Lists

Here are some useful lists for builders. As the chapters of the Resources for Builders book get better defined, these will be moved into more appropriate locations.

Complete Lootable Items Lists

McGavin has posted some complete lists of lootable items in the OC.

Complete List of Armors, Weapons and Miscelaneous Items that are lootables including unique and special edition weapons (NWN2 Campaign Plot Only Weapons are not included).

Head over to the vault to grab it.
http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=41

Patches

See the full list of patches for download at the vault:
http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=19

Shock Wolf has a good post about how to deal with the risk of updating here:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=669984&forum=109

 

Patch 1.13

See the official 1.13 thread here:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=643393&forum=1...

Fixes

Neverwinter Nights 2 Game Update 1.13
Patch Notes - June 2, 2008

Bug Fixes
---------------

General

  • The toolset and game now load hak files in the same order.
  • Skills such as Search will no longer broadcast multiple messages to the chat window while in use. A single message will be displayed when turning the skill on or off.

Multiplayer

  • The chat channel will no longer revert to Local when a player transitions to a new area or module.

DM Client

  • Fixed an issue where DMs would not receive messages on the DM channel if they were filtering out the shout channel.
  • The console command dm_setfaction will no longer cause crashes.

Toolset

  • The toolset and game now load hak files in the same order.
  • Fixed an issue where you could not tint multi-selected tiles.
  • Light spheres shall now display properly.
  • Sound spheres shall now display properly.
  • The creature cache in Area Properties shall now work as intended.

Scripting

  • The GetNextItemInInventory() script function should now work properly with stores.

Custom Content

  • The Skills.2da file will now accept up to 100 rows of data.

New Features
---------------
Multiplayer

  • The chat system now has a /r command for replying to the last private message a player receives. After receiving a private message, the player can enter "/r" into the chat system which will automatically address a private message to the person that sent the previous private message.
  • The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.

Toolset

  • The ItemPropertyActivationPreference property for items is now accessible through scripting.

DM Client

  • DMs can now jump to object when right clicking on a portrait in the party bar.
  • DMs can now jump a player to the DM's location when right clicking on a portrait in the party bar.
  • DMs can now examine the character sheet of a player in the same area when right clicking on a portrait in the party bar.
  • DMs can now shift the alignment of a player in the same area when right clicking on a portrait in the party bar.
  • DMs can now toggle the invulnerability of a player in the same area when right clicking on a portrait in the party bar.
  • DMs can now force players to rest when right clicking on a portrait in the party bar.
  • DMs can now Give/Take gold to/from players when right clicking on a portrait in the party bar.
  • DMs can now Give/Take XP to/from players when right clicking on a portrait in the party bar.
  • DMs can now Give/Take levels to/from players when right clicking on a portrait in the party bar.
  • Character names will now display when you mouse over a character's portrait in the party bar.
  • The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.

Scripting

  • A SetCollision(object oTarget, int bCollision) function has been made available. This will allow builders and DMs to turn the collision of a creature or placeable object on or off dynamically. This function is only useful on creatures/players/placeables that already have collision and will set collision to NONE if called on an object that never had collision in the first place.
  • A GetCollision(object oTarget) function has been added. This function will return the collision Boolean for an object.
  • The ItemPropertyActivationPreference property for items is now accessible through scripting.
  • A GetBicFileName function has been made available. This function will return the file name of a .bic file in a server vault.
  • New List Box functionality has been added to the game. This includes the following script commands:

o ClearListBox
o AddListBoxRow
o RemoveListBoxRow
o ModifyListBoxRow

  • A SetScrollBarRanges(object oPlayer, string sScreenName, string sScrollBarName, int nMinSize, int nMaxSize, int nMinValue, int nMaxValue) function has been added to the game. This function will allow you to set custom values to a scrollbar.
  • A SetFactionLeader(object oNewLeader) function has been added to the game. This allows you to set a companion to be the speaker in a conversation.
  • A GetFirstSubArea(object oArea, vector vPosition) function has been added to the game. This function lets you iterate over the ‘subareas’ at a given position in an area. A subarea would be a trigger, an encounter, or a AoEEffect.
  • A GetNextSubArea(object oArea) function has been added to the game.
  • A GetMovementRateFactor(object oCreature) function has been added to the game.
  • A SetMovementRateFactor(object oCreature, float fFactor) function has been added to the game. This function sets the creature's movement factor to that value. This movement factor is also modified by effects, encumberance, etc

 

Patch 1.21

This patch came out November 5, 2008 in conjunction with SoZ being released.

Issues

I've seen two major issues that affect builders:

Area OnEnter scripts not working

Seems like some builders were having problems with Area OnEnter scripts not firing correctly after they updated the game. Seems the problem tends to be an incorrect use of OnEnter instead of OnClientEnter.

From Rob McGinnis in this thread about OnEnter and 1.21:

The way OnEnter works is that it fires off before the client is fully loaded into the game. This means that when you call the OnEnter function to fire off a conversation or other script, such as giving an item to a character, it may seem like the scripts/conversation is not working, when in fact it is. It is just happening BEFORE the client enters the game fully.

We will not be changing this behavior because there are benefits to this, but we are looking for ways to make it so modders do not need to change their mods.

Moving forward, we suggest you use OnClientEnter as it should handle these things properly.

Speaker triggers not firing correctly

There also seems to be an additional issue where some speaker triggers are not firing correctly. In the same thread Rob suggests making sure the speaker field is set on the dialogs as opposed to leaving this as the default blank for OWNER. I'm unsure if this is a solve for the problem.

Discussion

See the official thread at:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=656414&forum=109

Neverwinter Nights 2 Game Update 1.21 Patch Notes

November 5, 2008

The following list contains the majority of fixes and features added in the 1.21 Game update. All spoilers for Storm of Zehir have been removed from this list.

