Neverwinter Nights 2, The Complete Craftsman Reboot
Formerly known as Neverwinter Nights 2, The Complete Craftsman MotB Patch + Rebalance [Reboot]
Game Version: 1.23 Complete from GoG.com (tested), but probably works on other versions as well.
Patch Version: 2.06
Original The Complete Craftman Mod By: ChainsawXIV
Previous Patch Credit: Jake Zahn/Offkorn
Current Patch by: Vandervecken Smith & KevL
Date: July 1st 2020
NOTE:
This new version (2.0 onwards) is fully self-contained and should not be installed on top of the original TCC.
It repackages many original elements of the TCC, but the code has been majorly overhauled, primarily by KevL.
HTML documentation from the original TCC is included with ChainsawXIV's permission.
You can also find this documentation online at completecraftsman.com
NWN2FIXES MOD:
At least one of the fixes in this mod is complementary to the nwn2fixes mod, which can be found here:
https://neverwintervault.org/project/nwn2/other/patch/nwn2-fixes
https://github.com/nwn2fixes/player
The nwn2fixes mod is highly recommended by the authors kevL and Vandervecken.
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Installation
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1. Extract the 'TCC' folder contained in this archive into the Override folder located within your
'My Documents/Neverwinter Nights 2' directory. 'The Rebalanced Crafting Recipes.txt' file lists the available recipes.
If you wish to use the area_override file, you must extract it too.
2. If you want to use the original TCC recipes, as closely as possible, remove the crafting.2da and crafting_index.2da files,
and rename the crafting_original.2da and crafting_index_original.2da to crafting.2da and crafting_index.2da respectively.
You can find the original recipes here: http://completecraftsman.com/,
or in the included 'The Complete Craftsman - Original Recipe List.htm' file
Installing in mid-game:
I don't think there is any risk to installing this in mid-game, as long as there are no other mods that change the same scripts.
A word of caution about item blueprints: Item blueprints are used at the moment an item is created, so the item blueprint
overrides in this mod will not replace existing items. Items are created through crafting, but also at the moment you first
enter any area. So if you install these item overrides they will only affect newly forged items, and items found in areas
you have not yet visited.
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Known Bugs
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* v2.05 the new Unlimited Ammo recipe for Acid arrows shows the wrong text on the enchanted weapon. Will potentially be fixed if we ever
merge (or become compatible) with Kaedrin's PrC pack. The actual enchantment works though.
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Description
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This mod overhauls and reboots the Complete Craftsman Mod, by ChainsawXIV, to work correctly with Mask of
the Betrayer installed (as well as many other fixes). If you do NOT have Mask of the Betrayer installed, then using these files may
cause bugs and you would probably be best off using the regular 1.13 version of the Mod.
The Complete Craftsman Mod v1.13 can be found here:
https://neverwintervault.org/project/nwn2/hakpak/complete-craftsman
The 2.0 version of the mod contains major reorganizations and streamlining of the code in the TCC.
It maintains the core concepts and structure and functionality of the TCC, but with much improved internals.
You can find the source code for this mod on GitHub at: https://github.com/kevL/TccScripts
The base version of this mod is the "Rebalanced" edition, which contains the many recipe changes made by Jake Zahn in the original
"Complete Craftsman MotB-SoZ Patch and Rebalance" mod, as well as a few of my own. See the Rebalanced Recipe Changelog for details.
If you wish to use recipes that adhere most closely to the original TCC, you may use the original crafting.2da and crafting_index.2da files.
See the Installation section of this Readme for more details.
We recommend the Rebalanced version.
NOTE: All the standard MotB recipes from the vanilla game are included. One new MotB-specific recipe has been added, using Gnarlthorn's Essence.
To install this patch, you do not need to download the original TCC, or Jake's "Complete Craftsman MotB-SoZ Patch and Rebalance" mod.
This mod is a complete re-release.
The code is now threaded through with detailed debugging output to the ingame chat window.
To turn on detailed debugging to the ingame chat window, go into "ginc_crafting.nss" and set the TELLCRAFT constant at the top of the file (line 37).
After this, you will need to recompile the TCC .nss scripts in the NWN 2 toolset.
Regarding Exotic Materials:
In v2.0 we have undertaken a major review and update of the way crafting with exotic materials is treated.
We have edited the Item Blueprint files (*.UTI) to make them more consistent, and we have detailed what each material provides in the Recipe Readme.
These changes apply to the vanilla and "Rebalanced" versions of this mod, since they are not recipe changes.
We have also added Item Blueprints in a "Template Overrides" folder. These items override items found in the base game.
