The Storm of Zehir expansion for NWN2 introduced many new capabilities to the game, including a new crafting system. While crafting guides were provided by Obsidian to assist in allowing modders to implement the crafting system in their own campaigns, these resources turned out to be lacking. Unfortunately the crafting system itself was very poorly implemented with many bugs in the required 2da files, resources missing, and just overall poor scripting. Since some players enjoy crafting in 2009 I did the necessary analysis to determine how to implement SoZ crafting in other campaigns and eventually released the Crafting Plus System which corrects many of the bugs in the SoZ crafting implementation (it is not a fix for SoZ itself though). During this analysis I kept track of a number of issues in my own notes and posted them to various now-defunct forums. In case these notes will prove useful to someone I am including them in this blog post.
SoZ Crafting information compiled by Kaldor Silverwand:
More content here: <http://worldofalthea.blogspot.com/2009/01/custom-crafting-with-nwnx2.html>
I decided to add SoZ crafting into my campaign. Obsidian's tutorial makes it appear to be fairly simple. I want it to be simple because I don't care for crafting myself, so I am only adding this into the campaign for others who may. I do not want the trade system though, so I am following the instructions for just crafting. Unfortunately the instructions are incorrect. My guess is that they may work if you want both the trading system and crafting, but for crafting alone it is incorrect.
This is what I have found so far. Note that I am not done testing the results yet, but I am hopeful. If anyone else has done this already I would welcome feedback and advice.
The Tutorial says that in addition to the blueprints for items and recipes, you need only the following scripts from the SoZ campaign folder:
x2_mod_def_act.nss (and the compiled version x2_mod_def_act.ncs)
x2_mod_def_aqu.nss (and the compiled version x2_mod_def_aqu.ncs)
nx2_crafting.2da
nx2_enchanting.2da
kinc_crafting.nss
It also says you need kinc_trade_crafting.nss if you want the trade system.
First correction, there is no kinc_trade_crafting.nss. What they mean I believe is kinc_trade.nss.
If you only want the crafting and not the trade then x2_mod_def_act.nss and x2_mod_def_aqu.nss need to be modified slightly and recompiled. In both scripts you replace:
#include "kinc_trade" (they say incorrectly kinc_rade_crafting)
with
#include "kinc_crafting"
Unfortunately after doing and attempting to recompile you find the second error. You cannot recompile without an additional include file.
So the second correction is you have to also copy the file kinc_trade_constants.nss from the campaign file. This contains constants that both the trade system and crafting require. To use this you also have to modify the kinc_crafting.nss adding the line:
#include "kinc_trade_constants"
Then both x2_mod_def_act.nss and x2_mod_def_aqu.nss can be successfully compiled.
A couple of other things I have found so far.
One is that you can put blueprints into a subfolder inside your campaign folder. This is useful for putting the recipe blueprints into your campaign folder.
Also, some other posts have made reference to having to have a workbench that has an appropriate resref. From what I have seen so far the requirement of the workbenches is that they have the correct tag, not resref. There is a small guild area in either the G or F (don't recall which off-hand) SoZ module that has all 3 workbenches in it.
The tags for the 3 required work benches are:
nx2_alch_bench
nx2_mage_bench
nx2_smith_bench
The 5 recipe books included with SoZ are used to hold recipes for crafting and enchanting items. Recipes do not need to be in recipe books to work, but the books can be convenient. In SoZ the books are given to the first PC in k_mod_ud (kinc_spawn) and the k_mod_aqu script forces acquired recipes to go to the main PC. Recipes are automatically forced into the recipe books by their properties. The books have the cursed property so the first PC cannot drop them or give them away.
The blueprints for the recipe books are in the SoZ Campaign folder and are:
nx2_recipe_alch.UTI
nx2_recipe_armor.UTI
nx2_recipe_enchant.UTI
nx2_recipe_item.UTI
nx2_recipe_weapon.UTI
If you copy all of the nx2_ files from the campaign folder you will have copied them as well. However, turns out having the UTI files is not enough to make them work. You also need to copy these files from the SoZ Campaign\UI folder into your campaign's UI folder:
container_book.tga
frame_wood_B.tga
frame_wood_BL.tga
frame_wood_BR.tga
frame_wood_L.tga
frame_wood_R.tga
frame_wood_T.tga
frame_wood_TL.tga
frame_wood_TR.tga
There are many additional items defined in the nx2_crafting.2da file than there are recipes. In order to craft those items you would need to create the missing recipe. If the result item doesn't exist then you would need to create that as well, and also any required items. Sometimes the result blueprint is already a blueprint in the SoZ campaign folder or it is a global blueprint.
There are many basic armors and weapons and armors and weapons that use exotic materials (mithral, cold iron, darksteel, duskwood, shederran, alchemical silver) that are defined in the nx2_crafting.2da for which the recipe does not exist but the result blueprint is a global blueprint. Many of these items can be crafted if a recipe is created for them.
So if there is an item you would like to craft that has no recipe, check the nx2_crafting.2da and see if the resulting item does exist as a global or SoZ campaign blueprint. If it does then adding it to your campaign may really only require creating the recipe blueprint.
-------------------------
This is what is needed for crafting grenades. Grenades are the easiest case to implement in your campaign because:
- they have no item, goods, or rare resource components
- the resultant item blueprints are all standard global blueprints
- the recipe blueprints are all in the SoZ campaign folder
- there are no bugs in the nx2_crafting.2DA file for these items (v 1.22)
Grenades: (no ingredients required)
Skill rank requirements:
Basic: 8 ranks
Improved: 10 ranks
Greater: 12 ranks
Perfected: 14 ranks
Bombs: 16 ranks
NOTE: To craft an item listed below its recipe blueprint must be copied from the SoZ campaign folder into your campaign folder.
NOTE: There is no x1_wmgrenade003. I am not missing a grenade in the list below.
Acid Flask
- Recipe blueprint: nx2_r_acid_flask
- Result blueprint: x1_wmgrenade001
Improved
- Recipe blueprint: nx2_r_acid_flask_imp
- Result blueprint: n2_it_acid_2
Greater
- Recipe blueprint: nx2_r_acid_flask_gtr
- Result blueprint: n2_it_acid_3
Perfected
- Recipe blueprint: nx2_r_acid_flask_pft
- Result blueprint: n2_it_acid_4
Acid Bomb
- Recipe blueprint: nx2_r_acid_bomb (NOTE: There is no such blueprint in SoZ, so you would have to create your own)
- Result blueprint: x2_it_acidbomb
Alchemical Fire
- Recipe blueprint: nx2_r_alch_fire
- Result blueprint: x1_wmgrenade002
Improved
- Recipe blueprint: nx2_r_alch_fire_imp
- Result blueprint: n2_it_alch_2
Greater
- Recipe blueprint: nx2_r_alch_fire_gtr
- Result blueprint: n2_it_alch_3
Perfected
- Recipe blueprint: nx2_r_alch_fire_pft
- Result blueprint: n2_it_alch_4
Fire Bomb
- Recipe blueprint: nx2_r_fire_bomb (NOTE: There is no such blueprint in SoZ, so you would have to create your own)
- Result blueprint: x2_it_firebomb
Choking Powder
- Recipe blueprint: nx2_r_choke_pwdr
- Result blueprint: x1_wmgrenade004
Improved
- Recipe blueprint: nx2_r_choke_pwdr_imp
- Result blueprint: n2_it_chok_2
Greater
- Recipe blueprint: nx2_r_choke_pwdr_gtr
- Result blueprint: n2_it_chok_3
Perfected
- Recipe blueprint: nx2_r_choke_pwdr_pft
- Result blueprint: n2_it_chok_4
Holy Water
- Recipe blueprint: nx2_r_holy_wtr
- Result blueprint: x1_wmgrenade005
Improved
- Recipe blueprint: nx2_r_holy_wtr_imp
- Result blueprint: n2_it_holy_2
Greater
- Recipe blueprint: nx2_r_holy_wtr_gtr
- Result blueprint: n2_it_holy_3
Perfected
- Recipe blueprint: nx2_r_holy_wtr_pft
- Result blueprint: n2_it_holy_4
Tanglefoot Bag
- Recipe blueprint: nx2_r_tangle_bg
- Result blueprint: x1_wmgrenade006
Improved
- Recipe blueprint: nx2_r_tangle_bg_imp
- Result blueprint: n2_it_tang_2
Greater
- Recipe blueprint: nx2_r_tangle_bg_gtr
- Result blueprint: n2_it_tang_3
Perfected
- Recipe blueprint: nx2_r_tangle_bg_pft
- Result blueprint: n2_it_tang_4
Thunderstone
- Recipe blueprint: nx2_r_tstone
- Result blueprint: x1_wmgrenade007
Improved
- Recipe blueprint: nx2_r_tstone_imp
- Result blueprint: n2_it_thun_2
Greater
- Recipe blueprint: nx2_r_tstone_gtr
- Result blueprint: n2_it_thun_3
Perfected
- Recipe blueprint: nx2_r_tstone_pft
- Result blueprint: n2_it_thun_4
-----------------
This is what is needed for crafting traps. Traps are easy to implement in your campaign because:
- they have no item, goods, or rare resource components or the items they need have global blueprints
- the items they require can be crafted themselves rather than having to be placed in your campaign
- the resultant item blueprints are all standard global blueprints, so the only blueprints to copy from SoZ are the recipes themselves
- the recipe blueprints are all in the SoZ campaign folder
- there are no bugs in the nx2_crafting.2DA file for these items (v 1.22)
- Crafting traps does not require proximity to a workbench (although crafting the grenades required for crafting traps requires an alchemy workbench)
Traps: (no gp cost (except for spikes); do not need to be near bench)
Skill rank requirements:
Minor: 8 ranks
Average: 10 ranks
Strong: 12 ranks
Deadly: 14 ranks
NOTE: There are no recipes for crafting Acid Splash, Electrical, Frost, or Negative Energy traps
NOTE: To craft an item listed below its recipe blueprint must be copied from the SoZ campaign folder into your campaign folder.