Bug Fixes

General
* Item costs in the game should match the costs in the toolset.
* Party members that have wands with 0 charges will now attack and use spells normally.
* When dropping an item, characters will now use the appropriate "drop" animation.
* Fixed an issue with opening two bags at once. You will now only be able to open one bag.
*The tool tip for the Player Chat menu item will now say Player Chat.
* Fixed an issue that caused freecam (console command) to not work properly.
* Made several corrections to the Doomgude class description.
* Snake's Swiftness, Mass will now affect the entire party.
* Hellfire Shield should now play an appropriate sound effect when activated.
* Hellfire Blast should now play an appropriate sound when activated.
* The description of Hellfire Shield has been changed to appropriately reflect it is an Area of Effect shield.
* Weapon Focus: Warmace will now be available to all qualified characters.
* The ability score descriptions in character creation have been changed to be more informative and reflect changes to the game.
* Fixed an issue that was causing certain AI behavior feedback to be displayed, even after being deactivated.
* When the game is paused, a much more noticeable message is displayed.
* Aura of protection will no longer provide "No Stacking" feedback.

Toolset
* Item costs in the toolset should match the costs in game.
* Changing checkboxes with multiple objects selected will no longer cause the toolset to crash.
* Changing dropdown lists with multiple objects selected will no longer cause the toolset to crash.
* Fixed an issue where resizing a creature may not have resized the collision spheres.
* Fixed an issue where the creature cache was not working properly.
* Dropdowns generated from 2DAs will no longer start with the wrong row selected.
* Redesigned the fields associated with setting Tints to no longer be collapsed controls.
* Fixed an issue that caused light and sound spheres to not render at their proper size.
* Fixed an issue that caused ceiling tint changes to not show up in the toolset.

New Features

General
* Playable races now have a proper stealth animation.
* Added in the AI functionality from TonyK's AI.
* In a peer-to-peer multiplayer session, the hosting player may now unpause the game unconditionally.

Toolset
* Added properties associated with the overland map, including camera positioning and the flag to mark the area as an overland map.
* Added camera positioning functionality settings in the area properties to support overland maps created by the community.
* Added a flag in the area properties to set an area to be an overland map.
* Added Campaign flags for Unrestricting NPC level ups (Lets them chose any class at level up)
* Added Campaign flags for Conversation Distance limit override.
* Added Campaign flags to turn off party-control character swapping for dialogs on a global level.
* Added Campaign flags to enable Party Creation and setting what the size of the party should be.
* Added Campaign flags to toggle the new death system.

Scripting
* PlaySound() now takes an optional parameter: bPlayAs2D. This parameter will default to FALSE. Setting this parameter to TRUE will force the engine to play the sound you specified as a 2D sound rather than 3D Positional audio, regardless of what the engine would normally do before.
* BeginConversation() now has a parameter that allows you to block the character's 'Greeting' VO from playing.
* Added a script function SetScrollBarValue()
* Added a script function SetPause()
* Added a script function GetPause()

Additional items that will be int he patch, but are not listed int he patch notes are:

* Added in the authentication system to support the Adventure Pack system.

* Fixed issues that would cause the Arcane Scholar of Candlekeep to crash on transition if they had certain items or metamagic spells in the quickbar.

* Use Magic Device will no longer supersede a character's caster class or level, when that caster level is higher than the UMD skill.

* Fixed an issue that caused high level items to be used when a character had a single point in Use Magic Device.

Patch 1.22

Neverwinter Nights 2 Game Update 1.22 - December 19, 2008 

I've attempted to compile links, known issues, patch notes and 2da changes from the forums.

Official forum thread is here: http://nwn2forums.bioware.com/forums/viewtopic.html?topic=669454&forum=1...

Available on the vault here: http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=212

Known Issues

  • Hard core difficulty setting - AOE spells only hurt caster, not entire party. Some notes from this conversation: http://nwn2forums.bioware.com/forums/viewtopic.html?topic=669443&forum=109&sp=0
    • Tony K - I think the source of the problem is the switch from GetCurrentMaster to GetCurrentRealMaster. For companions GetCurrentRealMaster will now return the companion instead of the PC. GetCurrentMaster returns the PC. Companions are not friends of the PC, but their factions are the same. Similar results should also occur if you switch to another party member – PC is now the currently controlled party member, companion is the original PC.
    • Rob McGinnis - I have asked that this get looked at again.

      What has been presented to me is that party damage was supposed to be based on the PvP setting for an area, regardless of the difficulty setting.

      So, on hardcore difficulty, in most cases in NWN2 OC, your party will not take damage. However, on a PW, or in a module where areas are set to be full PvP, then the party will take damage.

      If there is a bug in all this, it will probably wait to be fixed in 1.23

  • ActionCastSpellAtLocation() function from spell.2da got changed parameters (noted by rpgplayer1). New parameter is added, nDomainLevel, but it's between 2 existing parameters.
    • Implication: Any script that uses ActionCastSpellAtLocation() function, and has more then 4 arguments will give unpredictable behavior.
    • Rob McGinnis - I am going to have a hotfix created for this. We don't expect that this issue will impact things too much, but there could be some wonky AI behavior (no comment).
  • Just to make sure... The triggers' OnEnter script on module/area load hasn't been fixed yet? (by Mazena86)
    • It is fixed. However the problem you experience may not be the same as what was reported.
  • Attempting to compile nx2_s0_hlfrblst.nss results in an error; it seems that EffectHellfireBlast() is no longer defined anywhere that the compiler can find it (by ladydesire).
    • rpgplayer1 - nx2_s0_hlfrblst is actually obsolete script, not used in the game by anything (there is no complied version in scrips_x2.zip either). EffectHellfireBlast isn't defined anywhere because such effect doesn't really exist in the code.
  • I got all excited about greater fang and jagged tooth working on the shapeshifted druids, but DENIED! (by DTHWSH)


Bug Fixes

General

  • Spell focus feats are no longer available for Warlocks during character creation or level-up
  • The class description of Stormlord has been changed to reflect the skills available.
  • Weapon switching has been enabled for enemies, but not party members.
  • Fixed an issue that allowed players to get the dinosaur companion for free.
  • The item &quotStone of Alarm&quot will now work as intended.
  • Yuan-ti Purebloods now gain Alertness and Blind-Fight instead of Snakeblood, per PnP rules. Race description has been altered accordingly.
  • The Flurry of Blows feat description has been altered to more accurately reflect which weapons can be used to gain the benefit of this feat.
  • The Default Swashbuckler package will no longer choose Luck of Heroes at level 1.
  • Familiars will always follow their masters, unless told to stand their ground.
  • Fixed an issue that caused the 2d/3d bias option setting to not save.
  • &quotAlchemist's Fire&quot will now add a damage bonus when applied to a weapon
  • The Eldritch Lore feat description has been revised to reflect that its use is automatic, not selected.