For example, Zalantar Quarterstaffs now do +1 Magical damage, like Zalantar Clubs and Spears.
In vanilla NWN 2 Zalantar Quarterstaffs added +1 Electrical damage. The Masterwork Zalantar Quarterstaff in the Templates folder
is a new item with +1 Magical damage. The Zalantar Quarterstaff in the Template Overrides replaces the vanilla NWN 2 item for consistency.
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Exotic Materials
--------------------
TCC allows you to create a number of items using exotic materials not possible
in vanilla NWN 2. There are some important complexities to bear in mind:
* Exotic Materials grant their items a pre-determined set of bonuses, that use
enchantment slots. These bonus properties can be upgraded but not removed.
* When you craft weapons and armor (torso armor and shields) using exotic materials
those items get special bonus slots that offset the pre-determined properties.
* When you craft other items using exotic materials, there are no special
bonus slots like with armor and weapons. As such, you can craft items that
have no free enchantment slots available.
In order to rationalize the effects of exotic materials, there are a number of
UTIs in the Template Overrides folder that replace item blueprints in the
vanilla game. Using these is strictly optional.
The properties of each exotic item is listed below:
Fire Mephit Hide - Base Weight Reduction 20%, Fire Resistance 5
Ice Mephit Hide - Base Weight Reduction 20%, Cold Resistance 5
Red Dragon Hide - AC +3 (Armor & Shields) or Fire damage 2 (Gloves), Base Weight Reduction 80%, Fire Resistance 20
Salamander Hide - AC +1 (Armor), Base Weight Reduction 60%, Fire Resistance 10
+1 attack (Slings)
Umber Hulk Hide - AC +2 (Armor & Shields), Immunity to Mind-Affecting Spells
Winter Wolf Hide - Base Weight Reduction 40%, Cold Resistance 10,
+1 attack (Slings)
Wyvern Hide - AC +2 (Armor & Shields), Base Weight Reduction 80%, Save vs Poison +4
Duskwood - Base Weight Reduction 40%, +3 attack (Crossbows), Mighty +6 (Bows)
Ironwood - Base Weight Reduction 40%, Arcane Spell Failure -5% (Shields),
+1 attack (Melee weapons)
Shederran - +2 attack (Crossbows), Mighty +4 (Bows)
Zalantar - Arcane Spell Failure -10% for Heavy & Tower Shields, -5% for Light Shields.
AC +2 for all Shields, +1 Magical damage for Melee weapons
+1 attack (Crossbows), +2 Mighty (Bows)
Alchemical Silver & Cold Iron - No specific bonuses
Adamantine - Damage Resistance 1/- (Light Armor & Light Shields),
2/- (Medium Armor & Heavy Shields),
3/- (Heavy Armor & Tower Shields)
Magical damage 2 (Gauntlets, Melee weapons, Ammunition)
Darksteel - Acid Resistance 5 (Armor, Shields, Helms),
Electrical damage 1 (Gloves, Melee weapons, Ammunition)
Mithral - Base Weight Reduction 60% (Weapons)
Mithral Armor & Shields are a special case: Instead of Item Properties they
are categorized as completely different armor types. In general, they gain:
Weight reduced by ~50%
Max Dex Bonus increased by 2
Armor Check Penalties lessened by 3
Arcane Spell Failure decreased by 10%
Heavy Armor becomes Medium, Medium Armor becomes Light
NOTE: Mithral Armor Masterwork bonuses function correctly, but they are not reflected in the item description text. This is an issue
with the dialog.tlk not supporting Masterwork Mithral armor.
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Version changes
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Version 2.06
Changes:
- Fixed a bug with Masterwork Heavy Adamantine Shields
Version 2.05
NOTE: This mod now additionally packages the following 2DAs that were not present in 2.04:
- iprp_ammocost
- iprp_feats
which may affect mod compatibility
Changes:
- Fixed Divine Level 4 Spells on Armor to use the right ingredients
- Fixed Cleric Bonus Spell enhancements for Levels 3,4,5
- Fixed Appraise +4 enhancement recipe
- Fixed Hypothermia Bolt recipe to make Bolts of Frostbite not Bolts of Lightning
- Staff of Ashenwood in MotB uses Mold Spirit spell and now requires Mold Spirit feat, not Malleate Spirit Feat.
- Removed an old recipe for Slay Living vs Undead on a weapon that is superceded by a TCC recipe
- Added documentation for Slay Dwarves/Elves/Half-Elves to the Readme
- Fixed Slay Outsiders enhancement to work with Slay Living as well as Finger of Death
- Added Acid Bolt and Acid Bullet items, and recipes
- Fixed Bolt of Fire Blacksmith recipe.