Minor Spike Trap
- Recipe blueprint: nx2_r_spiketrap_min
- Result blueprint: nw_it_trap001
Average Spike Trap
- Recipe blueprint: nx2_r_spiketrap_ave
- Result blueprint: nw_it_trap002
Strong Spike Trap
- Recipe blueprint: nx2_r_spiketrap_str
- Result blueprint: nw_it_trap003
Deadly Spike Trap
- Recipe blueprint: nx2_r_spiketrap_dead
- Result blueprint: nw_it_trap004
Minor Blob of Acid Trap
- Recipe blueprint: nx2_r_acidtrap_min
- Result blueprint: nw_it_trap013
- Req: X1_WMGRENADE001 (tag of Acid Flask)
Average Blob of Acid Trap
- Recipe blueprint: nx2_r_acidtrap_ave
- Result blueprint: nw_it_trap014
- Req: n2_it_acid_2 (tag of Improved Acid Flask)
Strong Blob of Acid Trap
- Recipe blueprint: nx2_r_acidtrap_str
- Result blueprint: nw_it_trap015
- Req: n2_it_acid_3 (tag of Greater Acid Flask)
Deadly Blob of Acid Trap
- Recipe blueprint: nx2_r_acidtrap_dead
- Result blueprint: nw_it_trap016
- Req: n2_it_acid_4 (tag of Perfected Acid Flask)
Minor Fire Trap
- Recipe blueprint: nx2_r_firetrap_min
- Result blueprint: nw_it_trap017
- Req: X1_WMGRENADE002 (tag of Alchemical Fire)
Average Fire Trap
- Recipe blueprint: nx2_r_firetrap_ave
- Result blueprint: nw_it_trap018
- Req: n2_it_alch_2 (tag of Improved Alchemical Fire)
Strong Fire Trap
- Recipe blueprint: nx2_r_firetrap_str
- Result blueprint: nw_it_trap019
- Req: n2_it_alch_3 (tag of Greater Alchemical Fire)
Deadly Fire Trap
- Recipe blueprint: nx2_r_firetrap_dead
- Result blueprint: nw_it_trap020
- Req: n2_it_alch_4 (tag of Perfected Alchemical Fire)
Minor Holy Trap
- Recipe blueprint: nx2_r_holytrap_min
- Result blueprint: nw_it_trap005
- Req: X1_WMGRENADE005 (tag of Holy Water)
Average Holy Trap
- Recipe blueprint: nx2_r_holytrap_ave
- Result blueprint: nw_it_trap006
- Req: n2_it_holy_2 (tag of Improved Holy Water)
Strong Holy Trap
- Recipe blueprint: nx2_r_holytrap_str
- Result blueprint: nw_it_trap007
- Req: n2_it_holy_3 (tag of Greater Holy Water)
Deadly Holy Trap
- Recipe blueprint: nx2_r_holytrap_dead
- Result blueprint: nw_it_trap008
- Req: n2_it_holy_4 (tag of Perfected Holy Water)
Minor Gas Trap
- Recipe blueprint: nx2_r_gastrap_min
- Result blueprint: nw_it_trap025
- Req: X1_WMGRENADE004 (tag of Choking Powder)
Average Gas Trap
- Recipe blueprint: nx2_r_gastrap_ave
- Result blueprint: nw_it_trap026
- Req: n2_it_chok_2 (tag of Improved Choking Powder)
Strong Gas Trap
- Recipe blueprint: nx2_r_gastrap_str
- Result blueprint: nw_it_trap027
- Req: n2_it_chok_3 (tag of Greater Choking Powder)
Deadly Gas Trap
- Recipe blueprint: nx2_r_gastrap_dead
- Result blueprint: nw_it_trap028
- Req: n2_it_chok_4 (tag of Perfected Choking Powder)
Minor Sonic Trap
- Recipe blueprint: nx2_r_sonictrap_min
- Result blueprint: nw_it_trap037
- Req: X1_WMGRENADE007 (tag of Thunderstone)
Average Sonic Trap
- Recipe blueprint: nx2_r_sonictrap_ave
- Result blueprint: nw_it_trap038
- Req: n2_it_thun_2 (tag of Improved Thunderstone)
Strong Sonic Trap
- Recipe blueprint: nx2_r_sonictrap_str
- Result blueprint: nw_it_trap039
- Req: n2_it_thun_3 (tag of Greater Thunderstone)
Deadly Sonic Trap
- Recipe blueprint: nx2_r_sonictrap_dead
- Result blueprint: nw_it_trap040
- Req: n2_it_thun_4 (tag of Perfected Thunderstone)
Minor Tangle Trap
- Recipe blueprint: nx2_r_tangtrap_min
- Result blueprint: nw_it_trap009
- Req: X1_WMGRENADE006 (tag of Tanglefoot Bag)
Average Tangle Trap
- Recipe blueprint: nx2_r_tangtrap_ave
- Result blueprint: nw_it_trap010
- Req: n2_it_tang_2 (tag of Improved Tanglefoot Bag)
Strong Tangle Trap
- Recipe blueprint: nx2_r_tangtrap_str
- Result blueprint: nw_it_trap011
- Req: n2_it_tang_3 (tag of Greater Tanglefoot Bag)
Deadly Tangle Trap
- Recipe blueprint: nx2_r_tangtrap_dead
- Result blueprint: nw_it_trap012
- Req: n2_it_tang_4 (tag of Perfected Tanglefoot Bag)
-------------------------
Crafting the Amulets requires copying the specified recipe AND result blueprints from the SoZ campaign folder. The SoZ item blueprints nx2_cp_treant and nx2_cp_stagbeetle are also required.
Magic Amulets: (must be in close proximity of mage bench)
Amulet of Health +2
- Recipe blueprint: nx2_r_nck_health02
- Result blueprint: nx2_neck_health_02
- Req blueprint(s) (tags): NW_IT_MNECK020, NW_IT_GEM014
Amulet of Health +4
- Recipe blueprint: nx2_r_nck_health04
- Result blueprint: nx2_neck_health_04
- Req blueprint(s) (tags): NW_IT_MNECK021, NW_IT_GEM013
Amulet of Health +6
- Recipe blueprint: nx2_r_nck_health06
- Result blueprint: nx2_neck_health_06
- Req blueprint(s) (tags): NW_IT_MNECK022, NW_IT_GEM012
Amulet of Natural Armor +1
- Recipe blueprint: nx2_r_nck_narmor01
- Result blueprint: nx2_neck_nat_01
- Req blueprint(s) (tags): NW_IT_MNECK020, cft_gem_01, nx2_cp_treant
Amulet of Natural Armor +2
- Recipe blueprint: nx2_r_nck_narmor02
- Result blueprint: nx2_neck_nat_02
- Req blueprint(s) (tags): NW_IT_MNECK021, NW_IT_GEM011, nx2_cp_treant [2]
Amulet of Natural Armor +3
- Recipe blueprint: nx2_r_nck_narmor03
- Result blueprint: nx2_neck_nat_03
- Req blueprint(s) (tags): NW_IT_MNECK022, NW_IT_GEM006, nx2_cp_treant [3]
Amulet of Will +1
- Recipe blueprint: nx2_r_nck_will01
- Result blueprint: nx2_neck_will_01
- Req blueprint(s) (tags): NW_IT_MNECK020, NW_IT_GEM007
Amulet of Will +2
- Recipe blueprint: nx2_r_nck_will02
- Result blueprint: nx2_neck_will_02
- Req blueprint(s) (tags): NW_IT_MNECK021, NW_IT_GEM001
Amulet of Will +3
- Due to a BUG in nx2_crafting.2da this item cannot be crafted using kinc_crafting. The problem is that the required item nw_it_mneck022 in the 2da should be NW_IT_MNECK022 because it is the uppercased tag that is checked for in kinc_crafting, not the lowercased resref. I've corrected for this now in kinc_bb_crafting by checking for upper-case and lower-case versions of the item tag in the CheckItemReagents and DestroyItems functions.
- Recipe blueprint: nx2_r_nck_will03
- Result blueprint: nx2_neck_will_03
- Req blueprint(s) (tags): nw_it_mneck022, NW_IT_GEM005
Brooch of Shielding
- Recipe blueprint: nx2_r_nck_shield
- Result blueprint: nx2_neck_shield
- Req blueprint(s) (tags): NW_IT_MNECK021, NW_IT_GEM006, nx2_cp_stagbeetle
Periapt Wisdom +2
- Recipe blueprint: nx2_r_nck_wisdom02
- Result blueprint: nw2_neck_wis_02
- Req blueprint(s) (tags): NW_IT_MNECK020, NW_IT_GEM015, Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Periapt Wisdom +4
- Recipe blueprint: nx2_r_nck_wisdom04
- Result blueprint: nw2_neck_wis_04
- Req blueprint(s) (tags): NW_IT_MNECK021, NW_IT_GEM010, Cold Iron (see above)
Periapt Wisdom +6
- Recipe blueprint: nx2_r_nck_wisdom06
- Result blueprint: nw2_neck_wis_06
- Req blueprint(s) (tags): NW_IT_MNECK022, cft_gem_14, Cold Iron (see above)
-------------------------
Crafting Belts requires copying the specified recipe AND result blueprints from the SoZ campaign folder. The SoZ item blueprints nx2_cp_silk, nx2_cp_panther, and nx2_cp_bear are also required.
