I just altered it slightly so that it
skips row 40 from the index file when checking whether StringToInt of the
category row returns 0.
NOTE: These scripts were implemented/compiled by kevL: I added a few scripts
that can be traced back to the changed function, although this might not be
strictly required.
NOTE: Lord Grave also fixed a mismatched prototype/definition for
GetIsItemPropertyAnUpgrade() in 'ginc_crafting'.
files:
- scripts\crafting
ginc_crafting.NSS
gp_forgemagic_ca.NSS
gr_domagiccrafting.NSS
i_mortar_ac.NSS [kL]
i_nx1_container01_ci.NSS
i_smithhammer_ac.NSS [kL]
nx_s2_shapers_alembic.NSS [kL]
Greatclub description fix by Lance Botelle (implemented by kevL)
v.160912
Greatclubs were set to use a description that has 1d6 piercing damage and small
weapon size. The actual statistics are 1d10 bludgeoning damage and large weapon
size. So the baseitems.2da column "BaseItemStatRef" has been changed to reflect
something similar. The new description, however, says the Greatclub needs
proficiency with Martial weapons while the actual reference is to either
Martial or Rogue, and the Critical threat says 19-20 while the actual reference
is 20 (stock values were Martial and Rogue, and 19-20). To achieve maximal
conformity, the Dialog.Tlk file would need to be changed also (and that's
beyond the purview of this partial fix).
files:
- 2da
baseitems.2da
Script include fix (ginc_death) by kevL
v.171104
Fixes a mismatched prototype/definition for ShowProperDeathScreen().
Merged with the SoZ Campaign 'ginc_death' so it's suitable for /Override.
files:
- scripts\inc
ginc_death.NSS
GUI improvement by kevL
v.161008
The area for an intro-message in the default UI's stringinputmessagebox.xml has
so little vertical height that only one line is displayed at a time and the
up/down scroll-buttons almost completely overlap, making them difficult to use.
This improvement adds 50 pixels to the height for the intro-message.
files:
- ui
stringinputmessagebox.xml
'x2_inc_restsys' fix by kevL's
v.161009
Fix mismatching prototype/definition for WMSetAreaTable().
files:
- scripts\inc
x2_inc_restsys.nss
Preference AI fix, by kevL
v.171118
In 'gai_preference_dcr', type ATTACK_PREFERENCE_TANK, an NPC-tank may try to
heal itself by calling TalentHealingSelf() from 'x0_i0_talent'. The return was
checked against a value of 99, but the function will return 0 or 1 only. The
condition has been changed to check against TRUE, to properly bypass regular
DCR when the NPC-tank performs a heal action on itself.
files:
- scripts
gai_preference_dcr.NSS
Tool Items model fixes by rjshae
v.180211
Here's a small contribution to "correct" the pan, rake, shovel, smithy hammer,
and wine bottle items so that they can be equipped and carried in game. It
includes a modified baseitems.2da file, revised models, and an itemized list of
the changes. [See ToolItemsModelFixes.txt in the base directory.]
files:
- models
i_Pan01.MDB
i_rake01.MDB
i_shovel01.MDB
i_smithy_Hammer01.MDB
i_Wine_Bottle01.MDB
- 2da
baseitems.2da
Ginc_Group #include fixes by Aqvilinus
v.180813
The functions GroupSetSpawnInCondition() and GroupWander() were not iterating
over group-members (instead hitting only the first-in-group repeatedly). Fixed
by wrapping the core-calls w/ AssignCommand().
files:
- scripts\inc
ginc_group.NSS
UI fixes
v.180913
Examine.XML: change [uppercase=truefontfamily="Default"] to
[uppercase=true fontfamily="Default"]
Ig_Chargen_*.XML: change [ALIGN_LEFT"] to [ALIGN_LEFT]
Gfx_Options.XML: Change [strref="181357""] to [strref="181357"]
Reported by rjshae, submitted by kevL
files:
- ui
examine.xml
ig_chargen_*.xml
gfx_options.xml
Aslyferund Elven Chain fix by kevL
v.180913
Change ArmorRuleStats to mithral type for Aslyferund Elven Chain since its
material-type is Mithral. (Note this uses Brendan Bellina's damage-reduction
fixed blueprint as its base.
files:
- blueprints
nw_mcloth005.UTI
Mithral Chain of Greater Frost Resistance +4 fix by kevL
v.180913
Change ArmorRuleStats to mithral type for Mithral Chain of Greater Frost
Resistance +4 since its material-type is Mithral.