- Rebalanced Craft skill requirements for Blacksmithing elemental arrows, bolts and bullets
- Added back the Unlimited Ammo spells, including Gnarlthorn's Essence recipe and a new Acid recipe (with a small known bug). Rebalanced the gems for the Unlimited Ammo recipes
- Sling recipes now actually work, they were missing before
- Glove recipes for Winter Wolf pelt and Salamander Hide now work
- Spell on hit Poison now works for weapons as well as armor
- Poisoning Weapon now does proper poison damage as listed instead of casting the spell on hit
- Deleted the Lucky recipe on Weapons. This will never work as intended because in NWN2 Luck bonuses don't stack,
and items like the Luckstone are implemented with a very large number of properties, which is undesireable when enchanting.
- Skill enhancement recipes (+4/+8/+12) now require a lower Caster Level: 6/12/18 instead of before: 12/15/18
- Silent Armor and Shadowy Armor recipes now work
- Bonus Spell Slot recipes for Favored Souls and Spirit Shamans are now available
- Limitation recipes for Favored Souls and Spirit Shamans are now available
- Fixed the icons for TCC arrows, bolts, bullets, shuriken, darts, throwing axes
- Added blueprints for TCC non-masterwork arrows, bolts, bullets: Cold Iron, Alchemical Silver
- Added blueprints for non-masterwork Ring and Adamantine Ring, and for Masterwork Sling
- Added missing recipe for Spell Focus (Transmutation)
- Fixed Adamantine Shields (Masterwork only) to properly apply their Damage Reduction.
For regular Adamantine shields, see the nwn2fixes mod.
- Fixed Acid Blob vs Acid Splash recipes and slightly rebalanced Acid Blob recipes
- improvements to the tcc_scanner
- Miscellaneous bugfixes
Version 2.04
- Fixed Readme error where Acid Splash was used for Melee weapon acid damage recipes. The Readme now correctly reflects
that the recipe uses Melf's Acid Arrow.
- Fixed Readme to remove Cold Iron and Alchemical Silver from helmet/hat recipes.
- Fixed Darksteel Helmet Recipe to now make Darksteel Helmet
- Fixed Iron Helmet recipe to work correctly
- Fixed Arrow of Detonation recipe using Perfected Thunderstone and Alchemit's Fire to work correctly
Version 2.03
- Fixed bug with recipe accidentally being read as Set Recipe.
Version 2.02
- Storm of Zehir trade system works again
Version 2.01
- Mortar & Pestle now works correctly
- Changed the way Propsets are read from the crafting.2da to remove the need for a config variable
- Disabled the recipes for Physical Damage Reduction on items. They don't work and never have. It's a core code issue.
For further details see discussion here: http://nwn2.wikia.com/wiki/Armor_recipes
Version 2.0
- Major code reorganization
- Threaded the code with debug messages. See the Description section for more details.
- Warlocks using Imbue Item now can craft items. When the same recipe can create different properties based on the spell,
a new dialog box enables the player to select which spell they wish to use.
- Overhauled the way property slots are calculated. Multi-property recipes may now only be used on items that have enough property slots to accommodate all
non-upgrade non-free properties.
- Masterwork Weapons that are enchanted with Enhancement bonuses now have their Masterwork attack bonuses overwritten.
- Fixed Masterwork Duskwood Club UTI that had a typo
- A new item, the "tcc-scanner", is available for in-game use. It scans an item and tells you the item properties on it.
You can access it from the console with the command "giveitem tcc_scanner"
- Added a new toggle to tcc_config.2da to allow Epic level characters (lvl 21+) to have bonus slots when enchanting (as was in the original game).
The default value is 0 bonus slots.
- Fixed the Universal Resistance (Saving Throw) recipes to work correctly
- Acid Splash recipes now work correctly
- Fixed the Readme to reflect which crafting materials receive bonus slots
- Granted Duskwood the bonus slot when making ranged weapons, due to it making the best bows, much better than Zalantar
- No matter how many Limitation properties you enchant an item with, you only get one bonus slot for limitations.
- Added Limitation recipes to the Crafting Recipes file, although they always worked just like in the original TCC
- Universal recipes (TCC tag -1) now work on Melee weapons again.
- Increased Caster level requirement for Stat-boosting items from 8/8/8 to 8/14/17 for +4/+6/+8 items.