Toolset &amp Custom Content

  • Fixed an issue that was causing conversations to abort when no speaker is designated (the PC was designated as the speaker by default).
  • A single TLK file is now required for custom content and module building. It must have a TLK extension to be seen by the toolset and the game.
  • Two new module properties are available to designate a module as needing NX1 (Mast of the Betrayer), or NX2 (Storm of Zehir).

Scripting

  • DespawnRosterMember() will no longer cause a crash when used.

Multiplayer

  • Action queues will no longer be cleared when a player toggles hostile/friendly in the player list. (In process).

Spells

  • Animate Dead now randomly summons a 5 HD skeleton or zombie warrior.
  • Create Undead now randomly summons an 11 HD mummy, wraith, or ghast.
  • Create Greater Undead now randomly summons a 15 HD vampire fighter or warlock, but only for 1 round/level to prevent it from being too powerful.
  • The druid elemental wildshape form will now properly categorize the druid as an elemental.
  • The Polymorph spell's gargoyle form will now properly categorize the caster as a monstrous humanoid.
  • The Shapechange spell's nightwalker form will now properly categorize the caster as undead.
  • Aura of Glory will no longer apply Charisma bonus to party members
  • Cacophonic Burst: damage applied to first target won't be used when calculating damage to other targets (will roll damage separately for each target)
  • Cacophonic Burst: will be properly maximized if having caster level below 15 (will not do full 90 points of damage anymore)
  • Made adjustments to the number of enemies that Chain Lighting will affect.
  • Made adjustments to the number of enemies that Wail of the Banshee will affect.
  • Fixed Cloud of Bewilderment, so the Empower and Maximize metamagic abilities properly increase duration of effects on the target.
  • The constitution damage of the Cloudkill spell now stacks properly and can no longer be dispelled.
  • Color Spray: Blindness will no longer affect creatures immune to mind affecting spells.
  • Color Spray: Will no longer trigger a spell resistance check on caster in some situations.
  • Fixed Curse of Impending Blades (including Mass version), so it will check for spell resistance properly.
  • Fixed Delayed Blast Fireball, so only enemies can trigger explosion.
  • Fixed Doom, so saving throw isn't rolled if spell is blocked by spell resistance or immunity.
  • Fixed Extract Water Elemental, so only non-living creatures are immune to it (Constructs and Undead), and not everyone who has immunity to Death magic (just like Horrid Wilting).
  • Fire Storm is now capped properly at 20d6 damage.
  • Fixed Flame Weapon, so it doesn't cancel out spells or abilities that add non-fire elemental damage to the weapons.
  • Glyph of Warding spell will now check for spell resistance.
  • Glyph of Warding spell will now allow a Reflex save for half damage.
  • Glyph of Warding spell will now be properly affected by Empower or Maximize metamagic abilities.
  • Glyph of Warding spell will no longer affect creatures outside its area of effect (vfx_persistent.2da change).
  • Fixed Haste (including Warpriest version), so it can affect proper number of allies (enemies won't be counted anymore).
  • The Jagged Tooth spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included). (Work in progress - does not affect dragon companions).
  • The Magic Fang spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
  • The Greater Magic Fang spell, will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
  • Critical hits from the Meteor Swarm spell will now double fire damage, not just blunt damage.
  • Creatures immune to critical hits will no longer receive doubled damage on critical hits from a Meteor Swarm spell.
  • Mind Fog will now properly check for spell resistance.
  • Remove Fear now properly removes shaken effects caused by fear auras.
  • Fixed Shades (Self), so that depleting damage reduction won't end its other effects.
  • Critical hits caused by the Shocking Grasp spell will now be calculated properly.
  • The Solipsism spell will now bypass paralysis immunity.
  • The Solipsism spell will no longer be removed by spells that cancel paralysis.
  • The Solipsism spell will be removed by Greater Restoration or the Mind Blank line of spells.
  • The visual effects of the Solipsism spell have been changed.
  • Stone Body, will no longer add electricity immunity, if same is already applied by the Stormlord class (prevents a bug with getting no immunity at all).
  • The Storm of Vengeance spell will now calculate damage for each affected creature.
  • The stun effect of the Storm of Vengeance spell is now removed properly if a target successfully saves.
  • The effects of the Swamp Lung spell will no longer stack.

Creature Abilities

  • Fixed the Angel Protective Aura used by Planetars and Solars, so it affects all his allies. Also, it will give proper +4 bonus to saves and AC.
  • Fixed Blindness/Deafness spell-like ability of Deep Gnome, so it has consistent save DC (always Cha based, with +4 racial modifier).
  • Fixed Dragon Breath for all Dragons (including companions), so that damage is rolled for each target, instead applying the same value to all targets.
  • Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the &quotline of effect.&quot
  • The visual effect for the dragon companion's breath weapon will now display properly.
  • The dragon companion's breath weapon will now have a proper save DC.
  • The dragon companion's breath weapon damage output has been adjusted.
  • The damage caused by the fire genasi's Reach to the Blaze ability has been adjusted.


Class Abilities

  • Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets.
  • Fixed Favored Soul and Warpriest Haste ability, so it affects multiple targets correctly if targeted on caster himself.
  • Fixed the Warpriest Implacable Foe ability, so it will not trigger attacks from companions if allied NPCs get affected by it.