Belts: (must be in close proximity of mage bench)
Belt of Agility +2
- Recipe blueprint: nx2_r_blt_agility02
- Result blueprint: nx2_belt_agility02
- Req blueprint(s) (tags): nx2_cp_silk, nx2_cp_panther
Belt of Agility +4
- Recipe blueprint: nx2_r_blt_agility04
- Result blueprint: nx2_belt_agility04
- Req blueprint(s) (tags): nx2_cp_silk [2], nx2_cp_panther
Belt of Agility +6
- Recipe blueprint: nx2_r_blt_agility06
- Result blueprint: nx2_belt_agility06
- Req blueprint(s) (tags): nx2_cp_silk [3], nx2_cp_panther
Belt of Strength +4
- Recipe blueprint: nx2_r_blt_strength04
- Result blueprint: nx2_belt_str_04
- Req blueprint(s) (tags): nx2_cp_bear, Mithral (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral)
Belt of Strength +6
- Recipe blueprint: nx2_r_blt_strength06
- Result blueprint: nx2_belt_str_06
- Req blueprint(s) (tags): nx2_cp_bear [2], Mithral (see above)
-------------------------
Crafting Boots requires copying the specified recipe AND any nx2_ result blueprints from the SoZ campaign folder. These SoZ item blueprints are also required:
nx2_boots_armored
nx2_boots_basic
nx2_boots_hide
nx2_cp_bat
nx2_cp_dbear
nx2_cp_deino
nx2_cp_spiderblade
nx2_cp_wolf
nx2_cp_worg.
Boots: (must be in close proximity of mage bench)
Boots of Hardiness +1
- Recipe blueprint: nx2_r_boot_hardy01
- Result blueprint: nw_it_mboots015
- Req blueprint(s) (tags): nx2_cp_spiderblade, nx2_boots_armored, Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Boots of Hardiness +2
- Recipe blueprint: nx2_r_boot_hardy02
- Result blueprint: nx2_boots_hardy_02
- Req blueprint(s) (tags): nx2_cp_spiderblade, nx2_boots_armored, Adamantine [2] (see above)
Boots of Hardiness +3
- Recipe blueprint: nx2_r_boot_hardy03
- Result blueprint: nx2_boots_hardy_03
- Req blueprint(s) (tags): nx2_cp_spiderblade, nx2_boots_armored, Adamantine [3] (see above)
Boots of Reflex +1
- Recipe blueprint: nx2_r_boot_reflex01
- Result blueprint: nx2_boots_flex_01
- Req blueprint(s) (tags): nx2_cp_wolf, nx2_cp_bat, nx2_boots_basic
Boots of Reflex +2
- Recipe blueprint: nx2_r_boot_reflex02
- Result blueprint: nx2_boots_flex_02
- Req blueprint(s) (tags): nx2_cp_wolf [2], nx2_cp_bat [2], nx2_boots_basic
Boots of Reflex +3
- Recipe blueprint: nx2_r_boot_reflex03
- Result blueprint: nx2_boots_flex_03
- Req blueprint(s) (tags): nx2_cp_wolf [3], nx2_cp_bat [3], nx2_boots_basic
Boots of Speed
- Recipe blueprint: nx2_r_boot_speed
- Result blueprint: nx2_boots_speed
- Req blueprint(s) (tags): nx2_cp_dbear [2], nx2_cp_worg [2], nx2_boots_basic
Boots of Striding +2
- Recipe blueprint: nx2_r_boot_stride02
- Result blueprint: nx2_boots_stride_02
- Req blueprint(s) (tags): nx2_cp_deino [2], nx2_boots_hide
Boots of Striding +4
- Recipe blueprint: nx2_r_boot_stride04
- Result blueprint: nx2_boots_stride_04
- Req blueprint(s) (tags): nx2_cp_deino [4], nx2_boots_hide
Boots of Striding +6
- Recipe blueprint: nx2_r_boot_stride06
- Result blueprint: nx2_boots_stride_06
- Req blueprint(s) (tags): nx2_cp_deino [6], nx2_boots_hide
-------------------------
Crafting Bracers requires copying the specified recipe AND result blueprints from the SoZ campaign folder.
Bracers: (must be in close proximity of mage bench)
Note: Bracers of Armor +4 are listed in the 2da, and there is a nx2_brace_ac_04 file in the SoZ campaign folder, but there is no recipe nx2_r_brc_armor04. If you copy one of the other Bracer recipes and edit its properties accordingly then it should be craftable.
Bracers of Armor +1
- Recipe blueprint: nx2_r_brc_armor01
- Result blueprint: nx2_brace_ac_01
- Req blueprint(s) (tags): cft_gem_01 [2], Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Bracers of Armor +2
- Recipe blueprint: nx2_r_brc_armor02
- Result blueprint: nx2_brace_ac_02
- Req blueprint(s) (tags): cft_gem_01 [4], Adamantine (see above)
Bracers of Armor +3
- Recipe blueprint: nx2_r_brc_armor03
- Result blueprint: nx2_brace_ac_03
- Req blueprint(s) (tags): cft_gem_01 [6], Adamantine (see above)
Bracers of Armor +5
- Recipe blueprint: nx2_r_brc_armor05
- Result blueprint: nx2_brace_ac_05
- Req blueprint(s) (tags): cft_gem_01 [10], Adamantine (see above)
-----------------------
Crafting Cloaks requires copying the specified recipe AND result blueprints from the SoZ campaign folder.These SoZ item blueprints are also required:
nx2_cloak_basic
nx2_cp_dbadger
nx2_cp_dbear
nx2_cp_wisp
nx2_cp_worg
Cloaks: (must be in close proximity of mage bench)
Cloak of Charisma +2
- Recipe blueprint: nx2_r_bck_char02
- Result blueprint: nx2_cloak_cha_02
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_wisp [2]
Cloak of Charisma +4
- Recipe blueprint: nx2_r_bck_char04
- Result blueprint: nx2_cloak_cha_04
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_wisp [4]
Cloak of Charisma +6
- Recipe blueprint: nx2_r_bck_char06
- Result blueprint: nx2_cloak_cha_06
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_wisp [6]
Cloak of Fortification +1
- Recipe blueprint: nx2_r_bck_fort01
- Result blueprint: nx2_cloak_fort_01
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_dbear
Cloak of Fortification +2
- Recipe blueprint: nx2_r_bck_fort02
- Result blueprint: nx2_cloak_fort_02
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_dbear
Cloak of Fortification +3
- Recipe blueprint: nx2_r_bck_fort03
- Result blueprint: nx2_cloak_fort_03
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_dbear [2]
Cloak of Protection +1
- Recipe blueprint: nx2_r_bck_prot01
- Result blueprint: nx2_cloak_prot_01
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_dbadger [2]
Cloak of Protection +2
- Recipe blueprint: nx2_r_bck_prot02
- Result blueprint: nx2_cloak_prot_02
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_dbadger [4]
Cloak of Protection +3
- Recipe blueprint: nx2_r_bck_prot03
- Result blueprint: nx2_cloak_prot_03
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_dbadger [6]
Cloak of Resistance +1
- Recipe blueprint: nx2_r_bck_resist01
- Result blueprint: nx2_cloak_resist_01
- Req blueprint(s) (tags): nx2_cloak_basic
Cloak of Resistance +2
- Recipe blueprint: nx2_r_bck_resist02
- Result blueprint: nx2_cloak_resist_02
- Req blueprint(s) (tags): nx2_cloak_basic
Cloak of Resistance +3
- Recipe blueprint: nx2_r_bck_resist03
- Result blueprint: nx2_cloak_resist_03
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_worg
Cloak of Resistance +4
- Recipe blueprint: nx2_r_bck_resist04
- Result blueprint: nx2_cloak_resist_04
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_worg [2]
Cloak of Resistance +5
- Recipe blueprint: nx2_r_bck_resist05
- Result blueprint: nx2_cloak_resist_05
- Req blueprint(s) (tags): nx2_cloak_basic, nx2_cp_worg [3]
---------------------------
Crafting Gloves/Gauntlets requires copying the specified recipe AND result blueprints from the SoZ campaign folder.These SoZ item blueprints are also required:
nx2_glove_basic
nx2_glove_basic2
nx2_cp_deino
nx2_cp_panther
nx2_cp_silk
nx2_cp_worg
Gloves/Gauntlets: (must be in close proximity of mage bench)
Gauntlets of Dexterity +2
- This is a BUGGED item. The recipe file is incorrectly named "nx2_r_glv_dex020.UTI". It should be "nx2_r_glv_dex02.UTI". If you rename the file then the recipe should work properly.