files:
- blueprints
nx1_chainshirt_frost.UTI
Remember/Restore Equipped Items fix by Aqvilinus (impl. kevL)
v.181122
Handle head-slot properly. Avoid TMI error in RestoreEquippedItems().
files:
- scripts
ga_reequip_all_items.NSS
ga_remember_equipped.NSS
ga_restore_equipped.NSS
ga_unequip_hands.NSS
ga_unequip_slot.NSS
- scripts\inc
ginc_item.NSS
Name-Value Pair script fix by Aqvilinus
v.181211
Use the return from RemoveNVP() when adding an NVP with AppendUniqueToNVP().
files:
- scripts\inc
ginc_param_const.nss
Name-Value Pair script fixes by kevL
v.181211
Refactor the Name-Value Pair functs to use a consistent NVP-delimiter.
files:
- scripts\inc
ginc_param_const.nss
ginc_object fix by kevL
v.181212
Fix loop iteration in SpawnObjectsAtWPs(), DestroyAllWithTag(),
GetNumberOfObjects(). Spotted by Aqvilinus.
files:
- scripts\inc
ginc_object.NSS
Half-orc Female Cloth fix by rjshae
v.181215
A texturing issue with the half-orc female cloth #10. The texture around the
waist has overlapping faces, resulting in a flickering appearance. I [rj] just
reversed the normals on one layer of the waist mesh faces, then exported via
the nwn2mdk tool.
files:
- models
P_OOF_CL_Body11.MDB
script fix by Aqvilinus
v.190115
The dialog-script 'gc_check_race_pc' was not checking civ-types against
subraces properly. (impl/ kevL)
files:
- scripts
gc_check_race_pc.NSS
Adamantine shields fix by Vandervecken
v.190123
Adamantine shields were not handling damage-reduction properly. Fixed.
files:
- blueprints
mwa_shhv_ada_4.UTI
mwa_shlt_ada_4.UTI
mwa_shtw_ada_4.UTI
CreateBeam() fix by Aqvilinus
v.190214
Pass 'bMissEffect' into EffectBeam(). (impl/ kevL)
files:
- scripts\inc
ginc_effect.NSS
GetScaledEffect() fix by Aqvilinus
v.190214
GetScaledEffect() was using a negative value for an effect-decrease arg. Fixed
by changing it to a positive value and recompiled all stock scripts that call
GetScaledEffect(). (impl/ kevL)
files:
- scripts\inc
nw_i0_spells.NSS
- scripts\scaledeffect
all files
- scripts\scaledeffect\mindflayer
all files
OverlandMap ApplyDialogSkillEffect() fix by Aqvilinus
v.190214
EffectShaken() and EffectOffGuard() were using negative args for
effect-decreases. Fixed by changing them to positive args. (impl/ kevL)
files:
- scripts
ga_initiate_encounter.NSS
ga_mated_encounter.NSS
gui_rest.NSS
k_mod_player_rest.NSS
- scripts\inc
ginc_overland.NSS
ginc_restsys.NSS
OnInventoryDisturbed event-handler fix
v.190216
Many creatures in the stock blueprints have a nonexistent script slotted in
their OnInventoryDisturbed events. This workaround forwards the event to the
proper handler. Identified and fix suggested by Aqvilinus.
files:
- scripts
nw_e0_default8.nss [add]
Solipsism scroll fix by kevL
v.190221
Adds the Solipsism spellscroll and enables the ScribeScroll feat to work with
the Solipsism spell. The icon for the scroll already existed but had to be
added to the icons table.
files:
- 2da
des_crft_scroll.2da
des_crft_spells.2da
iprp_spells.2da
nwn2_icons.2DA
- blueprints
x2_it_sparscr702.UTI [add]
Icon fix for Mysteries of Westgate
v.190507
Add a couple of icon refs for MoW. Reported by Chofranc.
files:
- 2da
nwn2_icons.2DA
Werewolf/Wererat weapon orientation fix by ArtEChoke
v.190604
This is a simple orientation fix for the attachment points on the Obsidian
Werewolf skeleton. This fix applies to the Ossian Wererat, as it shares the
same skeleton. Previously the werewolf held weapons at a bizarre angle that
clipped with its body and arms. This new skeleton will point the weapons in the
proper direction. What this fix does *NOT* do is add proper weapon grasping
animations, or proper weapon wielding animations. The creature will still
attack with one left claw swipe (or whatever weapon you put in its left hand)
and one bite.