Neverwinter Nights 2 Campaign Fixes

  • Fixed an issue that was causing a crash when exiting the Sunken Flagon.
  • Fixed various conversation issues in the Skymirror area.
  • Storm of Zehir Campaign Fixes
  • Reduced the spawn rate and maximum number of encounters on the overland map.
  • The NPC Redfeyer will no longer simply sing in combat.
  • The difficulty of the Priory of the Depths puzzle has been adjusted.
  • Losing the deed to Parrum's Rock will no longer block quests.
  • Resolved an issue where the Team Rush feat would cause the game to crash on module transition.
  • Fixed an issue that caused Adreum to repeat his conversation.
  • Fixed various text and misspelling issues in conversations and quests.
  • Fixed a sequence issue with the &quotWrath of Umberlee&quot quest.
  • Fixed an issue that was causing the quantity of trade bars being carried to be misreported.
  • Fixed an issue that was causing the players' demise to be reported prematurely.
  • Fixed various issues with the Priory of the Depths puzzle.
  • Septimund has been made unkillable in Port Llast.
  • Fixed an issue that caused the undead to remain in Port Llast after you raise the army of the dead.
  • Fixed an issue that was causing certain conversations to be presented as cutscenes.
  • Players can now access rare resources stored in the warehouses.
  • Septimund should now have the proper level.
  • Fixed an issue with unlimited loot in some areas.
  • Fixed an issue that allowed the scrying orb to give unlimited XP.
  • Creature parts are no longer forced into the bounty bag and must be manually placed. This only applies to any new creature parts the player picks up. Existing parts in inventory still suffer under the old blueprints.
  • Fixed issues related to customizing a character's package in the party editor.
  • Fixed a sequence issue with the &quotPrice of a Song&quot quest. The quest will now update properly.
  • Chir's familiar will no longer be nameless.
  • The NPC Soraevora has been improved.
  • &quotShipwreck Survivor&quot epithet feat is now granted to all player-made characters.

SoZ Crafting

  • Sound effects have been added to crafting

Changed 2da files 

(Thanks Senalaya)

\2DA\classes.2da
\2DA\cls_feat_archer.2da
\2DA\cls_feat_arctr.2DA
\2DA\cls_feat_bard.2da
\2DA\cls_feat_cler.2da
\2DA\cls_feat_dradis.2da
\2DA\cls_feat_druid.2da
\2DA\cls_feat_eknight.2da
\2DA\cls_feat_harper.2da
\2DA\cls_feat_pal.2da
\2DA\cls_feat_palema.2da
\2DA\cls_feat_rang.2da
\2DA\cls_feat_sorc.2da
\2DA\cls_feat_wiz.2da
\2DA\cls_feat_wprst.2da
\2DA\des_crft_spells.2da
\2DA\feat.2da
\2DA\packages.2da
\2DA\polymorph.2da
\2DA\spells.2da
\2DA\vfx_persistent.2da
\2DA\visualeffects.2da
\2DA_X1\classes.2da
\2DA_X1\cls_feat_bard.2da
\2DA_X1\cls_feat_cler.2da
\2DA_X1\cls_feat_dradis.2da
\2DA_X1\cls_feat_druid.2da
\2DA_X1\cls_feat_eknight.2da
\2DA_X1\cls_feat_favored_soul.2da
\2DA_X1\cls_feat_harper.2da
\2DA_X1\cls_feat_pal.2da
\2DA_X1\cls_feat_palema.2da
\2DA_X1\cls_feat_rang.2da
\2DA_X1\cls_feat_sacredfist.2da
\2DA_X1\cls_feat_scholar.2da
\2DA_X1\cls_feat_sorc.2da
\2DA_X1\cls_feat_spiritshaman.2da
\2DA_X1\cls_feat_stormlord.2da
\2DA_X1\cls_feat_wprst.2da
\2DA_X1\feat.2da
\2DA_X1\iprp_spells.2da
\2DA_X1\packages.2da
\2DA_X1\polymorph.2da
\2DA_X1\spells.2da
\2DA_X1\vfx_persistent.2da
\2DA_X1\visualeffects.2da
\2DA_X2\classes.2da
\2DA_X2\cls_feat_doomguide.2da
\2DA_X2\des_crft_spells.2da
\2DA_X2\feat.2da
\2DA_X2\iprp_spells.2da
\2DA_X2\packages.2da
\2DA_X2\packftswash1.2da
\2DA_X2\race_feat_yuanti.2da
\2DA_X2\spells.2da
\2DA_X2\vfx_persistent.2da
\2DA_X2\visualeffects.2da
\GUI\chargen_appearance.xml
\GUI\chargen_appearancex1.xml
\GUI\chargen_appearancex2.xml
\GUI\noticewindow.xml
\GUI\playerlogin.xml
\GUI\playerloginx1.xml
\GUI\playerloginx2.xml

Patch 1.23 notes

As BeyondthePale pointed out on nwvault, the 1.23 patch notes were posted in this forum thread by Rob McGinnis. Apparently the patch is coming very soon. Here are the notes:

Bug Fixes

General

  • Fixed an issue that was causing the "Character has too many feats" error message to display when attempting to cross-class a level 5 Sorceror with a level of Cleric with the Earth or War domain.
  • Players can no longer remove the last living party member from the party.
  • Fixed an issue that was causing enemies to remain highlighted if they died while being highlighted.
  • Fixed crash on exit to Desktop when hak pak(s) are in use
  • Infinite items in stores should no longer lose focus after purchasing.
  • Fixed an issue that was causing creatures to show as "Effortless" when Show CR was enabled.

Toolset & Custom Content

  • The UI Atlas system has been removed so that UI objects that are not 1:1 will no longer appear blurred.
  • Hook points should now appear properly in the toolset.
  • Compile All Scripts now compiles campaign scripts too
  • Hovering over a property sheet value in the toolset will now correctly display any truncated text as a tooltip.
  • A more friendly message is displayed when plugins fail to load, telling the user which files are not loading in a single messagebox.
  • Fixed an issue with settings that was causing hook points to not display properly.
  • Fixed 'out of bounds' issues that were causing toolset crashes.

Scripting

  • Fixed the ActionCastSpellAtLocation() script so that the nDomainLevel parameter is in the right place.
  • SetCollision() has been changed to work with placeables. However it will only turn collision on if the blueprint for the object has collision already.
  • Removed the setmaterialtype limitation, which required you to limit materials to predefined GMATERIAL consts.
  • Fixed an issue where compiling all scripts would dump the .ncs files into the mod folder and would ignore the campaign folder.