This applies to: Nymph Cloak, Headband of Intellect, Periapt of Wisdom, Belt of Giant Strength, Boots of Striding, Belt of Agility
- Fixed a typo in the description of the Constitution +4 recipe - the wrong gem was noted - it's a Jacinth not a Star Sapphire
- Fixed the Crafting Recipes file for +1/+2/+3 deflection recipes for weapons. It now reflects the correct caster levels.
- Added a Limitation Recipe for Warlocks (Rebalanced only), as they were the only base class without one.
- Set properties work again. Some discussion of the details in the Rebalanced Crafting Recipes file.
- Winter Wolf, Fire and Ice Mephit exotic materials now provide bonus properties to cover their inherent bonuses
- Major overhaul of blueprint items for increased consistency and correctness when crafting exotic materials. See Rebalanced Crafting Recipes for additional discussion
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Hi,
I just came back to NWN2 the last couple weeks and been using this mod. Great mod but I've found a bug not really with this mod but that it's based on a bug from NWN2 MoTB. The problem is with Imbue Item feat not working with some spells starting with Acid Fog. Using Pristine Earth essences and a weapon. It will say it's not a valid recipe where if you cast Acid Fog it will work.
This mod https://neverwintervault.org/project/nwn2/script/imbue-item-indexing-bug-fix fixes that bug but doesn't seem to be part of this mod. I'm not sure how I would merge these but from what the author states it seems like an easy workaround (fix). I've just never recompiled scripts or modded in NwN2.
I noticed there was a 119 version since last I downloaded the 118 version so if your still around and updating this mod I hope you will fix this part.
I created a post about this at
https://neverwintervault.org/forums/neverwinter-nights-2/players-corner-nwn2/misc-bugs-motb-i-dont-see-posts
*************
Edit: Another user posted a step by step fix for Imbue Item which I applied to v119 of this mod and it works correctly for MoTB so no more 'Invalid Recipes'. The original campaign recipes added from TCC that use all the same ingredients except for different spells do not work correctly with Imbue Item though since it will put the first enchantment it finds matching the ingredients since it doesn't have a spell to match with it.
Check above link.
Replied on thread. No idea why I didn't get notification that you posted here, or emailed me.
does it work with kaedrins mod now? *gets hyped*
.lul nope
issue still open: https://github.com/kevL/TccScripts/issues/14
here's a link I copied, supposidly containing the source code to kaedrins mod, if that helps.
https://onedrive.live.com/redir?resid=C1F342E3D174B461%211862&authkey=%21AMZeqRJS_HSvtHg&e=J1YSsf
v2.0 is up!
and it handles Imbue Item
I've got a problem : i cannot use mortar & pestle on distillable ingredients (fire giant head, dire wolf tooth, etc.) ; they are considered as materials.
By the way, i can combine Faint, Weak and Glowing Essences but not split them with mortar & pestle (it works with Shaper's Alembic).
Uploaded v2.01
Should have a fix for the Mortar & Pestle issue.
This mod fucks up everything about Tradebars in Storm Of Zehir anyone know how to fix that!?!?!?!?!?!? Its bloody annoying!
(To clarify when i have it installed i cant trade "Tradebars for gold" nor can i see "materials/resources im carrying (tradecart icon in inventory)" nor can i "trade with city in the overlandmap" so in short everything about tradebars gets totally bugged and stop working with this mod it appears as the the folder "inc" has something to do with it since if i remove it the trading works but then again i dont seem to be able to use any recipe or the enhancement limitations.)
Hope someone has as solution, best regards Matti!
*Edit* 2017-02-20
Thanks for the the help everyone and a special thanks to
Vandervecken
the Version 2.02 seem'd to fix all my "tradebar trading/tradebar icon bugs".
Matti,
I've never played Storm of Zehir so I never tested that. I'm very sorry about this problem.
If you can upload somewhere a savegame for me that I can use for testing, I'll get on it.
Michael
no need for a savedgame atm.
it was a mislabelled identifier ... conflict w/ the SoZ trade system scripts. For a quick-fix, go to the github repo and copy/replace your files
ginc_crafting.nss
i_smithhammer_ac.nss
nothing else needs to be done (ie, no need to recompile) Hopefully that takes care of it,
I updated the zip file for v2.02. This is fixed.
What about the expansions in MotB, things like weapon/armor enhancement bonuses of +6, +7, +8 which are supposed to utlize 'pristine' power essences? I don't see anything regarding the more 'epic' level enhancements in the recipe guide. Does the TCC do anything with those? Or do they remain active since the TCC goes in the override directory? I haven't played MotB, I was just reading a FAQ about crafting in it and noticed the discrepancy.