- Recipe blueprint: nx2_r_glv_dex020 (must be renamed nx2_r_glv_dex02.UTI)
- Result blueprint: nx2_glove_dex_02
- Req blueprint(s) (tags): nx2_glove_basic, nx2_cp_silk, nx2_cp_panther
Gauntlets of Dexterity +4
- Recipe blueprint: nx2_r_glv_dex04
- Result blueprint: nx2_glove_dex_04
- Req blueprint(s) (tags): nx2_glove_basic, nx2_cp_silk [2], nx2_cp_panther
Gauntlets of Dexterity +6
- Recipe blueprint: nx2_r_glv_dex06
- Result blueprint: nx2_glove_dex_06
- Req blueprint(s) (tags): nx2_glove_basic, nx2_cp_silk [3], nx2_cp_panther
Gloves of the Hin Fist +1
- Recipe blueprint: nx2_r_glv_hinfist01
- Result blueprint: nx2_glove_hin_01
- Req blueprint(s) (tags): nx2_glove_basic, nx2_cp_deino, Mithral (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral)
Gloves of the Hin Fist +2
- Recipe blueprint: nx2_r_glv_hinfist02
- Result blueprint: nx2_glove_hin_02
- Req blueprint(s) (tags): nx2_glove_basic, nx2_cp_deino [2], Mithral (see above)
Gloves of the Hin Fist +3
- Recipe blueprint: nx2_r_glv_hinfist03
- Result blueprint: nx2_glove_hin_03
- Req blueprint(s) (tags): nx2_glove_basic, nx2_cp_deino [3], Mithral (see above)
Gauntlets of Ogre Power
- Recipe blueprint: nx2_r_glv_str02
- Result blueprint: nx2_glove_str_02
- Req blueprint(s) (tags): nx2_glove_basic2, NW_IT_GEM012 [2], Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
----------------------
Crafting Helms requires copying the specified recipe AND result blueprints from the SoZ campaign folder.These SoZ item blueprints are also required:
nx2_helm_basic
Helms: (must be in close proximity of mage bench)
Headband of Intellect +2
- Recipe blueprint: nx2_r_head_int02
- Result blueprint: nx2_helm_int_02
- Req blueprint(s) (tags): nx2_helm_basic, NW_IT_GEM014, cft_gem_14
Headband of Intellect +4
- Recipe blueprint: nx2_r_head_int04
- Result blueprint: nx2_helm_int_04
- Req blueprint(s) (tags): nx2_helm_basic, NW_IT_GEM014, cft_gem_14 [2]
Headband of Intellect +6
- Recipe blueprint: nx2_r_head_int06
- Result blueprint: nx2_helm_int_06
- Req blueprint(s) (tags): nx2_helm_basic, NW_IT_GEM014, cft_gem_14 [3]
------------------------
Crafting Rings requires copying the specified recipe AND result blueprints from the SoZ campaign folder.These SoZ item blueprints are also required:
nx2_cp_phasespider (only needed for Ring of Invisibility)
Rings: (must be in close proximity of mage bench)
Ring of Fortitude +1
- Recipe blueprint: nx2_r_ring_fort01
- Result blueprint: nx2_ring_fort_01
- Req blueprint(s) (tags): NW_IT_MRING021, NW_IT_GEM003, Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Ring of Fortitude +2
- Recipe blueprint: nx2_r_ring_fort02
- Result blueprint: nx2_ring_fort_02
- Req blueprint(s) (tags): NW_IT_MRING022, NW_IT_GEM004, Cold Iron (see above)
Ring of Fortitude +3
- Recipe blueprint: nx2_r_ring_fort03
- Result blueprint: nx2_ring_fort_03
- Req blueprint(s) (tags): NW_IT_MRING023, cft_gem_11, Cold Iron (see above)
Ring of Freedom
- Recipe blueprint: nx2_r_ring_free
- Result blueprint: nx2_ring_freedom
- Req blueprint(s) (tags): NW_IT_MRING023, cft_gem_14
Ring of Invisibility
- Recipe blueprint: nx2_r_ring_invis
- Result blueprint: nx2_ring_invis
- Req blueprint(s) (tags): NW_IT_MRING022, cft_gem_13, nx2_cp_phasespider
Ring of Protection +1
- Recipe blueprint: nx2_r_ring_prot01
- Result blueprint: nx2_ring_prot_01
- Req blueprint(s) (tags): NW_IT_MRING021, NW_IT_GEM002
Ring of Protection +2
- Recipe blueprint: nx2_r_ring_prot02
- Result blueprint: nx2_ring_prot_02
- Req blueprint(s) (tags): NW_IT_MRING022, NW_IT_GEM010
Ring of Protection +3
- Recipe blueprint: nx2_r_ring_prot03
- Result blueprint: nx2_ring_prot_03
- Req blueprint(s) (tags): NW_IT_MRING023, NW_IT_GEM006
Ring of Minor Acid Resistance
- Recipe blueprint: nx2_r_ring_minacid
- Result blueprint: nx2_ring_ares_minor
- Req blueprint(s) (tags): NW_IT_MRING021, NW_IT_GEM012 [2]
Ring of Major Acid Resistance
- Recipe blueprint: nx2_r_ring_majacid
- Result blueprint: nx2_ring_ares_major
- Req blueprint(s) (tags): NW_IT_MRING022, NW_IT_GEM012 [4]
Ring of Greater Acid Resistance
- Recipe blueprint: nx2_r_ring_grtacid
- Result blueprint: nx2_ring_ares_greater
- Req blueprint(s) (tags): NW_IT_MRING023, NW_IT_GEM012 [6]
Ring of Minor Cold Resistance
- Recipe blueprint: nx2_r_ring_mincold
- Result blueprint: nx2_ring_cres_minor
- Req blueprint(s) (tags): NW_IT_MRING021, NW_IT_GEM008 [2]
Ring of Major Cold Resistance
- Recipe blueprint: nx2_r_ring_majcold
- Result blueprint: nx2_ring_cres_major
- Req blueprint(s) (tags): NW_IT_MRING022, NW_IT_GEM008 [4]
Ring of Greater Cold Resistance
- Recipe blueprint: nx2_r_ring_grtcold
- Result blueprint: nx2_ring_cres_greater
- Req blueprint(s) (tags): NW_IT_MRING023, NW_IT_GEM008 [6]
Ring of Minor Electrical Resistance
- Recipe blueprint: nx2_r_ring_minelec
- Result blueprint: nx2_ring_eres_minor
- Req blueprint(s) (tags): NW_IT_MRING021, NW_IT_GEM010 [2]
Ring of Major Electrical Resistance
- Recipe blueprint: nx2_r_ring_majelec
- Result blueprint: nx2_ring_eres_major
- Req blueprint(s) (tags): NW_IT_MRING022, NW_IT_GEM010 [4]
Ring of Greater Electrical Resistance
- Recipe blueprint: nx2_r_ring_grtelec
- Result blueprint: nx2_ring_eres_greater
- Req blueprint(s) (tags): NW_IT_MRING023, NW_IT_GEM010 [6]
Ring of Minor Fire Resistance
- Recipe blueprint: nx2_r_ring_minfire
- Result blueprint: nx2_ring_fres_minor
- Req blueprint(s) (tags): NW_IT_MRING021, NW_IT_GEM006 [2]
Ring of Major Fire Resistance
- Recipe blueprint: nx2_r_ring_majfire
- Result blueprint: nx2_ring_fres_major
- Req blueprint(s) (tags): NW_IT_MRING022, NW_IT_GEM006 [4]
Ring of Greater Fire Resistance
- Recipe blueprint: nx2_r_ring_grtfire
- Result blueprint: nx2_ring_fres_greater
- Req blueprint(s) (tags): NW_IT_MRING023, NW_IT_GEM006 [6]
Ring of Minor Sonic Resistance
- Recipe blueprint: nx2_r_ring_minsonic
- Result blueprint: nx2_ring_sres_minor
- Req blueprint(s) (tags): NW_IT_MRING021, NW_IT_GEM005 [2]
Ring of Major Sonic Resistance
- Recipe blueprint: nx2_r_ring_majsonic
- Result blueprint: nx2_ring_sres_major
- Req blueprint(s) (tags): NW_IT_MRING022, NW_IT_GEM005 [4]
Ring of Greater Sonic Resistance
- Recipe blueprint: nx2_r_ring_grtsonic
- Result blueprint: nx2_ring_sres_greater
- Req blueprint(s) (tags): NW_IT_MRING023, NW_IT_GEM005 [6]
---------------------
Crafting these miscellaneous items requires copying the specified recipe AND any nx2_ result blueprints from the SoZ campaign folder. These SoZ item blueprints are also required:
nx2_cp_hag (only needed for Gem of Seeing)
Miscellaneous Items: (must be in close proximity to mage bench)
Fife of Blasting
- Recipe blueprint: nx2_r_fife_blast
- Result blueprint: nx2_fife_blast
- Req blueprint(s) (tags): n2_it_flute, NW_IT_GEM003
Gem of Seeing
- Recipe blueprint: nx2_r_gem_seeing
- Result blueprint: nx2_gem_seeing
- Req blueprint(s) (tags): nx2_cp_hag, NW_IT_GEM005
Lute of Charming
- Recipe blueprint: nx2_r_lute_charm
- Result blueprint: nx2_t_lutecharm
- Req blueprint(s) (tags): n2_it_lute, cft_gem_11
Scabbard of Blessing
- Recipe blueprint: nx2_r_scab_bless
- Result blueprint: nw_it_mmidmisc04
- Req blueprint(s) (tags): X1_WMGRENADE005 [5], Mithral (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral)
------------------------
Crafting armor requires copying the specified recipe blueprints from the SoZ campaign folder.
Armor: (must be in close proximity to smith bench)
Adamantine Banded Mail
- Recipe blueprint: nx2_r_a_bmail_adam
- Result blueprint: mwa_hvbm_ada_3
- Req blueprint(s) (tags): Adamantine [2] (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant [2])
Mithral Banded Mail
- Recipe blueprint: nx2_r_a_bmail_mith
- Result blueprint: mwa_hvbm_mth_3
- Req blueprint(s) (tags): Mithral [2] (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral [2])
Adamantine Breast Plate
- This armor is listed in the 2da, but there is no recipe nx2_r_a_bplate_adam in the SoZ campaign folder. If you copy one of the other Armor recipes and edit its properties accordingly then it should be craftable.