Multiplayer

  • Fixed an issue that was causing servers to crash when a polymorphed character would attempt to transition.
  • Players possessing their familiars will no longer lock up when transitioned by a DM
  • The Missing File error message, when attempting to connect to a server, now reports the file that is missing.
  • When examining other players and creatures, CR will no longer be displayed twice.

Spells & Invocations

  • Warlock Invocations are now properly marked as somantic in the spells.2da file.
  • Fixed an issue that was causing you to damage your own party members, on Normal difficulty setting, with AOE spells.
  • Casting invisibility will now make the affected character silent, as well as invisible. There will no longer be an opaque appearance on invisible creatures, which should reduce confusion.
  • Concentration check for Warlock invocations is now DC10+DamageDealt+SpellLevel.
  • Fixed an issue that was causing Vampiric Regeneration to work intermittently.
  • Animal Trance has been fixed to allow for certain types of metamagic.
  • Hammer of the Gods has been fixed to allow for certain types of metamagic.
  • Animalistic Power has been fixed to allow for certain types of metamagic.
  • Blades of Fire has been fixed to allow for certain types of metamagic.
  • Bladeweave has been fixed to allow for certain types of metamagic.
  • Conviction has been fixed to allow for certain types of metamagic.
  • Living Undeath has been fixed to allow for certain types of metamagic.
  • Nightshield has been fixed to allow for certain types of metamagic.
  • Reduce Person has been fixed to allow for certain types of metamagic.
  • Reduce Animal has been fixed to allow for certain types of metamagic.
  • Greater Reduce Person has been fixed to allow for certain types of metamagic.
  • Mass Reduce Person has been fixed to allow for certain types of metamagic.
  • Arc of Lightning has been fixed to allow for certain types of metamagic.
  • Blood to Water has been fixed to allow for certain types of metamagic.
  • Castigate has been fixed to allow for certain types of metamagic.
  • Dehydrate has been fixed to allow for certain types of metamagic.
  • Healing Sting has been fixed to allow for certain types of metamagic.
  • Animal Trance will now make the proper spell resistance check.
  • Healing Sting will now make the proper spell resistance check.
  • Casting the spell Avasculate will now cause the caster to become visible.
  • Casting the spell Bestow Curse will now cause the caster to become visible.
  • Casting the spell Death Knell will now cause the caster to become visible.
  • Casting the spell Hypothermia will now cause the caster to become visible.
  • Casting the spell Moon Bolt will now cause the caster to become visible.
  • Casting the spell Swamp Lung will now cause the caster to become visible.
  • Casting the spell Deep Slumber will now cause the caster to become visible.
  • Casting the Curse of Despair Invocation will now cause the caster to become visible.
  • The Bestow Curse spell is now considered supernatural and may no longer be dispelled.
  • Blade Barrier will now be properly dispelled.
  • Blades of Fire now provides a benefit for two rounds.
  • Blood to Water will now properly check for spell resistance.
  • The Constitution damage caused by Blood to Water may no longer be dispelled.
  • The effects of the Camouflage and Mass Camouflage spells will no longer stack.
  • Mass Camouflage will now affect characters within a targeted area.
  • Castigate will now properly check for spell resistance.
  • Castigate will no longer affect creatures with the same alignment as the caster.
  • Gray Orcs will now be affected by the Charm Person spell.
  • Gray Orcs will now be affected by the Daze spell.
  • Gray Orcs will now be affected by the Dominate Person spell.
  • The Dehydrate spell will now properly check for spell resistance.
  • The Dehydrate spell will now be negated by a successful Fortitude save.
  • The Constitution damage caused by the Dehydrate spell will now stack.
  • The Constitution damage caused by the Dehydrate spell may no longer be dispelled.
  • The duration of the Deep Slumber spell has been reduced.
  • The Devour Magic invocation will now properly grant temporary hit points when an area effect is dispelled.
  • The Devour Magic invocation will no longer attempt to dispel temporary hitpoints granted by the use of devour magic.
  • Negative levels granted by the Enervation spell may no longer be dispelled.
  • The effects of Enlarge Person will no longer stack on a Duergar already affected by Entropic Husk.
  • The duration of the Flame Weapon spell has been reduced to one minute per level.
  • Fixed the duration of the Foundation of Stone spell to match its description.
  • Casting Lesser Visage of the Deity will no longer cause the caster to become visible.
  • Casting Greater Visage of the Deity will no longer cause the caster to become visible.
  • The gust of wind spell will no longer remove auras.
  • The Living Undeath spell will now impart a proper Charisma penalty.
  • Mass Blindness will now only effect enemies on hardcore difficulty setting.
  • Mass Deafness will now only effect enemies on hardcore difficulty setting.
  • Mass Curse of Impending Blades will now only effect enemies on hardcore difficulty setting.
  • Mass Reduce Person will no longer affect enemies.
  • Mass Reduce Person will no longer be canceled if there are non-humanoids in the area.
  • Nightshield will now provide the proper +3 bonus to saving throws for casters 9th level or higher.
  • Slay Living will no longer trigger a spell resistance check if the melee attack fails.
  • Tasha's Hideous Laughter will now be properly affected by dispel spells.
  • The Magic Fang spell has been changed from the Conjuration spell school to the Transmutation spell school.
  • The Greater Magic Fang spell has been changed from the Conjuration spell school to the Transmutation spell school.
  • The Mind Fog spell has been changed from the Illusion spell school to the Enchantment spell school.
  • The Shroud of Flame spell has been changed from the Transmutation spell school to the Evocation spell school.
  • The Bless Weapon spell can no longer be maximized.
  • The Death Armor spell can no longer be maximized.
  • The Elemental Shield spell can no longer be maximized.
  • The Flame Weapon spell can no longer be maximized.
  • The Heal Animal Companion spell can no longer be maximized.
  • The Mage Armor spell can no longer be maximized.
  • The Mass Snake Swiftness spell can no longer be maximized.
  • The Poison spell can no longer be maximized.
  • The Rejuvination spell can no longer be maximized.
  • The Cocoon spell can no longer be maximized.
  • The Tortoise Shell spell can no longer be maximized.
  • The Creeping Cold spell can no longer be extended or made persistent.
  • The Greater Creeping Cold spell can no longer be extended or made persistent.
  • The Cause Fear spell can no longer be made persistent.
  • The Lesser Dispel spell can now be made silent.
  • The Scare spell can now be made silent.
  • The Greater Resistance spell can now be cast with Still metamagic.
  • The Superior Resistance spell can now be cast with Still metamagic.
  • Fixed various issues that prevented the use of certain metamagic feats with the Animal Trance spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Animalistic Power spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Arc of Lightning spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Blades of Fire spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Bladeweave spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Blood to Water spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Castigate spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Conviction spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Dehydrate spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Healing Sting spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Living Undeath spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Nightshield spell.
  • Fixed various issues that prevented the use of certain metamagic feats with the Stabilize spell.
  • The Blindness spell will no longer have a somatic component.
  • The Deafness spell will no longer have a somatic component.
  • Changed the range for the Crushing Despair spell from medium to short.
  • Fixed an issue with Lesser Planar Binding that was preventing its use on hostile outsiders in SoZ.
  • Fixed an issue with Planar Binding that was preventing its use on hostile outsiders in SoZ.
  • The Castigate spell will now properly be centered on the caster.
  • Fixed an issue that was preventing Mordenkainen's Disjunction from targeting enemies.