When unzipping the file into the override directory, so I want just the 'TCCv2.04' directory (i.e. My Documents/Neverwinter Nights 2/override/TCCv2.04/[2da|inc|etc]) OR do I want to take the subdirectories and put THEM in the override directory (i.e. My Documents/Neverwinter Nights 2/override/2da ...etc.)?
Also I can't find this in the Readme file, where does the 'areaoverride.rar' file go? Does that go, as-is, into the override directory? Do I have to unpack it first?
Okay. So I put stuff in the override directory. Then I loaded a simple craft hall module that has the workbenches, tools, etc. I use the console to 'giveitem' any craft essences or gems I need so I can test things out.
I try one thing, creating a belt with STR, DEX, CON +8 using the recipe guide. That all works fine.
Then I try to create Mithral Full Plate +5. I successfully craft the basic suit of Mithral Full Plate. I take it over to the magicians workbench. Consulting the online recipe guide provided with this pack I put the full plate, a Blue Diamond, a Glowing Earth essence, and a Glowing Power essence in it. I cast 'Light' on the workbench (my caster level is over 20.) I'm told "this is not a valid recipe". What gives? This is exactly what came with the files and it matches the online recipe guide hosted on Google. Why isn't this working?
Okay, so the recipe guide is WRONG. This is the recipe guide that is referred to on completecraftsman.com AND the one that is included with zip file as filename: The Complete Craftsman - Original Recipe List.htm
In the example above I needed to use 'Mage Armor' (spell 102) NOT 'Light' (spell 100). But the only way I found that out was by going through crafting.2da and cross-referencing with spells.2da and having to look up the item id for 'Blue Diamond' in order to find it.
Is anyone actually maintaining these recipe lists? Because it's basically impossible to look up the effect (i.e. armor enhancement +5) in the file in order to find the correct recipe, the only reason I could find it was because everything except the spell needed was correct.
Okay, I see, even though the guide is prominently listed, and referenced it's actually the original/old recipe list. So there's a text file 'Rebalanced Crafting Recipes' that you have to use, and there's no easy to reference chart. Also, as per the file, it appears that many things were removed. It also appears that there's no way (old recipes or new recipes) to create certain effects by themselves, for example one can create an Amulet of Health (immunities to poison, disease, level/ability drain) but there is no way that I can see to add those individual abilities to a different item (i.e. add "immunity to level/ability drain" to a cloak of protection +1). Also from what I can tell there is no way to create basic hats, belts, gloves, boots, cloaks, you always have to start with an existing item and add power to it. Also it's not possible with the existing recipes to add a number of Feats, for example one can have an item that gives 'Cleave' but there is not an option to have an item grant 'Great Cleave'. Or, my personal favorite, an item that grants item creation feats (craft wonderous item, craft magical arms & armor, craft wand)
If I could make just one suggestion, it would be for someone to create an easy to use chart, like the original one, which shows what you need for all of these recipes - it would be much easier than reading through 68 pages of a text file, or heaven forfend trying to match things up across 3-4 different .2da files given that the crafting.2da is 1,842 lines long.
Hi AkosPrime,
I will attempt to answer your questions one by one:
* The override directory in NWN2 will crawl through the entire contents. It is not necessary to move all the folders within the mod into the base override directory. You will however need to un-zip areaoverride.rar. This is true of all NWN2 mods generally.
* Recipe guide: This mod is the "Rebalanced" version of The Complete Craftsman. The recipe guide is kept up to date and included in the mod. It is the file "Rebalanced Readme Recipes.txt". You are correct that there is no easy to reference chart or spreadsheet like the original author created for The Complete Craftsman. I will update the readme to make this clearer. I absolutely don't think you need to match things up using the 2da files, but I do expect that using the index to skip ahead to the appropriate section of the .txt file (say, Weapon enchantments) should enable you to browse and/or search to the right place in the file without too much trouble. I myself have never had a problem. I might create a chart in the future, but haven't gotten around to it yet.
* Creating hats, gloves, etc: Yes, you can do this. Check the Rebalanced Recipes under the "Blacksmith" section (X0005).
* Effects that can't be created: It is true that not all effects can be added to magic items using this crafting system. That was never the intent. Some effects are likely too powerful (like Greate Cleave, what happens if you have that item and you don't have Cleave?) etc. I certainly don't think it would be balanced to create an item to grant item creation feats. The original game, and the original TCC make no attempt to permit you to craft any effect in the game, and neither do I. I inherited this Rebalance mod from Jake Zahn/Offkorn, who attempted to bugfix the original. I have not attempted any major recipe expansion.
