Showing posts with label NWN2. Show all posts
Showing posts with label NWN2. Show all posts

Thursday, October 16, 2025

Return to Faerun: The SSCAE Campaign for NWN2

It has been almost 8 years since actively working on my Neverwinter Nights 2 campaigns. During this time the NWN/NWN2 community has continued at neverwintervault.org and I have only periodically chimed in on the forums. However, with the completion of my HCGS and Apple II development efforts, I think it reasonable to turn an eye my never completed projects for NWN2, despite the slow decline of players and loss of many regular contributors.

By 2017 I had published two Neverwinter Nights 2 campaigns, released significant mods for the NWN2 OC and MotB, and uploaded a large number of items and scripts intended to help other NWN2 modders. I had contributed to other campaigns and had two campaigns of my own in development - Gems of Power and Farlong and Away.

Gems of Power was intended to be campaign set in Faerun that involved time travel with multiple areas being accessible in different periods of time. My thinking was that seeing the evolution of areas would be interesting to show. This required a significant amount of research and after mapping out a general plot I began building the starting areas.  Then I got distracted by other efforts and it was left in that state.

The Farlong and Away campaign is also set in Faerun and takes place in 1345 DR shortly before NWN2. It details the adventuring of the Farlong brothers Duncan and Daeghun. (Read more about it here: https://bbellina.blogspot.com/2017/01/farlong-and-away-new-campaign-for-nwn2.html). Unfortunately while I did significant research, sketched out the plot, and did a little proof of concept this effort also stalled due to circumstances of life.

This year NWN2 Enhanced Edition was released, and while it is primarily focused on adding console and gamepad support, having it available in Steam means that there are new players and a new platform upon which to release mods, the Steam Workshop. So I have spent some time researching and experimenting with the Steam Workshop, migrating my content to the Steam Workshop, and also developing new items that will work better for players of NWN2 EE. This work has led to my decision to rework my first released campaign - the Silverwand Sample Campaign (SSC).

SSC was released in May 2007 even before the release of the first expansion, Mask of the Betrayer (MotB). At that time most NWN2 modders had been NWN modders and continued to use the techniques they had learned using the NWN toolset. Several stand-alone modules converted from NWN had been released but not a single campaign had been released. I saw a need and decided that while learning the toolset I would intentionally develop a small multi-module campaign that could be played and also serve as an example for other NWN2 modders. I believe the Silverwand Sample Campaign was the first campaign that was released on the old IGN vault. And after doing so I had many conversations in the forums about why a campaign and not a module so that other NWN2 modders would begin to release campaigns. Many NWN2 standalone modules that were released in those days were never converted to campaigns by their authors, so I also published information on how to convert a NWN2 module to a campaign.

After all of this time though SSC is no longer a very good example of how to build a campaign. It includes many useful scripts and demonstrates many useful techniques, but it was released before SoZ and lacks the SoZ party editor and crafting capabilities. From a story perspective it also is not set in Faerun and does not fit into the NWN2 lore in any way other than to allow the young wizard Amie to be used as a companion. Enter the new campaign Taking the High Road: The Silverwand Sample Campaign Anniversary Edition (SSCAE).

SSCAE reuses some of the areas and quests from SSC for its first act but changes the setting to Faerun's Sword Coast in the year 1334 DR, years before both Farlong and Away and the NWN2 OC. The second act of SSCAE initiates the quest for the legendary Unicorn Blade, leading south to the great city of Waterdeep, and then in act 3 northward to the mysterious ruins of an ancient lich-mage's abode.  All of this is compatible with the published lore of the realm and there are connections to Baldur's Gate 2, and the official campaigns of both Neverwinter Nights and the NWN2.

At this time I am developing the areas within the city of Waterdeep. Because these are based on published city maps I am unable to take advantage of existing city areas, so I expect this to take some time.  I am hoping to release SSCAE before the end of the year.


Sunday, March 5, 2017

Getting a Head

When starting to work with the NWN2 toolset for the Farlong and Away campaign I quickly found that one of my party members - Duncan Farlong - could not be used with his standard model. In the NWN2 Original Campaign he only appears in an apron and I quickly found that his body could not be used for my purposes, primarily because it was not designed to wear any clothing.  So what I needed to be able to do was to relocate his head onto a suitable half-elf body.  I had no idea what this would require and so I asked the community for help in a forum post on Neverwintervault.org. Fortunately a community member was able to provide instructions and another community member had previously released a free tool that I was able to use to alter the Duncan model successfully.