Feats

  • Increased the duration of Divine Might and Divine Vengeance feats for one round, to compensate for inability to attack in same round when those abilities are activated
  • Fixed the Divine Vengeance bonus, so it gives extra 2d6 damage against undead, and not some random value between 2-12
  • AI Controlled characters with the Two-Weapon Fighting feat will no longer unequip off-hand weapons.

Racial Abilities

  • Fixed Cause Fear, Charm Person and Entangle spell-like abilities of Yuan-Ti Purebloods, so that duration and DC are not based on first class taken at character creation. Instead, as per PnP rules, DC is Charisma based and duration depends from total character level.
  • Fixed the aura used by Drowned undead, so it does not affect creatures with Iron Body, which gives immunity to drowning.
  • Fixed the Howl of Fear ability used by Shadow Mastiffs, so it will no longer affect the casting creature when part of the player's faction on Hardcore difficulty.
  • Fixed the Summon Gale ability of Air Genasi, so it will not remove auras from other creatures anymore.

Class Abilities

Bard

  • Fixed an issue that was causing the Chorus of Heroism to not work properly when used by NPC AI.
  • Fixed an issue with Legionnaire's March Song so the increased attack bonus is calculated properly.

Cleric

  • Turn Undead will no longer include previously turned outsiders in the Hit dice calculation for new turning attempts.
  • The 'Turning Failed' message will no longer display for a creature that cannot be turned.

Druid

  • Fixed an issue that was causing the game to crash if a druid, with a sling attached, casts Elemental Shape > Air.

Neverwinter Nine

  • The duration of the Furious Assault ability has been increased by one round.
  • Fixed an issue with Guarding the Lord so that its duration is now properly based on the character's level.
  • Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
  • Fixed an issue that was causing icons for persistent aura effects to not display properly.

Paladin

  • Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
  • Fixed an issue that was causing icons for persistent aura effects to not display properly.

Ranger

  • Ranger abilities will no longer be disabled when equipping mithral chainmail armor.

Blackguard

  • Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
  • Fixed an issue that was causing icons for persistent aura effects to not display properly.

Doomguide

  • Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
  • Fixed an issue that was causing icons for persistent aura effects to not display properly.

Hellfire Warlock

  • Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
  • Fixed an issue that was causing icons for persistent aura effects to not display properly.

Warlock

  • Imbue item will now properly substitute for any spell needed in SoZ Crafting.

Warpriest

  • Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
  • Fixed an issue that was causing icons for persistent aura effects to not display properly.

Items

  • Improved versions of Alchemist's Fire will now provide the correct damage bonus when applied to weapons.
  • Fixed an issue with electrical traps that was causing neutral creatures to be affected by the secondary damage.
  • Electrical trap damage will now arc to other creatures when the trap is set with the Set Trap skill.
  • Fatal sonic traps will no longer damage neutral faction creatures.
  • Epic sonic traps will no longer damage neutral faction creatures.
  • Fixed an issue that was causing gas traps to apply poison twice to the same target.
  • Fixed an issue that was preventing gas traps from damaging enemies when placed with the Set Trap skill.

New Features

General

  • New client command line option: -home. Allows user to specify an alternative location to "My Documents\Neverwinter Nights 2"
  • New INI file option "Pause On Lose Focus". A setting of 1 will cause the game to pause when losing focus. A setting of 0 will not pause the game when it loses focus.

Multiplayer

  • New server ini option: HideChallengeRatingInExamine
  • New server ini option: HideEffectListInExamine
  • Files located in the C:\Users\<username>\Documents\Neverwinter Nights 2\hak (Vista) and in the C:\Documents and Settings\<username>\My Documents\Neverwinter Nights 2\hak directories will now load prior to character creation.
  • Added support for Server to Server transitions through the function ActivatePortal() - Currently the parameter for seemless transition must be set to TRUE
  • A new .ini option has been added to allow server admins (hosts) to toggle the auto-heal feature on or off for player login. With the feature turned off, when a player rejoins a server, they will be in the same condition as when they logged off (HP, Spells per day, etc.).
  • A new Content Autodownloader system has been added to Neverwinter Nights 2 Multiplayer. It is designed to be used with the dedicated server. Changes have been made to the Dedicated Server, Game Client and Toolset to accommodate this new feature. Two documents, Autodownloader Server Admin Guide.pdf and Autodownloader Toolset User Guide.pdf, can be downloaded separately.
  • Server admins now have the ability, as an option, to preempt the use of the override folder on clients
  • New server command line option: -home. Allows user to specify an alternative location to "My Documents\Neverwinter Nights 2"
  • New server command line option: -cs 0/1 <- turn off/on downloader (defaults to no downloader behavior)
  • New server command line option: -du 0/1 <- turn off/on custom UI on the client (defaults to allow custom UI)
  • New server command line option: -do 0/1 <- turn off/on override folders on the client (defaults to allow override)