files:
- skeletons
c_werewolf_skel.GR2
TakeNumItems() fix by Shadooow (impl/ kevL)
v.190611
The function TakeNumItems() in 'nw_i0_plot' did not consider stacked items. Note
that this change does NOT fix scripts that have already been compiled.
files:
- scripts\inc
nw_i0_plot.NSS
recompile 'ga_take_item' due to changed TakeNumItems() in 'nw_i0_plot'
v.190611
Recompiled script.
files:
- scripts
ga_take_item.nss
Staff of Balpheron fix by Clangeddin
v.191226
The problem is the OnEquip tag-based item script, that script applies a bunch
of properties whenever it fires, the OnUnequip related script removes those
properties. Here's the problem though, when you load the game, the OnEquip
script fires, but the OnUnequip one does not, so if you equip, save, load,
save, load, save, load, save, etc you will keep on stacking those properties
until you get a staff with more than 255 item properties, which causes the
engine to not load the character properly when the game is loaded; in fact, all
other items are not displayed either in the inventory. What I did with the fix
was simply add a local var check that would not apply the properties again if
the item was already equipped, then I added the delete local var to the
OnUnequip script to make sure it works properly later. [bug report by Myskully]
files:
- scripts
i_n2_wmgst001_eq.nss
i_n2_wmgst001_ue.nss
Changes to spell scripts involving 100% immunity by Clangeddin
v.200103
The following spells had their 100% damage immunity changed to 9999 damage
resistance, this is done to prevent the damage immunity overflow bug that turns
them into vulnerabilities once they go past 100%. This operates under the same
principle of the energy immunity spells (level 6 cleric, druid, bard spell and
level 7 for Wiz/Sorc). The affected spells are:
1. Shadow Shield
2. Death Ward
3. Mass Death Ward
4. Iron Body (electric immunity only)
5. Stone Body (same as above)
files:
- scripts/spells
nw_s0_deaward.nss
nw_s0_ironbody.nss
nw_s0_shadshld.nss
nw_s0_stonebody.nss
nx_s0_massdeaward.nss
Stormlord and RDD 100% damage immunity bugfix by Clangeddin
v.200105
Scripts to change their 100% immunity to a 9999 DR.
Additional info about the bug found at:
https://forum.neverwintervault.org/t/nwn2fixes/595/248
files:
- scripts/spells
nx_s2_immunityelectricity.nss
nx_s2_immunityfire.nss
gc_check_race fix by kevL
v.200220
Add a missing check for RACIAL_TYPE_DWARF.
files:
- scripts
gc_check_race.NSS
Jagged Tooth spellfix by kevL and Clangeddin
v.200225
Fix Jagged Tooth. See script for details.
files:
- scripts/spells
nw_s0_jagtooth.nss
Bolt of Domination spellabilityfix by kevL
v.200225
Fix Bolt of Domination. See script for details.
files:
- scripts/spells
nw_s1_bltdomn.NSS
Refactor rest script by kevL
v.200305
A slight refactor and recompile of the module-level resting script.
files:
- scripts
k_mod_player_rest.NSS
Refactor 'gui_rest' by kevL
v.200307
A major refactor and recompile of the gui resting script.
files:
- scripts
gui_rest.NSS
'ga_cast_fake_spell_at_object' fix by kevL
v.200307
Change ActionCastSpellAtObject() to ActionCastFakeSpellAtObject(). Reported by
Travus.
files:
- scripts
ga_cast_fake_spell_at_object.NSS
Refactor 'gui_rest' harder by kevL
v.200308
A major refactor and recompile of the gui resting script.
files:
- scripts
gui_rest.NSS
'gui_rest' edit by kevL
v.200309
Remove redundant condition for OBJECT_TYPE_CREATURE when checking for nearby
hostiles.
files:
- scripts
gui_rest.NSS
MotB rest problems fix (reverts some of Nwn2Fixes OverlandMap
ApplyDialogSkillEffect() fix)
v.200331
The underlying bug is that, in SoZ on the overlandmap, the player can choose a
dialog option to Intimidate an encounter before going into battle but
EffectShaken() and EffectOffGuard() use negative values when constructing the
effects. Positive values should be used in 'ginc_overland' instead (the
constructors for the effects will subtract the positive values).
Tracing those functions back through several layers, they could be called by
'gui_rest'. HOWEVER the only place i *know* of them being used is on the SoZ
OL. And those are handled by just two scripts: 'ga_initiate_encounter' and
'ga_mated_encounter'.