* Mask of the Betrayer: The intention is that all the recipes available in MotB will work with this mod. You should be able to use any recipe guide for MotB without difficulty.
Dear Vandervecken,
it seems Masterwork Mithral items are no different from the regular kind - the armor check penalty reduction from Masterwork doesn't appear to stack with the reduction from Mithral. Is this by design, or a bug?
Thanks for maintaining this great mod.
Confirmed, though this appears to be cosmetic only, i.e. if you equip the item, your AC check penalty changes by the expected amount, not by the listed amount. I will investigate.
Ok, I looked into this. What's happening here is that each Armor type points to a String Reference in the dialog.tlk file that has all the strings in NWN 2. Since Masterwork Mithral Armor is not a concept from the base game, there is no display string that will show you the stats of Masterwork Mithral Armor. I cannot change this without shipping a replacement dialog.tlk, which is a) outside the scope of this mod, and b) would create all sorts of conflicting results with other mods.
I will add a note to the Readme in future versions to reflect this. Sorry Ic ouldn't help.
Oh, not at all, I just wanted to bring it to your attention. Delighted everything's working well! Another minor thing (this one I went ahead and tested, by the way): masterwork shields do not in fact reduce the armor check penalty, and mithral shields have no special properties at all.
Investigating.
Hi i was interested in using this but it wants to conflict with the kaedrin's prc pack because it modifies some stuff to is there any way to get them to work together?
I don't know much about Kaedrin's pack. What are the conflicting files?
well he changes some of the recipes i believe and added craftable ammunition and he has crafting2da gp forgemagic ncs baseitems armorrulestats
If I recall correctly kaedrin's pack provides a whole range of new armors and items. Those are likely encoded in his armorrulestats and baseitems.
It might take some effort to untangle it, and then staying in sync could be tricky too. Is Kaedrin still developing his mod, or is it finished?
Hi there! I just wanted to answer this question about kaedrin, since no one else has, with a bit of humor.
"press F to pay respects".
so, uh, *ahem* I would first like to apologize, my joke was completely disrespectful. second, a user on kaedrins personal blog, has said, that a man fitting kaedrins description, in real life, was an supposed victim, of the 2018 las vegas halloween shooting. as this information has been given via word-of-mouth, it is possible that this is simply false info.
this info is atleast 1-2 years old. I did not say anything because I had assumed you knew about his blog.
I haven't kept track. It's unfortunate that Kaedrin likely passed away. I will strongly consider making this compatible with Kaedrin's pack when I come back to working on this (which is unlikely to be soon given the current state of the world).
If anyone wants to give it a shot, that would be cool.
Our ticket for this is here:
https://github.com/kevL/TccScripts/issues/14
False alarm! apparently, he's just been working on a mod manager for that new warhammer game. he apperrantly said that he'd get back to it, maybe.
that or he's found a way to become a real life litch! XD
Hiya!
I know I'm kinda late to the party, but still... I really appreciate all the effort and work you have put into this, a big thank you to all involved!
Unfortunately I'm not entirely selfless in posting here; I have run into an issue that I'm unable to fix myself and hope that you might point me in the right direction -- or fix, if it's indeed a bug:
Mithral shields do not seem to get the special properties they should get, i.e. reduced weight and arcane spell failure chance. To test, I have crafted both a normal and a masterwork version of a mithral heavy shield, and both clock in at 7 pounds (instead of around 3.5) and 15% spell failure (instead of 0%). Furthermore, the masterwork and the normal shield are identical in stats. I don't think it's cosmetic only as the numbers on the character sheet do not display any difference either, in both cases the armor skill check penalty is 2. (For comparison and confirmation, I also crafted both a normal and a masterwork mithral full plate armor, and both work perfectly as advertised with regards to mithral and masterwork special properties. It seems to be only shields that are affected.)
I checked if I could fix the issue myself; the armorrulestats.2da has the correct properties though, which leads me to believe that the issue is somewhere in the .uti. Speculation: Does it still reference the old mithral shield before the last change to special materials were committed? Unfortunately I can't get my toolset to refrain from crashing so I'm lost.
Help please?
Looking back on my notes, it seems we were never able to fix this. It's a known issue. Even though the armorrulestats2da looks correct, and the UTIs are *also* correct, we don't get the right result. We were not able to find out why.
One comment from kevL stands out for me:
"oh, before you're tempted to make new baseitems for masterwork shields, there are many scripted checks for shields that test for the stock baseitem shields *only* -- so the new shields wouldn't be considered shields for many purposes."
At that point we discussed various non-canonical solutions, and in the end I think we just gave up.