Scripting

  • Added script function int GetVariableValueInt(object oObject, int nIndex); Get the value of a local int stored at the index provided. 0 if no var is present.
  • Added script function string GetVariableValueString(object oObject, int nIndex); Get the value of a local string stored at the index provided, empty string if no var is present there.
  • Added script function float GetVariableValueFloat(object oObject, int nIndex); Get the value of a local float stored at the index provided. 0.00 if no var is present there.
  • Added script function location GetVariableValueLocation(object oObject, int nIndex); Get the value of a local location stored at the index provided. Invalid location no var is present there.
  • Added script function object GetVariableValueObject(object oObject, int nIndex); Get the value of a local object stored at the index provided. OBJECT_INVALID if no var is present there.
  • Added script function int GetVariableCount(object oObject); Get the number of local variables stored on this object.
  • Added script function void SetBaseAbilityScore(object oCreature, int nAbilityType, int nScore); EXPERIMENTAL! Note that any changes to skill rank will NOT be lost if the character is de-leveled. IMPORTANT: Most usages of this will cause characters to fail 'enforce legal character' restrictions.
  • Added script function void SetBaseSkillRank(object oCreature, int nSkill, int nRank, int bTrackWithLevel = TRUE); EXPERIMENTAL! set bTrackWithLevel = TRUE if you wish for the skill change to be associated with the character's level. In other words, should the character lose the skill change if they lose their current level? IMPORTANT: Most usages of this will cause characters to fail 'enforce legal character' restrictions.
  • Added script function void SendChatMessage(object oSender, object oReceiver, int nChannel, string sMessage, int bInvokeCallback = FALSE); This function is used to send a chat message, as if spoken by a PC or by the server. Except for 'CHAT_MODE_SERVER', oSender must be a PC or nothing will occur. oSpeaker - the PC who will speak, OBJECT_INVALID if channel is CHAT_MODE_SERVER. This must be a valid PC object for CHAT_MODE_PARTY to work. oReceiver - if nChannel is CHAT_MODE_TELL or CHAT_MODE_SERVER, then this must be the PC who will be receiving the message. nMode - CHAT_MODE const indicating the type of message to be sent. Only the CHAT_MODE_* values provided are accepted. sMessage - actual message text bInvokeCallback = the module's nChat script will be invoked to filter this message, if this is TRUE. WARNING: use extreme caution if setting bInvokeCallback to TRUE from within the OnChat handler itself -- this could lead to an infinite loop and hang your module!
  • Added script function int GetIsLocationValid(location lLocation); Returns TRUE if the location is a valid, walkable location.
  • Added script function int GetSurfaceMaterialsAtLocation(location lLocation); Returns a bitmask composed of 0 or more SM_* values.
  • Added script function int GetSpellKnown(object oCreature, int nSpell); EXPERIMENTAL! Returns if the spell is known to this creature under any class or level.
  • Added script function int GetItemBaseMaterialType(object oItem); returns the GMATERIAL_* const to get the base material type of the item specified. At this time, only the pre-defineid base material types work.
  • Added script function void SetItemBaseMaterialType(object oItem, int nMaterialType); EXPERIMENTAL! Set the base material type of oItem to nmaterialType, which must be a valid GMATERIAL_* const value.Added instant feat support. New column "Instant" in feats.2da
  • GetClassLevelByPosition and related script functions will now recognize custom classes. (This also applies for anything internally that performs calculations based on class level, and in particular should correct custom classes not being used in spell caster level calculations. )
  • New script function: void SetGlobalGUIVariable( object oPlayer, int nVarIndex, string sVarValue ); Sets global GUI variable, available to all UI screens as global:x. globals can be used in most places that locals can be used. This can also be used to work with the new UI callback UIRadialNode_OnInit_TestGlobalVar, which allows you to display/hide radial nodes based on global variable values. This value is available to all screens. oPlayer - player whose GUI will have the variable. nVarIndex - variable index, from 100 - 400 (values outside of this range will be ignored). sVarValue - the value to set.
  • Added support for reading texture and terrain 2da files from hak packs.
  • Added script function int FindSubString(string sString, string sSubString, int nStart = 0); // modified to add nStart
  • Added script function void SetSpellKnown(object oCreature, int nClassPosition, int nSpell, int bKnown = TRUE, int bTrackWithLevel = TRUE);
  • Added script function object GetLimboCreatureCount(object oCreature);
  • Added script function object GetCreatureInLimbo(int nTh);
  • Added script function void SendCreatureToLimbo(object oCreature);
  • Added script function void SetSkillPointsRemaining(object oPC, int nPoints);
  • Added script function int GetSkillPointsRemaining(object oPC);
  • Added script function int GetSpellSchool(object oPC, int nClassSeq);
  • Added script function void SetGender(object oCreature, int nGender);
  • Added script function void SetTag(object oObject, string sNewTag);
  • Added script function int GetArmorRulesType(object oItem);
  • Added script function void SetArmorRulesType(object oItem, int nType);
  • Added script function void SetItemIcon(object oItem, int nIcon);
  • Added script function object GetObjectByTagAndType(string sTag, int nObjectType, int nTh);
  • The following new script functions work together as a group:
  • void AddScriptParameterInt(int nParam);
  • void AddScriptParameterString(string sParam);
  • void AddScriptParameterFloat(float fParam);
  • void AddScriptParameterObject(object oParam);
  • int ExecuteScriptEnhanced(string sScript, object oTarget);
  • int ClearScriptParams();

Toolset & Custom Content

  • A new Content Autodownloader system has been added to Neverwinter Nights 2 Multiplayer. It is designed to be used with the dedicated server. Changes have been made to the Dedicated Server, Game Client and Toolset to accommodate this new feature. Two documents, Autodownloader Server Admin Guide.pdf and Autodownloader Toolset User Guide.pdf, can be downloaded separately.
  • Files located in the C:\Users\<username>\Documents\Neverwinter Nights 2\hak (Vista) or in the C:\Documents and Settings\<username>\My Documents\Neverwinter Nights 2\hak (WinXP) directories will now load prior to character creation.