So basically i'm going to delete 'gui_rest.NSS/.NCS' and
'k_mod_player_rest.NSS/.NCS' and 'ginc_restsys.NSS'. But keep 'ginc_overland'
because it has the core fix, as well as 'ga_initiate_encounter' and
'ga_mated_encounter' because they (definitely) use it. Note that
'x2_inc_restsys' fixes a prototype/definition mismatch for WMSetAreaTable() so
it should stay (unless it's still an issue).
Additionally, it's nice to get the module-level script 'k_mod_player_rest' out
of the Fixes package.
files deleted:
- scripts
gui_rest.NSS/.NCS
k_mod_player_rest.NSS/.NCS
- scripts\inc
ginc_restsys.NSS
Panther LoD Fix by rjshae
v.200815
The panther model does not include L01 and L02 parts so you get the full 2,660
mesh faces at every scale. This is an override model that adds in the LoD
parts, with 956 faces at LoD.
- models
c_panther_cl_body01.MDB
More Creature LoD Fixes by rjshae
v.200818
Added LoD parts for the stock clockroach, Imaskari golem, jinn, siege tower,
snow leopard, giant spider, and treant creatures.
- models
c_clockroach_cl_body01.MDB
c_imaskarigolem_cl_body01.MDB
c_imaskarigolem_head01.MDB
c_jinn_CL_Body01.MDB
c_jinn_Head01.MDB
c_siegetower_CL_Body01.MDB
c_snowleopard_CL_body01.MDB
C_Spidgiant_CL_Body01.MDB
c_treant_CL_body01.MDB
Shadow Simulacrum/Glass Doppelganger scrolls fix by kevL
v.210304
Adds the Shadow Simulacrum and Glass Doppelganger spellscrolls and enables the
ScribeScroll feat to work with the Shadow Simulacrum and Glass Doppelganger
spells. The icon for the Shadow Simulacrum scroll already existed but had to be
added to the icons table. No scroll icon was found for Glass Doppelganger so
the Shadow Simulacrum icon gets reused for it.
files:
- 2da
des_crft_scroll.2da
des_crft_spells.2da
iprp_spells.2da
nwn2_icons.2DA
- blueprints
x2_it_sparscr501.UTI [add]
x2_it_sparscr901.UTI [add]
Chandelier fix by RjShae
v.210411
This set of files provides fixes for the stock PLC_MC_CHANDL01 and
PLC_MC_CHANDL02 chandelier models. For both chandeliers it increases the swing
amplitude to half a degree, so it is still subtle but at least visible to the
player's eye. For the second chandelier it corrects the height setting so that
the top of the chain lines up with the static component.
files:
- models
PLC_MC_CHANDL02_01.MDB
- skeletons
PLC_MC_CHANDL01_IDLE.GR2
PLC_MC_CHANDL02.GR2
PLC_MC_CHANDL02_idle.GR2
chest_01 sound fix by RjShae
v.211113
There's an error on row 62 of the placeableobjsnds.2da file. The 'Opened'
column entry is 'as_sw_chestv1cl' (cl == close) when it should be
'as_sw_chestv1op' (op == open).
files:
- 2da
placeableobjsnds.2da
fx_drip fix by RjShae
v.211210
When you place the fx_drip effect in an area, sometimes the drops appear to go
up rather than down. The reason this happens is that the VelocityVariance
parameter in the 'fx_drip_fx1.pfx' effect file (under NWN2_VFX_X1/FX_Ambient) is
set to '6'. This is much larger than the z-direction velocity of '-2'. If you
set the VelocityVariance to '1', then the drips generally go in the correct
direction.
files:
- sefs
fx_drip_fx1.pfx
Gnome female cloth armor fix (1) by RjShae
v.211216
The Gnome female cloth armor in slot 8 is missing the tint map in the material
properties, so it can't be tinted in the toolset. (This is the body-length brown
robe.) Since it shares the same texture files as the human female, I added the
same human female tint map file to the model.
files:
- models
P_GGF_CL_Body09.MDB
splitgold.XML enhancement by Lance_Botelle
v.211219
Multi-player barter subscreen. When you first open it, the input window is not
the focus, so you have to click in its text window to be able to start typing.
Secondly, there is either a figure "0" (zero) by default, or the last gold
figure you had entered and used every time it is opened. So you have to click in
the text box, delete the figures in the text box, and then click on the OK
button. Very cumbersome. Two required steps even before you can use it!