Duncan Farlong

In case this can be useful to others here are the instructions I followed.

My thanks to Neverwinter.org members Sabranic, cuiilv, and rjshae.

Required: rjshae's Java MDBConfig tool v1.9 available freely both on Neverwintervault.org and on Nexusmods.

Instructions from cuiilv: (I chose to use 114 instead of 101 suggested in the instructions below)

Copy the N_Duncan_Head01.mdb from your Program/Atari/Neverwinter Nights 2/Data/NWN2_Models/NWN2_Models folder to your override folder.

Open the copied file with MDBConfig and change packet names:
N_Duncan_Eye01 to P_EHM_Eye101
N_Duncan_Head01 to P_EHM_Head101
and do the same with the _L01/2 packets.

Save the file as P_EHM_Head101.

Copy N_Duncan_skel01.gr2 from Program/Atari/Neverwinter Nights 2/Data/lod-merged/lod-merged to your override and rename it to P_EHM_skel101.gr2

Open the toolset and Duncan's head should be available as number 101 for half-elf males.

cuiilv suggests that this could also be accomplished by altering the appearance.2da file but I prefer to avoid modifying standard 2da files if possible since community content often overrides them.

A test of Duncan and Daeghun and friend Flinn dressed for adventuring
With the two modified files in the campaign folder Duncan appears correctly in both the toolset and when placed in a game area.

Thursday, February 9, 2017

Map Maker, Map Maker, Make Me a Map

Having decided that the Farlong and Away campaign will take place in the Forgotten Realms it is important that the maps used are appropriate to the time and locale - 3rd edition Cormyr and the Sword Coast prior to the Time of Troubles.  There are a number of maps of Faerun available online and the one I have decided to use as the basis for my world map is this one:

Faerun 3rd edition around 1372 DR (Dale Reckoning)

When developing the King's Festival campaign I learned how to implement a world map and I think that knowledge will serve me well for Farlong and Away as well. While I could use an Overland Map as was done in SoZ, I generally prefer world maps.  Some features I intend to provide in the travel system:

- travel should take time depending on the distance
- area entry points should be determined in part by the direction the party is coming from
- once the party has been to a travel location they should be able to return in case they left something or someone behind or want to explore an area more completely
- there should be some risk of encountering wandering monsters while traveling
- a party member being dead should not prevent travel, that way the party member can be taken to a temple to be resurrected

I intended to implement all of these features in my incomplete Gems of Power campaign and since I had completed most of the travel scripting I think I will be able to adapt it fairly easily to this campaign.

What I really enjoy about using a map though is that it guides your research into areas that the party is likely to be near and in that way helps to anchor the adventure in the Forgotten Realms.  The Grand History of the Realms and Forgotten Realms sourcebooks provide many hooks that can be explored and exploited.  For the Farlong party there should be many opportunities for exploration and questing as they make their way from their home in the heart of the Chondalwood westward through Cormyr and the Western Heartlands to the Sword Coast.

Thursday, February 2, 2017

Literary Sources for Farlong and Away

Having decided that I will develop a NWN2 campaign in the Forgotten Realms to take place in 1345 DR, one of the first things to do to allow some authenticity is to select appropriate literary sources to draw upon.

The initial source of the idea for telling this tale is the NWN2 Official Campaign conversations. They provide some hints and potential backstory, some information (or could it be misinformation?), and establishing a conversational tone for the characters. Both Daeghun and Duncan have enough conversation in the OC to establish their general personality traits and it is reasonable to try to match that as much as possible. Mining the conversations using the NWN2 Toolset is easily done since the Windows version of the game includes both the toolset and all of the game areas can be opened and browsed.

Here are some lines from Daeghun's conversation 11_daeghun in module 1100_West_Harbor:

That shard is one of a pair. Both were found after the battle that destroyed West Harbor long ago.
My half-brother, Duncan, and I asked a mage in Neverwinter to examine the shards for enchantments, but he found nothing except a faint magical aura, a residue of the battle.
And so I kept one shard, and the other I gave to Duncan. Not long after I returned to West Harbor I sealed it away in the ruins. 
So to speak. It would be more appropriate to say that I have a half-brother... Duncan, like Bevil, has many faults that would make it wise not to rely on him or call him kin.
It was  long ago - and it was a battle that did not concern West Harbor, but the village was caught up in it, like many such villages in the Mere of Dead Men. 
We knew little about what had sparked the conflict. Demons were involved, led by a warlock of great power - we only knew him as the King of Shadows.