Hi Vandervecken,
thank you for taking the time to look into this. A pity it couldn't be fixed, but eh... better than to dig too greedily and too deep, hm? I hear the Balrog of Codia is a rather unpleasant fellow, certainly not one to invite for a cucumber sandwich tea party.
So is there a work around for mithral shields as part of arcane caster builds? I guess I could go hunt for unenchanted mithral shields on vendors and use those as a base for enchanting? or should I simply remove the changed uti files from the mod -- I guess that will make me unable to benefit from the other awesome changes for this equipment slot, but allow me to have a functional shield without spell failure?
Kind regards, T.
The main workaround for arcane casters of all kinds are the recipes that reduce arcane spell failure. Check the Recipe List for those. You can do very cool things with them.
What's kind of overpowered is that you can enchant an item woth more spell failure reduction than it has spell failure cause, which gives you negative spell failure, which can compensate for another item you're wearing which does not have a Spell Failure enchantment.
For example, a -50% spell failure enchantment on your shield can compensate for your armor.
Never figured out how to fix that either.
i hope to have another look at this sometime..
if i recall correctly, we were running up against some engine peculiarities; a way to get around them seems to be to create new baseitems: MithralShieldSmall, MithralShieldLarge, MithralShieldTower (plus masterwork versions?) - but in addition to being tedious that would do more harm than good, since spells that are supposed to go on shields, eg, won't recognize them as shields in the stock scripts. here's an example from 'ginc_item'
// Is item a shield ....
int GetIsShield(object oItem)
{
switch (GetBaseItemType(oItem))
{
case BASE_ITEM_SMALLSHIELD:
case BASE_ITEM_LARGESHIELD:
case BASE_ITEM_TOWERSHIELD:
return TRUE;
}
return FALSE;
}
so making a shield as a new, custom baseitem would not pass that test. That's not to say, however, there's no other way around the engine peculiarities ...
i think that could be corrected for by running ASF bonuses through a subfunction, that tallies the current ASF values of the item-to-be enchanted and caps the current enchantment to that. Ofc, it would mean that an enchantment that advertises -15% ASF might grant only -10% ... (and in the PM's that V. & i were passing back & forth a year ago, it reads like we were getting odd results regardless.)
"shields" seems to be the last sticky thorn, but yeah considering the effort put into the Reboot i believe it adds a lot overall,
Wow, all the big ones posting! I hadn't expected this to be so alive. Again, thank you both for looking into this.
I'm quite happy with the -ASF enchantment workaround -- after all, crafting generally yields such good gear that spending one enchantment slot (which is what this bug really boils down to) is no biggie, and the weight issue is insignificant overall. Perhaps it'd be useful to add a little note to this effect to the readme (or have I just failed my spot check)?
I'm not entirely certain if/how D&D rules handle ASF enchantments. I'd just like to say that from my admittedly limited understanding, capping the -ASF enchant to a net 0 on the enchanted item would not seem terribly consistent with other enchants. After all, apart from the special case of weapon enchantments, all of them apply their respective bonuses to the entire character (AC, damage resistance, etc.) -- probably because NWN2 has no 'hit location' mechanic (and said mechanic is very limited in D&D too). So, why would a 'resist fire 5/-' on a chestpiece have different magical logistics than a 'reduce ASF' on a shield? Consequently, I'm not certain why a crafter shouldn't be allowed to spend significant mats on a -ASF enchant with a greater magnitude than needed on, say, a shield, to also compensate the remaining few % on the body armor.
Kind regards, T.
I think the right model is to look at enhancements to an item that reduce a penalty associated with an item (such as skill check penalty), rather than to think about enhancements that rovide bonuses.
By this logic, an enhancement that reduces a penalty should not provide an overall bonus. The best it sould be able to do is reduce the penalty to zero.
i (tend to) agree w/ Vandervecken on the cap for -ASF, shields. I mean, you could see it either way:
- integral to the shield (makes it more boyant and less inhibiting)
- integral to the magical persona surrounding the entire character
Tho my first impression is to go with the former if we can ever fix it
Here's how we might fix it:
Intercept the enchantment at the point of its actual casting. Check the item's stat and either forbid the enchantment if it would take you over the limit or edit the recipe after the ingredients are consumed and write the weaker version to the item.
hey V.
i'm hesitant to get into this for a week or two yet, but okay let's try to grip the issues conceptually.
- a normal shield has its own UTI
- does a masterwork shield have its own UTI
- does a mithral shield have its own UTI
- does a mithral masterwork shield have its own UTI
Or, are their bonuses via itemproperties, on normal shields. (rhetorical questions, as it were - i forget this stuff atm..)