By contrast, this box has immediate text entry focus, does not have any
redundant text in it (that would require deletion) and is ready for immediate
input and 'enter' for those who prefer efficiency of input. (Or escape to
cancel.) It makes gold splitting (on a MP barter) much more intuitive.
- better initial focus
- maintains focus
- forgets previous input on reuse
- allows escape to cancel and return key to accept
files:
- ui
splitgold.xml
Gnome female cloth armor fix (2) by RjShae
v.211227
The Gnome female cloth armor in slot 7 is missing the tint map in the material
properties, so it can't be tinted in the toolset. Since it shares the same
texture files as the human female, I added the same human female tint map file
to the model.
files:
- models
P_GGF_CL_Body08.MDB
Gnome female cloth armor fix (3) by RjShae
v.211229
The Gnome female cloth armor in slot nine had been assigned the Human male cloth
armor textures. The mesh has been updated to use the Human female cloth armor
textures, consistent with the other playable races.
files:
- models
P_GGF_CL_Body10.MDB
Dwarven male scale armor fix by RjShae
v.220109
The second Dwarven male scale mail armor body model is missing the tint map and
has a higher specular power setting (1.5) than for the other races (1.0). The
mesh has been updated to be consistent with the other races.
files:
- models
P_DDM_SC_Body02.MDB
More LoD fixes by RjShae
v.220627
This is a performance improvement patch that adds (missing) level-of-detail
(LoD) meshes to stock creatures that have a higher number of faces. It includes
the blue dragon, clockroach, gnoll #2, hag #2, imaskari golem, jinn, panther,
ravenous incarnation, siege tower, snow leopard, giant spider, treant, and
troll.
Note that the troll models did include some LoD3 and LoD6 parts, but a
recently-discovered bug may have prevented the game engine from properly
triggering the LoD at range. The full range of L01-L06 has now been added to the
Troll models.
[kL_note: 8 previously included models have been updated here]
files:
- models
c_bluedragon_CL_Body01.MDB
c_bluedragon_Head01.MDB
c_bluedragon_Tail.MDB
c_clockroach_cl_body01.MDB [update]
c_Gnoll_CL_Body02.MDB
c_Gnoll_CL_Head02.MDB
C_Hag_CL_Body02.MDB
c_imaskarigolem_cl_body01.MDB [update]
c_imaskarigolem_head01.MDB [update]
c_jinn_CL_Body01.MDB [update]
c_jinn_Head01.MDB [update]
c_panther_cl_body01.MDB [update]
c_RavenousInc_CL_Body01.MDB
c_RavenousInc_head01.MDB
c_siegetowerB_CL_Body01.MDB
C_Spidgiant_CL_Body01.MDB [update]
c_treant_CL_body01.MDB [update]
C_Troll_CL_Body01.MDB
C_Troll_Head01.MDB
C_Troll_PF_Body01.MDB
TurnUndead Mapped Feats fix by TonyK
v.220628
Sacred Purification feat icon doesn't show the Turn Undead uses left in game.
Fix by adding 294 (Turn Undead feat id) into the UsesMapFeat column of row 2255
(Sacred Purification feat id). Also of note is that Kaedrin's latest PrC pack
has this bug additionally for Divine Vengeance.
[impl. kevL - both feats included]
files:
- 2da
feat.2da
Song of Requiem fix by kevL
v.230201
The bard's Song of Requiem spellscript had several issues. This is a rewrite of
that script; see notes in the script for details. Big thanks to TonyK for
suggestions and feedback.
files:
- scripts\songs
nx_s2_sngrequiem.NSS
EffectIcons.2da fix and additions by kevL
v.230201
Fixed typo on row #58 "ise_dispelsest" to "ise_dispelbest". Added rows #136 and
#137 to support effecticons for Song/Hymn of Requiem spellscript changes.
files:
- 2da
effecticons.2da
Soundset fixes by rjshae
v.230201
Some creature soundsets throw an exception in the toolset when you try to play
them. For example, "Female, Playful" will throw when you attempt to play it from
the pop-up menu button. The remedy is to place a repaired 'vs_fx0slinf.SSF' file
in the Override folder.
files:
- sound
*.SSF
Model fixes (SoZ Ruins) by Gribo
v.230221
Camera goes under the terrain, into models and is generally hard to control when
the PC is near these placeables. The solution is to add C2 collision mesh. These
models didn't have it.
files:
- models
PLC_MC_Ruins03.MDB
PLC_MC_ruins04.MDB
PLC_MC_Ruins05.MDB
PLC_MC_Ruins06.MDB
PLC_MC_Ruins07.MDB
PLC_MC_Ruins08.MDB
Wizard/Sorcerer default School Specializations fixes by rjshae
v.230331
The following are specialist Wizard spell package files that are assigned by
packages.2da. They are used in cases of auto-leveling with the LevelUpHenchman()
call. They can also be called by the 'Set to Package Default' button under the
character blueprint Spells tab.