Perusing the conversations of other NPC's including Amie, Bevil, Tarmas, and of course Flinn and Duncan, provide a wealth of information and provide other mysteries to solve, such as the origin of Amie Fern's parents.

While the conversations are a primary source, I do not intend to take everything every character said at face value. In particular these lines of Daeghun about Esmerelle are going to be reinterpreted somewhat:

Your mother was spun of a different silk, and maintained her vitality in spite of loss. When I settled in West Harbor with my Shayla - she would visit us from time to time.
A heart can heal over time - I had become content. One day when Esmerelle returned she was thick with child - you. Those were... good times.
Before you ask - she never mentioned any details about your father. And in my homeland, we respect such silence.

Esmerelle returning to West Harbor "thick with child" means that Esmerelle's race and the race of the OC Knight Captain are biologically linked. If the Knight Captain is a full elf or dwarf or halfling or gnome then Esmerelle must be the same. If the Knight Captain is human or of mixed race - half-elf or half-orc - then Esmerelle must or could be human. Since I have a reasonable and interesting back-story for Esmerelle's origin based on other Forgotten Realms sources, and that origin requires her to be human, I am going to say that for reasons known only to himself Daeghun is hiding the truth and that Esmerelle came back carrying a child, rather than pregnant with one. Considering Daeghun's personality, that he lies to his foster child is not that hard to believe anyway.

Other sources I am using to construct this campaign are several of the Dungeons & Dragons sourcebooks.  The primary sourcebooks I am using are:

The Grand History of the Realms by Brian R. James and Ed Greenwood. This is a wonderful text for following key events and characters through the thousands of years of Faerun history from -35000 DR to 1385 DR when the Weave collapsed ushering in the 4th edition ruleset.

Elminster's Forgotten Realms by Ed Greenwood. This tome supposedly written by the famous Harper wizard Elminster Aumar details the lifestyles of the inhabitants of the realms as well as providing information about languages, religious worship, clothing, food and drink, and much more.

The Forgotten Realms Campaign Guide 4th edition, is a game supplement that provides some information about the areas, cities, and people who survived the world-changing events of 1385 DR.

A number of other official D&D sourcebooks will likely be used as references, including:

  • Lands of Intrigue
  • Cormyr
  • Volo's Guide to Cormyr
  • Volo's Guide to the Sword Coast
  • City of Splendors: Waterdeep
  • Volo's Guide to Waterdeep
  • Skullport
  • Lords of Darkness


The Forgotten Realm wiki at forgottenrealms.wikia.com is a useful online source of realm lore. The information in it is intended to be canon as it is taken from the published sourcebooks.

Another online source is Candlekeep.com which has several compendiums mostly about Faerun between the start of the Time of Troubles and the collapse of the Weave. These are not canon, but provide some useful information.

Sunday, January 29, 2017

Farlong and Away - A New Campaign for NWN2 Being Developed

I have begun the development of a new NWN2 campaign. This campaign will be set in the year 1345 DR and allow the player to be the fifth member of the original "Party of Five" which consisted of: Daeghun Farlong - the foster father of the NWN2 OC/MotB protagonist "Knight Captain", Duncan Farlong - Daeghun's half-brother, Flinn - a future ship captain, and Esmerelle - according to Daeghun and Duncan, the mother of the "Knight Captain". The NWN2 OC conversations provide only teases about the adventures they had along the Sword Coast, so this campaign seeks to flesh out their adventures in a fashion that is informative and entertaining, compatible (well, mostly) with the NWN2 content, and compatible with Faerun 3rd Edition history (as documented in the Grand History of the Realms).

There are a number of questions that this campaign will provide answers for:

What adventures did the Party of Five have?
Why do Daeghan and his wife Shayla live in West Harbor? Have little money? Have a halfling deity amulet?
Why didn't Daeghun go to Evermeet as part of The Retreat in 1344?
Who was Esmerelle and why was she on the run all the time?
What "mutual necessity" (so Daeghun says) was there for Daeghun and Esmerelle to adventure together?
How are Daeghun and Duncan half-brothers but so different in temperament?  How was Daeghun raised by wild elves but not Duncan?
What is Daeghun and Duncan's parentage and what meaning is there to the name “Farlong”?
How could Duncan afford to purchase the Sunken Flagon in Neverwinter?
How could Flinn afford to purchase a ship?
Why is Edwin Odesseiron, a Red Wizard of Thay, in the area of Nashkel in 1369 DR as depicted in the game Baldur's Gate?
Who were Amie Fern's parents and how did they come to live in the village of West Harbor?