- Recipe blueprint: nx2_r_a_bplate_adam (this blueprint is missing)
- Result blueprint: mwa_mdbp_ada_4
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Mithral Breast Plate
- Recipe blueprint: nx2_r_a_bplate_mith
- Result blueprint: mwa_mdbp_mth_4
- Req blueprint(s) (tags): Mithral (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral)
Adamantine Chainmail
- Recipe blueprint: nx2_r_a_cmail_adam
- Result blueprint: mwa_mdcm_ada_4
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Mithral Chainmail
- Recipe blueprint: nx2_r_a_cmail_mith
- Result blueprint: mwa_mdcm_mth_4
- Req blueprint(s) (tags): Mithral (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral)
Adamantine Chain Shirt
- Recipe blueprint: nx2_r_a_cshirt_adam
- Result blueprint: mwa_ltcs_ada_4
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Mithral Chain Shirt
- Recipe blueprint: nx2_r_a_cshirt_mith
- Result blueprint: mwa_ltcs_mth_4
- Req blueprint(s) (tags): Mithral (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral)
Full Plate
- Recipe blueprint: nx2_r_a_fplate
- Result blueprint: nw_aarcl007
- Req blueprint(s) (tags): GOOD_ORE [2] (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingiron [2])
Adamantine Full Plate
- Recipe blueprint: nx2_r_a_fplate_adam
- Result blueprint: mwa_hvfp_ada_4 (the SoZ campaign blueprint is Masterwork armor)
- Req blueprint(s) (tags): Adamantine [2] (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant [2])
Mithral Full Plate
- Recipe blueprint: nx2_r_a_fplate_mith
- Result blueprint: mwa_hvfp_mth_4
- Req blueprint(s) (tags): Mithral [2] (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral [2])
Adamantine Half Plate
- Recipe blueprint: nx2_r_a_hplate_adam
- Result blueprint: mwa_hvhp_ada_4
- Req blueprint(s) (tags): Adamantine [2] (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant [2])
Mithral Half Plate
- Recipe blueprint: nx2_r_a_hplate_mith
- Result blueprint: mwa_hvhp_mth_4
- Req blueprint(s) (tags): Mithral [2] (if using kinc_crafting the mithral requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingmithral [2])
Adamantine Scale Mail
- Recipe blueprint: nx2_r_a_smail_adam
- Result blueprint: mwa_mdsm_ada_4
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
-------------------
Crafting shields requires copying the specified recipe AND any nx2_ result blueprints from the SoZ campaign folder.
Shields: (must be in close proximity to smith bench)
Note: There is no basic heavy shield recipe in SoZ except nx2_r_a_lshield which mistakenly says it creates a "large shield". There is no recipe that crafts a basic light shield.
Light Steel Shield/Heavy Steel Shield ???
- This is a doubly BUGGED item. The recipe description says it is for a "Large Steel Shield", but the result specified in the 2da is a Heavy Shield and "Large" is not a valid shield type. Either the recipe should say Light Shield and the 2da should specify the result as nx2_lshield_00, which is a light shield with a blueprint in the SoZ campaign folder, or the recipe should be renamed to nx2_r_a_hshield, its description changed to indicate it creates a Heavy Shield, and the recipe tag changed in the 2da.
- Recipe blueprint: nx2_r_a_lshield
- Result blueprint: nx2_hshield_00
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingiron)
Adamantine Light Shield
- Recipe blueprint: nx2_r_a_lshield_adam
- Result blueprint: nx2_lshield_adam
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Adamantine Heavy Shield
- Recipe blueprint: nx2_r_a_hshield_adam
- Result blueprint: nx2_hshield_adam
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Tower Shield
- Recipe blueprint: nx2_r_a_tshield
- Result blueprint: nw_ashto001
- Req blueprint(s) (tags): GOOD_ORE [2] (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingiron [2])
Adamantine Tower Shield
- Recipe blueprint: nx2_r_a_tshield_adam
- Result blueprint: mwa_shtw_ada_4
- Req blueprint(s) (tags): Adamantine [2] (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant [2])
--------------------
Crafting ammunition requires copying the specified recipe blueprints and nx2_ result blueprints from the SoZ campaign folder. The Adamantine, Cold Iron, and Silver nx2_ result blueprints are also global blueprints, but the global blueprints are bugged and the SoZ campaign blueprints should be used instead. However the adamantine arrows and adamantine bolts blueprints in SoZ are also bugged and do not apply the 2 points of magical damage they should. These SoZ item blueprints are also required:
nx2_cp_wyvernsting (needed for Mild Poison bolts and arrows)
nx2_cp_wyverntail (needed for Poison bolts and arrows)
All ammunition crafting, except plain arrows, requires proximity to a smith bench. This is probably a bug in the 2da.
Arrows
- Recipe blueprint: nx2_r_w_arrow
- Result blueprint: nx2_arrow_00
- Req blueprint(s) (tags): GOOD_TIMBER (if using kinc_crafting the timber requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_plkwood)
Adamantine Arrows
- Recipe blueprint: nx2_r_w_arrow_adam
- Result blueprint: nx2_arrow_adam (both global and SoZ blueprints are bugged, to correct create your own blueprint)
- Req blueprint(s) (tags): GOOD_TIMBER (see above), Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Alchemical Silver Arrows (should require Alchemical Silver, but doesn't)
- Recipe blueprint: nx2_r_w_arrow_silver
- Result blueprint: nx2_arrow_silver
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
Cold Iron Arrows
- Recipe blueprint: nx2_r_w_arrow_ciron
- Result blueprint: nx2_arrow_ciron
- Req blueprint(s) (tags): GOOD_TIMBER (see above), Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Mild Poison Arrows
- Recipe blueprint: nx2_r_w_arrow_mpois
- Result blueprint: nx2_arrow_mild_poison
- Req blueprint(s) (tags): nx2_cp_wyvernsting, GOOD_TIMBER (see above)
Poison Arrows
- Recipe blueprint: nx2_r_w_arrow_poison
- Result blueprint: nx2_arrow_poison
- Req blueprint(s) (tags): nx2_cp_wyverntail, GOOD_TIMBER (see above)
Bolts
- Recipe blueprint: nx2_r_w_bolts
- Result blueprint: nw_wambo001
- Req blueprint(s) (tags): GOOD_TIMBER (if using kinc_crafting the timber requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_plkwood)
Adamantine Bolts
- Recipe blueprint: nx2_r_w_bolt_adam
- Result blueprint: nx2_bolt_adam (both global and SoZ blueprints are bugged, to correct create your own blueprint)
- Req blueprint(s) (tags): GOOD_TIMBER (see above), Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Alchemical Silver Bolts (should require Alchemical Silver, but doesn't)
- Recipe blueprint: nx2_r_w_bolt_silver
- Result blueprint: nx2_bolt_silver
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
Cold Iron Bolts
- Recipe blueprint: nx2_r_w_bolt_ciron
- Result blueprint: nx2_bolt_ciron
- Req blueprint(s) (tags): GOOD_TIMBER (see above), Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Mild Poison Bolts
- Recipe blueprint: nx2_r_w_bolt_mpois
- Result blueprint: nw_wammbo006
- Req blueprint(s) (tags): nx2_cp_wyvernsting, GOOD_TIMBER (see above)
Poison Bolts
- This is a BUGGED item. There is no recipe nx2_r_w_bolts_poison. There is an SoZ campaign recipe nx2_r_w_bolt_poison.
- Recipe blueprint: nx2_r_w_bolts_poison (This should be nx2_r_w_bolt_poison)
- Result blueprint: nw_wammbo007
- Req blueprint(s) (tags): nx2_cp_wyverntail, GOOD_TIMBER (see above)
Bullets
- Recipe blueprint: nx2_r_w_bullet
- Result blueprint: nw_wambu001
Adamantine Bullets
- Recipe blueprint: nx2_r_w_bullet_adam
- Result blueprint: nx2_bullet_adam
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Alchemical Silver Bullets (should require Alchemical Silver, rather than GOOD_ORE)
- Recipe blueprint: nx2_r_w_bullet_silver
- Result blueprint: nx2_bullet_silver
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingsilver)
Cold Iron Bullets
- Recipe blueprint: nx2_r_w_bullet_ciron
- Result blueprint: nx2_bullet_ciron
- Req blueprint(s) (tags): Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
--------------------
Crafting ranged weapons requires copying the specified recipe blueprints and nx2_ result blueprints from the SoZ campaign folder.
Crafting any of the ranged weapons requires close proximity to a smith bench.