- did we ever try faking the integral -ASF and weight reduction by using ips?
- if we did, was there a hardcoded bug regarding ASF calc. (apart from capping it at what the shield itself has on its blueprint)
The slots for the IPs could be discounted, for further enchanting, either by using the method you came up with for +1 attack (iirc) ... hasMasterworkAttackBonus() grants a discount ... or by creating a new variable, stored on each enchanted item, that tracks its slot-discounts.
- can armor skill check penalty be modified in scripting, or is it purely UTI based. Because i see:
effect EffectArmorCheckPenaltyIncrease(object oTarget, int nPenaltyAmt);
BUT no decrease ... which brings us back to the need for a new baseitem ref ......
*Activate Feat: Prevent Insanity.
the problem kicks in before Masterworks are even considered ...
I looked into it a bit more. It appears that "Armor type (for game rules)" / "ArmorRulesInfo" does not work in blueprints for shields. Apparently, others have run into this before, and fudge it by applying itemproperties to Mithral Shields.
which leads to this:
The way to make Mithral shields is to use ordinary Shields as a baseitem, change their material to GMATERIAL_METAL_MITHRAL (not that i think it matters, GMATERIAL should matter only for weapons, to cut through DamageReductions - the material of the armor doesn't matter, only the weapon does .. i think), then add itemproperties for ASF decrease and weight reduction.
Mundane Crafting would create the item(s) from blueprints with all that set already. (ASF decrease should be limited to maximum of the integral ASF of the basic shield-type.) Weight reduction is straightforward.
There can be no ACP decrease, however, since (1) ACP is inherent to the base-type (and apart from the fact that much of the stock scripting won't recognize a new shield-type, I read a rumor that the engine relies on the standard 3 base-types of shields for a couple of things...) and (2) there is no itemproperty function that changes ACP. So, ACP can't be changed from what the stock shields have.
So far it's a matter of making blueprints and pointing the Mithral Shields' Crafting.2da rows to forge them (and ofc changing the descriptions in the recipies document to delete anything about ACP decrease). The difficult part is, what happens when an enchanter applies an itemproperty to a Mithral Shield ... the IPs for ASF and WeightReduction have to in some sense be ignored (like the +1 attack bonus for a Masterwork weapon), as not counting against the limited quantity of IPs that can be applied; but then the enchantment itself could be either ASF or WeightReduction ... this quickly gets into a bunch of carefully inserted and executed code.
... especially since the shield could be Masterwork as well as Mithral.
caveat: unless i'm totally mistaken
re. ACP (armor check penalty)
I was peering through code in an early version of Kaedrin's PrC Pack, and notice that for feats Heavy Armor Optimization and Greater Heavy Armor Optimization - which reduce ACP - it runs scripts that apply EffectSkillIncrease() to the skills that ACP reduces (Hide,MoveSilently,Parry,Tumble,etc). While Kaedrin hooked the scripts up to the OnPlayerEquip/Unequip events (since Optimization is a feat on a character), Mithral Shields (since they are created from item-blueprints - per item instead of per character) could likely get away with tag-based scripts*.
(note that effect-icons would appear on the character sheet/portrait) But it would allow, for example, a rogue with a Light Mithral Shield to Hide/MoveSilent without its -1 penalty ....
i don't think ACP affects anything else in the stock game ...
* one for each mithral shield-type, incl/ masterworks. (assumes that their tags are unique and don't change - but also note that putting one of these items into a Property Set does change its tag... but code could be added to the standard Property Set tag-based script to account for mithral/masterwork... so it goes )
- or just load the shield up with ~6 more itemproperties:
ItemPropertySkillBonus()
I see that I can create adamantine rings and amulets. What do they do? How are they different from the iron version?
I don't think they do anything.
maybe more crafting slots
maybe higher sell price
whether that's true IG, idk.
New version released, v2.05. Contains dozens of bugfixes!
what about hybrid metals/ fusing two different metals, like adamantine and mitheral to create an entirely new meterial?
The purpose of this mod is to allow players to create enchantments and items that for the most part already exist in various combinations. Your suggestion would be far out of left field. I don't think there's any such thing in D&D 3.5 Ed at all.
It is possible, but with limitations, also there are enchantments you could think about creating from scrach, if you want.
https://rpg.stackexchange.com/questions/85213/how-many-special-materials...
I'm not arguing that it can't be done, I'm simply saying that it goes too far within the context of this mod, which is to provide a solid base of recipes to generate stuff you can find in the game, not to introduce new content in the form of house-ruled materials that never existed in the actual game.
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