User Interface

  • UIObject_Misc_ExecuteServerScript no longer truncates data that contains apostrophes
  • There is now a Close option on transition doors for players. (Used to be that if a door was a transition, they could only use it - not close it.)
  • New UI callback: UIRadialNode_OnInit_TestGlobalVar(global-index,test-type,rvalue, action)
    • This UI callback allows modders to control when menu nodes are hidden or displayed, based on the results of comparing a global UI variable against a specified value. All tests are performed as int values if both values are valid ints; otherwise they're perform as case-insensitive string comparisons.
    • Parameters are as follows
      • global-index: global var index in format of global:x
      • test-type: test to perform (all tests are done as as int if both values are int, else as case-insensitive strings)
        • EQ = two values are equal
        • NEQ = two values are not equal
        • LT = global value is less than the comparision value
        • LTE = global value is less than or equal to the comparison value
        • GT = global value is greater than the comparison value
        • GTE = global value is greater than or equal to the comparison value
      • rvalue: a constant value that you are comparing the global variable to.
      • action: SHOW or HIDE.
        • The menu node will be displayed or hidden based on the value given:
          • if the expression evaluates true and the action is SHOW, then the node will be shown
          • if the expression evaluates false and the action is SHOW, then the node will be hidden
          • if the expression evaluates true and the action is HIDE, then the node will be hidden
          • if the expression evaluates false and the action is HIDE, then the node will be shown

2DA File Changes

Neverwinter Nights 2

  • Added Henchspells.2da
  • Spells.2da - Various spell changes
  • Feat.2da - added an "Instant" column.

Neverwinter Nights 2: Mask of the Betrayer

  • Added Henchspells.2da
  • Spells.2da - Various spell changes
  • Feat.2da - added an "Instant" column.

Neverwinter Nights 2: Storm of Zehir

  • Spells.2da - Various spell changes
  • Feat.2da - added an "Instant" column.

Recipes, all of them

ImmortalPob posted a list of crafting recipes in the OC form.

Because I had way too much time on my hands I have copied and pasted the descriptions from all of the crafting books, merged the, removed duplicates, and broken them down by type.

Check it out in the forum, and watch out for the 25+ pages of discussion afterwards:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=511016&forum=110

Thieves Guild: Resources for SoZ

Sir Chet recently announced a few helpful resources over at thieves-guild.net that will be useful for NWN2: SoZ modules.

I just wanted to let everyone in on what we've done over at The Thieves Guild.

We finally finished our Walk-through for SoZ. I've also listed a few very helpful links to other great resources for OEI's second expansion to NWN2.

I hope y'all find these guides useful.

Thanks SirChet!

Links

Here you can find links to other sites concerning nwn2. If you have a link that you would like to be here, let me know using the contact form, or consider becoming a contributor.

Additional Resources for builders

Here are some great additional sites meant for builders.

http://www.nwn2toolset.dayjo.org/
Neverwinter Nights 2 Toolset Site

http://www.nwscript.com/
Neverwinter Nights 2 scripting tutorials

http://www.nwn2mods.com/
NWN2 Mods - prefabs and modules

http://www.nwnwiki.org/Neverwinter_Script_directory
Searchable collection of Neverwinter Nights Scripts.

http://www.nwcitadel.com/forums/forumdisplay.php?f=77
The Forgotten Realms Weave: "A project by SP/MP module designers to create a series of interconnectable modules that all support the major canon of the Forgotten Realms and allow cross module compatibility for players of the modules."

http://www.forgottenrealmsweave.org/wiki/tiki-index.php
The Forgotten Realms Weave wiki site

http://forgottenrealms.wikia.com/wiki/Main_Page
The Forgotten Realms wiki

http://en.wikipedia.org/wiki/Forgotten_Realms
Wikipedia entry on the Forgotten Realms

http://www.systemreferencedocuments.org/35/sovelior_sage/home.html
d20 System Reference Document v3.5: Open Source documentation of the 3.5 d20 rules. Contains a quick reference of all rules that end up in the PNP rule books.

 

Forums

Here are a number of links to forums with useful information concerning the Toolset.

http://nwn2forums.bioware.com/forums/viewforum.html?forum=113
The official NWN2 Toolset forum.

http://www.dladventures.net/vB/forumdisplay.php?f=87
The DLA Toolset Forum.

http://www.nwn2.pwp.blueyonder.co.uk/index.html
The Neverwinter Nights 2 Toolset Site forum.

http://www.roguedao.com/phpBB2/index.php
Rogue Dao Studios forum index

http://www.nwn2mods.com/forums/index.php?s=e6766d6b4858155332909a2862d8c...
NWN2 Mods forum

General information about nwn2

Here are a number of links concerning nwn2:

http://www.nwn2.com
The official site.

http://nwn2forums.bioware.com/forums/index.html
The nwn2 forums.

http://nwvault.ign.com
The vault.

http://nwn2.warcry.com/
NWN2 WarCry

http://nwn.stratics.com/
NWN2 Stratics

http://www.nwn2hq.com/
NWN2 news and updates

http://www.thieves-guild.net/
ThievesGuild.net

Project Websites

Here are some notable sites and blogs of nwn2 module authors.

http://adamandjamie.com/nwn2/
Adam Miller's Dark Water nwn2 site.

http://www.roguedao.com/PlanescapeTrilogy.html
Rogue Dao Studios' Planescape Trilogy

http://www.forgottenrealmsweave.org/wiki/tiki-index.php
The Forgotten Realms Weave wiki: "To allow builders to create coordinated campaigns set in the Forgotten Realms while retaining a high level of autonomy for their individual projects."

http://www.nwcitadel.com/blog/index.php?blogId=5
The Rusty Spike
Jaks design diary of sorts for his upcoming NWN2 DM led campaign.