Ranged Weapons:
+1 Composite Shortbow
- Recipe blueprint: nx2_r_w_csb_01
- Result blueprint: nx2_csbow_01
- Req blueprint(s) (tags): GOOD_TIMBER (if using kinc_crafting the timber requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_plkwood)
+2 Composite Shortbow
- Recipe blueprint: nx2_r_w_csb_02
- Result blueprint: nx2_csbow_02
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
+3 Composite Shortbow
- Recipe blueprint: nx2_r_w_csb_03
- Result blueprint: nx2_csbow_03
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
+4 Composite Shortbow
- Recipe blueprint: nx2_r_w_csb_04
- Result blueprint: nx2_csbow_04
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
+5 Composite Shortbow
- Recipe blueprint: nx2_r_w_csb_05
- Result blueprint: nx2_csbow_05
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
+1 Composite Longbow
- Recipe blueprint: nx2_r_w_clb_01
- Result blueprint: nx2_clbow_01
- Req blueprint(s) (tags): GOOD_TIMBER (if using kinc_crafting the timber requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_plkwood)
+2 Composite Longbow
- Recipe blueprint: nx2_r_w_clb_02
- Result blueprint: nx2_clbow_02
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
+3 Composite Longbow
- Recipe blueprint: nx2_r_w_clb_03
- Result blueprint: nx2_clbow_03
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
+4 Composite Longbow
- Recipe blueprint: nx2_r_w_clb_04
- Result blueprint: nx2_clbow_04
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
+5 Composite Longbow
- Recipe blueprint: nx2_r_w_clb_05
- Result blueprint: nx2_clbow_05
- Req blueprint(s) (tags): GOOD_TIMBER (see above)
Zalantar Light Crossbow
- Recipe blueprint: nx2_r_w_lxbow_zal
- Result blueprint: mwr_bwxl_zal_3
- Req blueprint(s) (tags): Zalantar (if using kinc_crafting the Zalantar requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_plkzalantar)
Zalantar Heavy Crossbow
- Recipe blueprint: nx2_r_w_hxbow_zal
- Result blueprint: mwr_bwxh_zal_3
- Req blueprint(s) (tags): Zalantar (see above)
Zalantar Longbow
- Recipe blueprint: nx2_r_w_lbow_zal
- Result blueprint: mwr_bwln_zal_3
- Req blueprint(s) (tags): Zalantar (see above)
Zalantar Shortbow
- Recipe blueprint: nx2_r_w_sbow_zal
- Result blueprint: mwr_bwsh_zal_3
- Req blueprint(s) (tags): Zalantar (see above)
---------------------
Crafting throwing weapons requires copying the specified recipe blueprints and specified nx2_ result blueprints from the SoZ campaign folder.
Darksteel versions of these weapons are defined in the nx2_crafting.2da, but neither the recipes nor the result blueprints exist in the SoZ campaign folder or as globals.
Some of the result blueprints are globals, but the versions in the SoZ campaign folder should be used where specified because the globals are bugged.
Throwing: (requires close proximity to a smith bench)
Darts
- Recipe blueprint: nx2_r_w_dart
- Result blueprint: nx2_dart_00 (copy from SoZ campaign folder)
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingiron)
Adamantine Darts
- Recipe blueprint: nx2_r_w_dart_adam
- Result blueprint: nx2_dart_adam (copy from SoZ campaign folder)
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Alchemical Silver Darts (should require Alchemical Silver, rather than GOOD_ORE)
- Recipe blueprint: nx2_r_w_dart_silver
- Result blueprint: nx2_dart_silver
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingsilver)
Cold Iron Darts
- Recipe blueprint: nx2_r_w_dart_ciron
- Result blueprint: nx2_dart_ciron
- Req blueprint(s) (tags): Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Shuriken
- Recipe blueprint: nx2_r_w_shur
- Result blueprint: nx2_shuri_00 (copy from SoZ campaign folder)
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingiron)
Adamantine Shuriken
- Recipe blueprint: nx2_r_w_shur_adam
- Result blueprint: nx2_shuri_adam (copy from SoZ campaign folder)
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Alchemical Silver Shuriken (should require Alchemical Silver, rather than GOOD_ORE)
- Recipe blueprint: nx2_r_w_shur_silver
- Result blueprint: nx2_shuri_silver
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingsilver)
Cold Iron Shuriken
- Recipe blueprint: nx2_r_w_shur_ciron
- Result blueprint: nx2_shuri_ciron
- Req blueprint(s) (tags): Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Throwing Axe
- Recipe blueprint: nx2_r_w_taxe
- Result blueprint: nx2_taxe_00 (copy from SoZ campaign folder)
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingiron)
Adamantine Throwing Axe
- Recipe blueprint: nx2_r_w_taxe_adam
- Result blueprint: nx2_taxe_adam (copy from SoZ campaign folder)
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Alchemical Silver Throwing Axe (should require Alchemical Silver, rather than GOOD_ORE)
- Recipe blueprint: nx2_r_w_taxe_silver
- Result blueprint: nx2_taxe_silver
- Req blueprint(s) (tags): GOOD_ORE (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingsilver)
Cold Iron Throwing Axe
- Recipe blueprint: nx2_r_w_taxe_ciron
- Result blueprint: nx2_taxe_ciron
- Req blueprint(s) (tags): Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
---------------------
Crafting polearms requires copying the specified recipe blueprints from the SoZ campaign folder.
Polearms: (requires close proximity to a smith bench)
Adamantine Halberd
- Recipe blueprint: nx2_r_w_halb_adam
- Result blueprint: mst_plhb_ada_3
- Req blueprint(s) (tags): Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Cold Iron Halberd
- This item is listed in the 2da, but there is no recipe nx2_r_w_halb_ciron in the SoZ campaign folder. If you copy one of the other halberd recipes and edit its properties accordingly then it should be craftable.
- Recipe blueprint: nx2_r_w_halb_ciron (this blueprint is missing)
- Result blueprint: mst_plhb_cld_3
- Req blueprint(s) (tags): Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Darksteel Halberd
- This item is listed in the 2da, but there is no recipe nx2_r_w_halb_dsteel in the SoZ campaign folder. If you copy one of the other halberd recipes and edit its properties accordingly then it should be craftable.
- Recipe blueprint: nx2_r_w_halb_dsteel (this blueprint is missing)
- Result blueprint: mst_plhb_drk_3
- Req blueprint(s) (tags): Darksteel (if using kinc_crafting the Darksteel requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingdrksteel)
Zalantar Quarterstaff
- Recipe blueprint: nx2_r_w_qstaff_zal
- Result blueprint: mst_dbqs_zal_3
- Req blueprint(s) (tags): Zalantar (if using kinc_crafting the Zalantar requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_plkzalantar)
Zalantar Spear
- Recipe blueprint: nx2_r_w_spear_zal
- Result blueprint: mst_plss_zal_3
- Req blueprint(s) (tags): Zalantar (if using kinc_crafting the Zalantar requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_plkzalantar)
---------------------
Crafting blunt weapons requires copying the specified recipe blueprints from the SoZ campaign folder.
Blunt Weapons: (requires close proximity to a smith bench)
All of the Adamantine weapons require Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Adamantine Flail
- Recipe: nx2_r_w_fla_adam
- Result: mst_blfl_ada_3
Adamantine Light Hammer
- Recipe: nx2_r_w_lham_adam
- Result: mst_blhl_ada_3
Adamantine Mace
- Recipe: nx2_r_w_mace_adam
- Result: mst_blml_ada_3
Adamantine Morningstar
- Recipe: nx2_r_w_mstar_adam
- Result: mst_blms_ada_3
Adamantine Warhammer
- Recipe: nx2_r_w_wham_adam
- Result: mst_blhw_ada_3
Adamantine Warmace
- Recipe: nx2_r_w_wmace_adam
- Result: mst_bldm_ada_3
All of the Cold Iron weapons require Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Cold Iron Light Hammer
- Recipe: nx2_r_w_lham_ciron
- Result: mst_blhl_cld_3
Cold Iron Mace
- Recipe: nx2_r_w_mace_ciron
- Result: mst_blml_cld_3
Cold Iron Morningstar
- Recipe: nx2_r_w_mstar_ciron
- Result: mst_blms_cld_3
Cold Iron Warhammer
- Recipe: nx2_r_w_wham_ciron
- Result: mst_blhw_cld_3
Cold Iron Warmace
- Recipe: nx2_r_w_wmace_ciron
- Result: mst_bldm_cld_3
All of the Darksteel weapons require Darksteel (if using kinc_crafting the Darksteel requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingdrksteel)
Darksteel Light Hammer
- Recipe: nx2_r_w_lham_dsteel
- Result: mst_blhl_drk_3
Darksteel Mace
- Recipe: nx2_r_w_mace_dsteel
- Result: mst_blml_drk_3
Darksteel Warhammer
- Recipe: nx2_r_w_wham_dsteel
- Result: mst_blhw_drk_3
Darksteel Warmace
- Recipe: nx2_r_w_wmace_dsteel
- Result: mst_bldm_drk_3
All of the Zalantar weapons require Zalantar (if using kinc_crafting the Zalantar requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_plkzalantar)
Zalantar Club
- Recipe blueprint: nx2_r_w_club_zal
- Result blueprint: mst_blcl_zal_3
---------------------
Crafting bladed weapons requires copying the specified recipe blueprints from the SoZ campaign folder.