Because the player is acting as the fifth member of an established company of adventurers whose classes are for the most part already determined, there will not be complete flexibility in choosing party companions, but the party editor will be supported and the player will not be restricted in their own selection of starting class or race. We know Daeghun is a ranger specializing in the longbow. Duncan is a fighter. Flinn, with slight alteration, can reasonably be a cleric of Valkur. And Esmerelle by default will be a bard, although I hope to provide a means of altering her starting class to be wizard, sorcerer, warlock, or rogue if the player desires.

The geographic areas that will be covered will extend from Westgate on the Sea of Fallen Stars to the Sword Coast cities of Waterdeep and Athkatla. I intend to include areas and cities that have been well covered in other games only as required. The travel choices will not be completely free as the party has specific goals that will need to be met. Since external area building is not my strength I intend to make use of 3rd party content and repurposed modified OC areas, which should also speed up progress.

I will be using this blog to document my progress.

I have decided initially to use the skeleton of my Gems of Power campaign as a starting point, as I believe there is much I can salvage from that as yet unfinished campaign.  This means that most of the technical solutions implemented in the OC Makeover, MotB Makeover, and King's Festival campaigns will be utilized as well, including the party editor, SoZ crafting, and my customizable rest/death systems.

I have no idea how long this will take but I am excited about the subject matter and I think it covers new ground.

The Neverwinter Vault forum announcement is here.

Friday, September 9, 2016

Problems with Crafting in NWN2 Storm of Zehir expansion

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

Saturday, November 28, 2015

Installing NWN2 Complete from GOG into a Wineskin Wrapper

Installing NWN2 Complete from GOG.com in a Wineskin

Playing the Windows version of Neverwinter Nights 2 on a Mac without the use of Boot Camp or a Windows OS installed can be done through the use of a Wineskin.  A search on Google will result in several Wineskins that have been created for NWN2 as well as my own created in 2012. In 2012 I installed NWN2 Platinum from DVDs into the Wineskin.   Nowadays though it is far more likely that anyone purchasing NWN2 will purchase NWN2 Complete from GOG which includes the NWN2 expansions and is fully patched which simplifies installation significantly.

These are the instructions for creating your own NWN2 Wineskin and installing NWN2 Complete from GOG into it using the current version of Wineskin Winery.  If you do not want to use my wrapper then you will need to download Wineskin Winery so you can create your own. Either way you will need to purchase and download NWN2 Complete from GOG.com.  This will be enough to run NWN2 the game, but unfortunately the NWN2 Toolset will not be able to be used because it remains incompatible with Wine (the underlying technology used in a Wineskin).

If you do not want to bother with Wineskin Winery you can download the Wineskin I created for NWN2 from Google Drive and unzip it and skip Step 1 entirely.  The file is 265 MB zipped and does not include NWN2.

Note: The current version is from August 2016 and uses engine WS9Wine 1.9.15. If you are using the 2015 version (which used engine WS9Wine 1.7.55) and are having crashes when opening the console then you may want to upgrade to the 2016 version.

Step 1: Configuring a new Wineskin wrapper for NWN2

First create a new wrapper using Wineskin Winery. I used Wrapper version Wineskin 2.6.2 and Engine version WS9Wine 1.9.15.

When creating the new wrapper you may be prompted to install mono and gecko. You can if you want but I do not believe they are required for NWN2. Unfortunately installing mono afterward is problematic if you choose not to install it now.

After the creation of the wrapper has completed you can find the wrapper in the Finder and then double-click it to open it.

Click the Advanced button to see the Advanced options.

Go to the Go to the Options tab and uncheck the option "Map User Mac OS X folders in wrapper".  Leaving this left checked would result in the NWN2 campaigns installed in the wrapper being ignored in favor of whatever you have in your Mac OS X Documents folder. Also check the "Option key works as Alt" option so that the Alt key will work properly.

Then go to the Tools panel and click the Winetricks button.  Winetricks allows you to install whatever Windows packages and libraries into the wrapper that may be required for the application being used.