In each case, the list contains some spells from the opposition school and is
missing a few spells from the specialist school. Where possible, I replaced
selected opposition spells with the missing specialist spells, or else with a
non-opposition spell. I moved the modified specialist spell rows up the spell
level list so the character is more likely to gain the spell on level up.
See 'wizard.txt' in the 2da folder for exact changes.
files:
- 2da
packspwiz2.2da
packspwiz3.2da
packspwiz4.2da
packspwiz5.2da
packspwiz6.2da
packspwiz7.2da
packspwiz8.2da
packspwiz9.2da
ga_cast_spell fixes by travus
v.230507
The stock versions of these 2 dialog action scripts stop the conversation. The
fix is to insert ActionPauseCutscene() before casting (or fake casting) the
spell. [impl. kevL]
files:
- scripts
ga_cast_spell_at_object.NSS
ga_cast_fake_spell_at_object.NSS
GetDurationType() fix by travus
v.230611
The string-parameter passed (I, T, or P) was not being converted to a
duration-type correctly. FindSubString() returns the position of the letter,
which one expects to be 0 (the first letter). However, 0 evaluated to FALSE
instead of TRUE, so the correct return was bypassed and the default
duration-type got returned. Additionally, if FindSubString() doesn't find the
letter, it returns -1, which evaluates to TRUE instead of FALSE, which caused a
duration-type other than the default to return. The fix is to compare the first
letter of the string-parameter to the allowed types (I, T, or P).
[kL_note: recompile 'ga_effect' and 'ga_effect_polymorph']
files:
- scripts
ga_effect.NSS
ga_effect_polymorph.NSS
- scripts\inc
ginc_param_const.nss
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
MOTB Folder
--------------------------------------------------------------------------------
Enhanced Dream Weapon by Kaldor Silverwand
[version!]
https://neverwintervault.org/project/nwn2/prefab/placeable/enhanced-dream-weapon
The longsword version is corrected, so that it no longer prevents future shape
changes.The ability of the weapon to change is dependent on the feats of the
wielder, rather than the main PC. The weapon now has a form for each weapon
type.
files:
- Campaign
gl_dream_weapon.DLG
ga_bb_transform_specitem.NSS [created]
gc_bb_has_feat_specitem.NSS [created]
gc_bb_local_string_specitem.NSS [created]
i_nx1_dream_bastardsword_ac.NSS [created]
i_nx1_dream_battleaxe_ac.NSS
i_nx1_dream_club_ac.NSS [created]
i_nx1_dream_dagger_ac.NSS
i_nx1_dream_falchion_ac.NSS [created]
i_nx1_dream_greatsword_ac.NSS
i_nx1_dream_handaxe_ac.NSS [created]
i_nx1_dream_katana_ac.NSS [created]
i_nx1_dream_kukri_ac.NSS [created]
i_nx1_dream_lightcrossbow_ac.NSS [created]
i_nx1_dream_longbow_ac.NSS
i_nx1_dream_longsword_ac.NSS
i_nx1_dream_mace_ac.NSS
i_nx1_dream_morningstar_ac.NSS [created]
i_nx1_dream_quarterstaff_ac.NSS
i_nx1_dream_rapier_ac.NSS [created]
i_nx1_dream_scimitar_ac.NSS
i_nx1_dream_scythe_ac.NSS [created]
i_nx1_dream_shortsword_ac.NSS [created]
i_nx1_dream_spear_ac.NSS [created]
i_nx1_dream_warhammer_ac.NSS [created]
- base/blueprints
nx1_dream_bastardsword.UTI [created]
nx1_dream_club.UTI [created]
nx1_dream_falchion.UTI [created]
nx1_dream_handaxe.UTI [created]
nx1_dream_katana.UTI [created]
nx1_dream_kukri.UTI [created]
nx1_dream_lightcrossbow.UTI [created]
nx1_dream_longsword.UTI
nx1_dream_morningstar.UTI [created]