Bladed Weapons: (requires close proximity to a smith bench)
All of the Adamantine weapons require Adamantine (if using kinc_crafting the adamantine requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingadamant)
Adamantine Battleaxe
- Recipe: nx2_r_w_baxe_adam
- Result: mst_axbt_ada_3
Adamantine Bastard Sword
- Recipe: nx2_r_w_bsword_adam
- Result: mst_swbs_ada_3
Adamantine Dagger
- Recipe: nx2_r_w_dag_adam
- Result: mst_swdg_ada_3
Adamantine Dwarven Axe
- Recipe: nx2_r_w_dwaxe_adam
- Result: mst_axdv_ada_3
Adamantine Falchion
- Recipe: nx2_r_w_falch_adam
- Result: mst_swfl_ada_3
Adamantine Greataxe
- Recipe: nx2_r_w_gaxe_adam
- Result: mst_axgr_ada_3
Adamantine Great Sword
- Recipe: nx2_r_w_gsword_adam
- Result: mst_swgs_ada_3
Adamantine Handaxe
- Recipe: nx2_r_w_haxe_adam
- Result: mst_axhn_ada_3
Adamantine Kama
- Recipe: nx2_r_w_kam_adam
- Result: mst_spka_ada_3
Adamantine Katana
- Recipe: nx2_r_w_kat_adam
- Result: mst_swka_ada_3
Adamantine Kukri
- Recipe: nx2_r_w_kuk_adam
- Result: mst_spku_ada_3
Adamantine Long Sword
- Recipe: nx2_r_w_lsword_adam
- Result: mst_swls_ada_3
Adamantine Rapier
- Recipe: nx2_r_w_rapier_adam
- Result: mst_swrp_ada_3
Adamantine Scimitar
- Recipe: nx2_r_w_scim_adam
- Result: mst_swsc_ada_3
Adamantine Sickle
- Recipe: nx2_r_w_sick_adam
- Result: mst_spsc_ada_3
Adamantine Short Sword
- Recipe: nx2_r_w_ssword_adam
- Result: mst_swss_ada_3
All of the Cold Iron weapons require Cold Iron (if using kinc_crafting the cold iron requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingcldiron)
Cold Iron Battleaxe
- Recipe: nx2_r_w_baxe_ciron
- Result: mst_axbt_cld_3
Cold Iron Dagger
- Recipe: nx2_r_w_dagger_ciron
- Result: mst_swdg_cld_3
Cold Iron Dwarven Waraxe
- Recipe: nx2_r_w_dwaxe_ciron
- Result: mst_axdv_cld_3
Cold Iron Greataxe
- Recipe: nx2_r_w_gaxe_ciron
- Result: mst_axgr_cld_3
Cold Iron Handaxe
- Recipe: nx2_r_w_haxe_ciron
- Result: mst_axhn_cld_3
Cold Iron Long Sword
- Recipe: nx2_r_w_lsword_ciron
- Result: mst_swls_cld_3
Cold Iron Rapier
- Recipe: nx2_r_w_rapier_ciron
- Result: mst_swrp_cld_3
Cold Iron Scimitar
- Recipe: nx2_r_w_scim_ciron
- Result: mst_swsc_cld_3
Cold Iron Short Sword
- Recipe: nx2_r_w_ssword_ciron
- Result: mst_swss_cld_3
All of the Darksteel weapons require Darksteel (if using kinc_crafting the Darksteel requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_RARERES set to 1 then it would require n2_crft_ingdrksteel)
Darksteel Battleaxe
- Recipe: nx2_r_w_baxe_dsteel
- Result: mst_axbt_drk_3
Darksteel Bastard Sword
- Recipe: nx2_r_w_bsword_dsteel
- Result: mst_swbs_drk_3
Darksteel Dagger
- Recipe: nx2_r_w_dag_dsteel
- Result: mst_swdg_drk_3
Darksteel Dwarven Waraxe
- Recipe: nx2_r_w_dwaxe_dsteel
- Result: mst_axdv_drk_3
Darksteel Falchion
- Recipe: nx2_r_w_falch_dsteel
- Result: mst_swfl_drk_3
Darksteel Greataxe
- Recipe: nx2_r_w_gaxe_dsteel
- Result: mst_axgr_drk_3
Darksteel Great Sword
- Recipe: nx2_r_w_gsword_dsteel
- Result: mst_swgs_drk_3
Darksteel Kama
- Recipe: nx2_r_w_kama_dsteel
- Result: mst_spka_drk_3
Darksteel Katana
- Recipe: nx2_r_w_kat_dsteel
- Result: mst_swka_drk_3
Darksteel Kukri
- Recipe: nx2_r_w_kuk_dsteel
- Result: mst_spku_drk_3
Darksteel Long Sword
- Recipe: nx2_r_w_lsword_dsteel
- Result: mst_swls_drk_3
Darksteel Rapier
- Recipe: nx2_r_w_rapier_dsteel
- Result: mst_swrp_drk_3
Darksteel Scimitar
- Recipe: nx2_r_w_scim_dsteel
- Result: mst_swsc_drk_3
Darksteel Short Sword
- Recipe: nx2_r_w_ssword_dsteel
- Result: mst_swss_drk_3
All of the Alchemical Silver weapons require GOOD_ORE, but should require Alchemical Silver (if using kinc_crafting the GOOD_ORE requirement would be ignored; if using kinc_bb_crafting and BB_CONVERT_GOODS is set to 1 then it would require n2_crft_ingsilver)
Alchemical Silver Battleaxe
- Recipe: nx2_r_w_baxe_silver
- Result: mst_axbt_slv_3
Alchemical Silver Dagger
- Recipe: nx2_r_w_dag_silver
- Result: mst_swdg_slv_3
Alchemical Silver Dwarven Waraxe
- Recipe: nx2_r_w_dwaxe_silver
- Result: mst_axdv_slv_3
Alchemical Silver Greataxe
- Recipe: nx2_r_w_gaxe_silver
- Result: mst_axgr_slv_3
Alchemical Silver Handaxe
- This item is BUGGED in the 2da. Several of the columns are shifted one to to the left, which causes the toolset error when viewing the 2da. It cannot be crafted unless the 2da is edited.
- Recipe: nx2_r_w_haxe_silver
- Result: mst_axhn_slv_3
---------------------
Armor Enchantment Recipes:
Armor enchantment requires being near a mage bench. Enchantments have no blueprints other than the enchantment recipe itself and require no components.
To make use of them the enchantment recipes should be copied from the SoZ campaign folder to your campaign folder.
+1 Enhancement Bonus: nx2_a_ench_01
+2 Enhancement Bonus: nx2_a_ench_02
+3 Enhancement Bonus: nx2_a_ench_03
+4 Enhancement Bonus: nx2_a_ench_04
Resist Acid 10/: nx2_a_ench_acid
Resist Cold 10/: nx2_a_ench_cold
Resist Elec 10/: nx2_a_ench_elec
Resist Fire 10/: nx2_a_ench_fire
Resist Positive Energy 10/: nx2_a_ench_holy
Resist Negative Energy 10/: nx2_a_ench_neg
Resist Sonic 10/: nx2_a_ench_soni
Spell Resistance: nx2_a_ench_sr
-----------------------
Weapon Enchantment Recipes:
Weapon enchantment requires being near a mage bench. Enchantments have no blueprints other than the enchantment recipe itself and require no components.
To make use of them the enchantment recipes should be copied from the SoZ campaign folder to your campaign folder.
Note: The enchantments nx2_w_ench_holy and nx2_w_ench_neg exist in the SoZ campaign folder, but are not defined in the nx2_enchanting.2da. They appear to have been deliberately removed from the 2da.
+1 Enhancement Bonus: nx2_w_ench_01
+2 Enhancement Bonus: nx2_w_ench_02
+3 Enhancement Bonus: nx2_w_ench_03
Corrosive (+1d6 acid): nx2_w_ench_acid
Frost (+1d6 cold): nx2_w_ench_cold
Shocking (+1d6 elec): nx2_w_ench_elec
Flaming (+1d6 fire): nx2_w_ench_fire
Keen: nx2_w_ench_keen
Massive criticals: nx2_w_ench_mass_crit
Vampiric Regeneration: nx2_w_ench_regen
Thundering (+1d6 sonic): nx2_w_ench_soni
Beast Bane: nx2_w_ench_vs_beast
Axiomatic (+2d6 vs chaos): nx2_w_ench_vs_chaos
Constuctbane: nx2_w_ench_vs_const
Elementalbane: nx2_w_ench_vs_elem
Holy (+2d6 vs evil): nx2_w_ench_vs_evil
Giantbane: nx2_w_ench_vs_giant
Anarchistic (+2d6 vs law): nx2_w_ench_vs_law
Magical Beastbane: nx2_w_ench_vs_mbeast
Outsiderbane: nx2_w_ench_vs_out
Undeadbane: nx2_w_ench_vs_undead
------------------------
B Bellina
4/2009
Updated 10/2009
Friday, September 9, 2016
Saturday, January 16, 2016
A Noobs Simple Guide to the SWTOR Outfit Designer
The SWTOR Outfit Designer feature added into SWTOR allows the player characters - not companions - to benefit from the appearances of wearable items - not weapons - regardless of the statistics of the items. This separation between appearance and statistics opens up many options for character appearance because without this many unique clothing items with poor stats would only be sold to vendors and never seen. However the outfit designer and its slots and stamping would benefit from a little more explanation than the in-game help provides. So this blog post just explains the basic capabilities that I have found in my experience with the feature.
Basic Feature Explanation:
You have gear and you have outfits. Gear is what you actually wear and all statistics are inherited from the gear. Gear is restricted based on armor type, class, etc. Outfits are appearance only and are created by "stamping" items into them. The statistics of stamped items do not matter at all. So generally, if you like the look of an item you stamp that item into an outfit and activate that outfit. If you like the statistics of an item you put that item in the gear slots rather than an outfit. If you like both the appearance and stats of an item then you might put it into the gear slot and not use an outfit at all, or you might put it into both an outfit slot and the gear slot.
Restrictions of the Outfit Designer (note - I am a subscriber so there may be additional restrictions for F2P and Preferred)
- Companions do not get outfits. Only the player characters.
- Only wearable items can be "stamped" into an outfit, not weaponry, carried items, or earpieces.
- Each character gets one free outfit slot. Additional slots can be purchased. If you really like characters having multiple outfits you may want to purchase the additional slots for your legacy rather than just one character. Stamping items into an outfit also costs credits.
- There is no means to duplicate an item in an outfit into another outfit. So if you think you will want the same item in multiple outfits make sure you retain the original item. If you sell it you will not be able to add it to any new outfits.