Using Winetricks search for and install:
directx9 (you will be told by Winetricks that you can and should use other versions such as d3dx9_36, but for NWN2 I found that the others do not work, so install directx9)
dotnet20
vcrun2005

Close the Wineskin.

This step should not take more than 15 minutes or so. The Wineskin wrapper created should be about 670 MB.  You can also just download and unzip my wrapper and skip step 1 entirely.

Step 2: Installing NWN2 Complete into the wrapper

Put the wrapper that you created in Step 1 above or downloaded and unzipped from my site in the location that you want the application to be.  Bear in mind that the Wineskin wrapper will contain files that change as you play, so it will not remain static.  Also it will be over 13 GB in size initially and probably grow with usage.

Double-click the Wineskin wrapper you created in step 1 or downloaded from my site. Click the Install Software button.  Click the "Choose Setup Executable" button and navigate to the setup...exe that you downloaded from GOG.com (mine is setup_nwn2_complete_2.2.0.10.exe) and click the Choose button to begin the installation of NWN2 into the wrapper.

In the Neverwinter Nights 2 Complete Setup dialog click the "Options" button in the lower left corner. Uncheck "Create desktop icon" and check "Check file integrity before installation". Check the checkbox at the bottom for accepting the EULA (if you want to see it first just click the Install button without first checking the EULA acceptance) and then click the Install button.

The install will first verify that the GOG files you downloaded are not corrupted. If they are then it will fail and you will have to download them from GOG again before retrying this step.

This step will take a while depending on the speed of your computer and hard drive. On my 2010 Mac mini it took about 30 minutes for the installation to complete.

The step completes with a Runtime error which can be ignored.  Then exit the install by clicking the Ext button. Wineskin will then prompt you to specify the startup executable for the wrapper. In the pulldown select /GOG Games/NWN2 Complete/NWN2Launcher.exe and then quit the Wineskin wrapper.  (From then on when you double click the wrapper it will launch NWN2, so if you want to change the wrapper configuration you will need to right click on the wrapper and select Show Package Contents and then double-click the Wineskin.app icon.)

Because the NWN2 Complete package comes fully patched there is no need to update or patch the software after installation.  It will be on the last version of Windows NWN2 which was 1.23.

Double click the wrapper icon to play the NWN2 original campaign, Mask of the Betrayer, Storm of Zehir, or Mysteries of Westgate.


Wednesday, December 24, 2014

NWN2 Mac LAN Multi-player Instructions

Playing Neverwinter Nights 2 with friends over a network was never easy, but as the game has aged it has been getting harder, and for Macintosh users nearly impossible. Both the Bioware account registration/authentication feature and the GameSpy functionality no longer work due to Bioware being hacked in 2012 and GameSpy dropping NWN2.

Some community solutions have been developed for Windows users, but there are no community solutions for Mac users. For Windows users the Client Extension by Skywing (<http://www.nynaeve.net/Skywing/nwn2/cliext/ClientExtension_Latest.zip>) is a Windows executable NWN2 pre-launcher that replaces the broken GameSpy functionality so that servers can be accessed over the internet, allowing access to Persistent World servers.

This document describes what is needed for Macintosh users on a local area network (LAN) to play NWN2 multi-player with one another. For Mac users there are two versions of the game available, the Aspyr DVD version and the non-DVD version that was temporarily sold in the Apple Store. Theoretically it shouldn’t matter which version is used for either the hosting server or client, but these instructions were developed and tested in two configurations: (1) 2 Macs running the App Store version on Mac OS X 10.9 and (2) one Mac running the DVD version on Mac OS X 10.6 and another Mac running the Apps Store version on Mac OS X 10.9. Other configurations may have different results.

Note that it is also possible to have a Mac on the LAN playing the Windows version of NWN2 using Bootcamp (or a Windows machine playing the Windows version) and participate in a multi-player game with a Mac that is using the Mac version.