- An outfit does not need to have each piece filled in order to be applied. However, if you leave a piece out (for example, you do not include a head piece) then whatever is actually being worn on the body (referred to as "gear") will be shown. This can be worked around for the head slot because of the ability to hide what is on your head (each outfit has this option independently), but for other body pieces this can be a problem. Say for example, that you want to have your character's hands showing, then that would require that in the outfit you do not stamp any gloves and ALSO that in the gear you do not have any gloves. Because stats are applied only from the gear slots that means you will not have the benefit of gloves. For this reason the Energy gloves and other items that are invisible have gone up in price in the Galactic Trade Market.
Some things that surprisingly are NOT restrictions:
- Clothing that is a type that you cannot normally wear can be used in an outfit. For example, a Sith Inquisitor who can only wear light armor can use a medium or heavy armor item in an outfit.
- If an item has a dye in it when added to an outfit, then the outfit inherits that dye. Once an item is in an outfit there is no connection between the original item and outfit "stamp", so you can freely change the dye in the original item or apply a dye to the stamped item in the outfit.
- Items that do not take dyes normally, can be dyed when part of an outfit.
Demonstrations:
Here is Natiri, a Jedi Knight wearing the fetching Aspiring Knight clothing. She has all of the pieces that can be stamped into an outfit: chest piece, gloves, belt, pants, boots, and gauntlets.She is also wearing a helmet with the option to hide the head piece enabled so that it does not appear. At the top of the character dialog it says "Active" which means only that the clothing shown in this panel is what is appears on her character in the game. Important Note: The statistics of the items on this body panel are always what is actually used to determine the character statistics even if an outfit is active.
At this point in the game I have decided that regardless of what other clothing items I find and choose to use, I want Natiri to continue looking like this. So it makes sense to create an outfit with these items. The ifrst thing to do is decide which outfit tab I want to use. So I click on the first outfit tab labeled "1".
The information on the left indicates that I am currently looking at outfit 1 and what is currently active is the gear outfit from the earlier body panel. That the body pieces are all grayed out means that they are empty. The grayed items are shown only to indicate what appearance will be inherited if you do not put something else there when this outfit is activated. Note that the Customize Appearance options are specific to this outfit. Now that I can see that this outfit is available I need to put the individual clothing pieces I want to use into it. So I need to return to the original panel and do the first totally non-obvious thing, take off all of her clothing. This is necessary because you can only add items to an outfit from your inventory.
Once the clothing items I want to "stamp" into an outfit are in Natiri's inventory I can return to the outfit appearance tab "1" and add them to the outfit. There is no need to take off her helmet because I do not intend to add the helmet to her outfit. I instead leave the helmet spot in the outfit empty and hide the helmet using the hide head piece option. If I later find a head piece that I like then I can add it to her outfit at that time, but there is no benefit in paying the credits to add a head piece I do not like to an outfit. Note that there is a cost in credits to stamping items into an outfit. Clicking "OK" in the last dialog will create the outfit and charge the credits. The "Activate on Modification" checkbox means only that the character should immediately be shown with the outfit changes you have made. Note that adding items to an outfit DOES NOT remove them from your inventory. That is because it is only copying the appearances of the items. Once an outfit is made you can do whatever you want with the items it is based upon. They will however be bound to the character by the process of adding them to an outfit, so you will not be able to give them to another character. You can add the same item to multiple outfits for the one character though.
While it is tempting to think that at this point everything is finished, that is not the case. The reality is that because I had to take off all of the clothing to move it into her inventory prior to creating the outfit, Natiri is still in fact naked and is not getting any of the statistics bonuses she would have from actually wearing these items, even though because of the outfit being activated she appears to be wearing them. So after creating an outfit it is important to return to the body tab and put any items back on that are desired based on their statistics. Note: There is no need to press the "Apply" button after putting the clothing back on. Doing so means that you want the appearance to be based on the actual gear worn rather than the outfit.
At this point Nariti is wearing the gear that I want and also has the active outfit that I want so I am good to go. When I find gear with better statistics I can simply put it on in the body slot and her appearance will remain unaltered. When you look at gear the statistics comparison is always with what you are actually wearing not based on the outfit that is active.
Over all the Outfit Designer provides some interesting options for character appearance. This is all at a cost in credits of course and if you enjoy having multiple outfits then the cost can get high. I have found that it is far more convenient though when finding items because even if an item doesn't look good you may want to use it because of its better stats and that is easily done as long as your character is using an outfit.
-------------
If you found this article useful and you choose to begin playing SWTOR or are already playing but have not yet indicated that you were referred by someone, then you can show your appreciation by using my personal referral link. This will give both you and me in-game rewards as documented at the Friends of Star Wars site here.
Basic Feature Explanation:
You have gear and you have outfits. Gear is what you actually wear and all statistics are inherited from the gear. Gear is restricted based on armor type, class, etc. Outfits are appearance only and are created by "stamping" items into them. The statistics of stamped items do not matter at all. So generally, if you like the look of an item you stamp that item into an outfit and activate that outfit. If you like the statistics of an item you put that item in the gear slots rather than an outfit. If you like both the appearance and stats of an item then you might put it into the gear slot and not use an outfit at all, or you might put it into both an outfit slot and the gear slot.
Restrictions of the Outfit Designer (note - I am a subscriber so there may be additional restrictions for F2P and Preferred)
- Companions do not get outfits. Only the player characters.
- Only wearable items can be "stamped" into an outfit, not weaponry, carried items, or earpieces.
- Each character gets one free outfit slot. Additional slots can be purchased. If you really like characters having multiple outfits you may want to purchase the additional slots for your legacy rather than just one character. Stamping items into an outfit also costs credits.
- There is no means to duplicate an item in an outfit into another outfit. So if you think you will want the same item in multiple outfits make sure you retain the original item. If you sell it you will not be able to add it to any new outfits.
- An outfit does not need to have each piece filled in order to be applied. However, if you leave a piece out (for example, you do not include a head piece) then whatever is actually being worn on the body (referred to as "gear") will be shown. This can be worked around for the head slot because of the ability to hide what is on your head (each outfit has this option independently), but for other body pieces this can be a problem. Say for example, that you want to have your character's hands showing, then that would require that in the outfit you do not stamp any gloves and ALSO that in the gear you do not have any gloves. Because stats are applied only from the gear slots that means you will not have the benefit of gloves. For this reason the Energy gloves and other items that are invisible have gone up in price in the Galactic Trade Market.
Some things that surprisingly are NOT restrictions:
- Clothing that is a type that you cannot normally wear can be used in an outfit. For example, a Sith Inquisitor who can only wear light armor can use a medium or heavy armor item in an outfit.
- If an item has a dye in it when added to an outfit, then the outfit inherits that dye. Once an item is in an outfit there is no connection between the original item and outfit "stamp", so you can freely change the dye in the original item or apply a dye to the stamped item in the outfit.
- Items that do not take dyes normally, can be dyed when part of an outfit.
Demonstrations:
Here is Natiri, a Jedi Knight wearing the fetching Aspiring Knight clothing. She has all of the pieces that can be stamped into an outfit: chest piece, gloves, belt, pants, boots, and gauntlets.She is also wearing a helmet with the option to hide the head piece enabled so that it does not appear. At the top of the character dialog it says "Active" which means only that the clothing shown in this panel is what is appears on her character in the game. Important Note: The statistics of the items on this body panel are always what is actually used to determine the character statistics even if an outfit is active.
Showing what Natiri is currently wearing |
At this point in the game I have decided that regardless of what other clothing items I find and choose to use, I want Natiri to continue looking like this. So it makes sense to create an outfit with these items. The ifrst thing to do is decide which outfit tab I want to use. So I click on the first outfit tab labeled "1".
Showing that Natiri's outfit 1 is empty |
The information on the left indicates that I am currently looking at outfit 1 and what is currently active is the gear outfit from the earlier body panel. That the body pieces are all grayed out means that they are empty. The grayed items are shown only to indicate what appearance will be inherited if you do not put something else there when this outfit is activated. Note that the Customize Appearance options are specific to this outfit. Now that I can see that this outfit is available I need to put the individual clothing pieces I want to use into it. So I need to return to the original panel and do the first totally non-obvious thing, take off all of her clothing. This is necessary because you can only add items to an outfit from your inventory.
Natiri with her clothing moved into her inventory |
Natiri with her clothing "stamped" into outfit 1 |
Last warning before charging the credits |
Natiri now has an outfit created and activated based on the Aspiring Knight items |
Appearances can be deceiving. She is naked but looks clothed. Gotta fix that.. |
Her clothing is now back on. No need to press the "Apply" button! |
At this point Nariti is wearing the gear that I want and also has the active outfit that I want so I am good to go. When I find gear with better statistics I can simply put it on in the body slot and her appearance will remain unaltered. When you look at gear the statistics comparison is always with what you are actually wearing not based on the outfit that is active.
Items that cannot be dyed normally, can be dyed when in an outfit |
Items that cannot be worn due to armor type restrictions can be used in an outfit |
Over all the Outfit Designer provides some interesting options for character appearance. This is all at a cost in credits of course and if you enjoy having multiple outfits then the cost can get high. I have found that it is far more convenient though when finding items because even if an item doesn't look good you may want to use it because of its better stats and that is easily done as long as your character is using an outfit.
-------------
If you found this article useful and you choose to begin playing SWTOR or are already playing but have not yet indicated that you were referred by someone, then you can show your appreciation by using my personal referral link. This will give both you and me in-game rewards as documented at the Friends of Star Wars site here.
Subscribe to:
Posts (Atom)