Requirements and Preparation


The first requirement is that each machine playing NWN2 on the LAN must have NWN2 installed and patched to 1.23 (the Aspyr Mac patch for the DVD version of NWN2 can be downloaded from mac.Softpedia.com here; the Apple Store version was fully patched) and its own unique CD-keys listed in the Key1=, Key2=, and Key3= settings in the appropriate nwncdkey.ini file.
For DVD version users that file is:
Users/[username]/Documents/Aspyr/Neverwinter Nights 2/nwncdkey.ini
For users of the Apple Store non-DVD version that file is:
Users/[username]/Library/Application Support/Neverwinter Nights 2/nwncdkey.ini

The second requirement is that the servers need to be able to communicate with one another.  This requires adjusting the settings of the Apple Mac OS X firewall on each machine. This can be done through the System Preferences Security & Privacy control panel (on Mac OS X 10.6 this is called the Security panel). If you are using a version of Mac OS X that allows you to add an application to the firewall allow list in the advanced firewall settings (10.6 and later allow this, I'm not sure about earlier versions), then adding the Neverwinter Nights 2 application to that list should be sufficient and you can keep the firewall on. If you do choose to turn the firewall off then I suggest you turn the firewall back on when you are done playing.

The third requirement is that any campaigns or modules that are going to be played must be installed on each computer that will be playing.

Originally when playing online each computer was supposed to have a unique account registered with Bioware. Bioware no longer allows accounts to be registered however, but for LAN use all that is required is that each computer use a uniquely named account. The accounts do not actually have to be registered with Bioware and are not in any way related to the character you play. If you are going to use a computer multiple times, then you should probably use the same account for it each time. That has been my practice although I do not know if that consistency is a requirement or benefit.

The deprecated GameSpy functionality allowed hosted games to be advertised on the GameSpy servers so they could be found by browsing. The Client Extension replaces that functionality for Windows users but is Windows only. Fortunately for playing on a LAN this functionality is not required. Just in case the Direct Connect option will be required (it hasn’t been for me) you should make a note of the IP address of each computer that will be playing. Here are two methods to get the IP address:

  1. System Preferences Network control panel should show IP address
  2. Use the Terminal utility and type the command “ping hostname” without the quotes and replacing hostname with the name of your machine, which is the part before the colon on the Terminal command line. The ping command will show the IP address in parentheses on the first line. Press control-C to exit the ping command.


Starting (or loading) the game on the host server


The machine you are going to host the game on will be doing the most work, so for best performance it should be the Mac with the fastest CPU and most memory. (Check this using the Apple menu About This Mac option). If you are planning to play the NWN2 OC or MotB then this would be the primary player’s (“shard-bearer”) computer.

On the host machine start NWN2. At the initial menu select the MULTIPLAYER option. This should take you to the Bioware Community Login screen.


On the Bioware Community Login screen enter the Bioware account and password you will use on this machine and if this is your personal computer check the Remember Password option. If you do not have a registered Bioware account then just fabricate an account name and password because the create account name feature stopped working in 2012. Click Sign In. This should eventually take you to another menu although it may take several seconds and you may have to click through an authentication failed error message. (Reminder, each computer participating must use its own unique account.) If you do not check the Remember Password setting, then either pick a very easy to remember password or write it down someplace.


Select NEW GAME (if you are resuming a game you would select the LOAD GAME option). This should take you to the Server Info screen.

On the Server Info screen first UNCHECK the Post Game To Internet option and then click NEXT. (You can also change other options if you like, such as allowing illegal characters.)

At this point the screens are essentially the same as they would be for playing a single-player game allowing you to start a game with a new or existing character. Select NEW CAMPAIGN to start a campaign or NEW MODULE to start a module. (In this case I am starting a campaign). This will take you to the Select Campaign screen.


On the Select Campaign screen select the campaign you wish to play and click START GAME.

As the game is starting you will briefly see a Connection Status screen that will display your IP address. After that you will be able to create or select a character.



Joining the game with a client

Note: These steps can be repeated for multiple clients.

Start NWN2. At the initial menu select the MULTIPLAYER option. This should take you to the Bioware Community Login screen.

On the Bioware Community Login screen enter the Bioware account and password you will use on this machine. If you do not have a registered Bioware account then just fabricate an account name because the create account name feature stopped working in 2012. Click Sign In. This should eventually take you to another menu although it may take several seconds and you may have to click through an authentication failed error message. (Reminder, each computer participating must use its own unique account.)

Select JOIN LAN GAME. This should take you to the LAN Browser screen.

On the LAN Browser screen, after a few seconds, your host server should appear. Click on the host server line to highlight it and then click the CONNECT button. If the host server is not listed then make sure that the firewall settings on both machines are either set to allow connections with the Neverwinter Night 2 application or the firewalls are turned off. (Alternatively you can cancel and try the Direct Connect option which will require the IP address of the host server, but this is not something I have needed to do as long as the firewall settings are correct.)

You will then be able to create or select a character to play the game.


Enjoy playing NWN2.