NWN2 MotB Makeover SoZ Edition (v20150325)
- by Brendan Bellina "Kaldor Silverwand"
The NWN2 MotB Makeover SoZ Edition is a collection of scripts, items, modules, and UI modifications that can be applied to the NWN2 Mask of the Betrayer Campaign in order to enable features of SoZ when playing MotB. This requires the NWN2 OC, MoTB expansion, and the SoZ expansion.
Because of the complexity of the installation it is required that you backup your MotB campaign folder before installation. This will allow you to uninstall the Makeover by restoring from the backup. If you do not have a backup then you will have to reinstall the OC, MotB, and SoZ.
Because of the significant changes to the game behavior introduced with the Makeover it will not be completely compatible with other game modifications that alter the standard module scripts or the UI.
------------------
Compatibility with Kaedrin's PrC Pack:
Kaedrin's PrC Pack disables some of the Makeover features:
- the automatic pausing of Spirit Energy consumption when idle
- the Item Level restrictions
- the Resting restrictions
------------------
This collection is specifically designed for use when playing the NWN2 MotB expansion. If properly installed it will not affect the OC, SoZ, or 3rd party modules and campaigns.
The author, Brendan Bellina (aka Kaldor Silverwand in the NWN2 forums and NWN2 Vault), is not in any way responsible for any use of the components in this collection. This collection is provided for free and without warranty. Grateful missives may be directed to bbellina@alumni.nd.edu.
The Makeover can be applied either before beginning or after beginning the Neverwinter Nights 2 MotB campaign. If applied after already beginning a campaign then the recipe books and Campaigner's Guide will not be available (these are not required anyway) and spawned NPC's in already loaded modules will not be able to be spoken to except by the main PC. Also depending on where you are in the campaign some optional plot paths and optional items may not be available.
To get the most from the Makeover and avoid bugs it is recommended that you start a new game using the Makeover, but it is not mandatory that you do so.
Download the MotB Makeover SoZ Edition here
There are several optional areas added to MotB by the Makeover. The walkthrough can be used to make sure the player accesses these areas. In addition biglos9d has posted a series of "Let's Replay NWN2: MotB" YouTube videos in which he uses the Makeover and intentionally plays through the optional areas described in the walkthrough. The best episodes to watch for this are episode #s 1, 30, 31, 32, 33, 33A, 34, 35, and 36.
Features:
Many features can be customized by editing two 2da files included with the Makeover with a text editor such as Notepad (on Windows) or TextEdit (on Macintosh). There is no longer a need to use the Toolset to customize the features. See section "Customizing the Makeover Features" below to learn how to customize the features.
Additions to Player Menu:
Options to open the Party Editor and the Player Chat are available in the Player Menu.
(The default player menu is condensed. If you prefer a slightly larger menu then navigate to the C:\Program Files\Atari\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign_X1\UI folder (on Mac the Campaigns folder will be in the Applications/Neverwinter Nights 2 folder - if NWN2 was installed from CD - or in Neverwinter Nights 2.app/Contents - if installed from the Mac App Store) and rename playermenu_popup.xml to playermenu_popup-small.xml, and rename playermenu_popup-large.xml to playermenu_popup.xml.)
Party Creation:
SoZ Party Creation is enabled. This allows up to 6 player created party members (one of which is the main PC) in addition to the standard OC companions. Party Members are created via the Party Editor option in the Player Menu. The Party Editor option can be accessed at any time. This is comparable to the guestbooks used in SoZ. (Note that player-created characters will be excluded from the Dreamscape except in the final battle areas).
Player-created party members will start at level 1 unless you have leveled them up elsewhere. Vordan's Hero Creator is a useful training module for creating, leveling up, and outfitting characters that can be imported with the party editor. The recommended minimum level for MotB is level 18.
(The number of party members allowed can be altered by altering the Campaign properties using the toolset Campaign plug-in. Unfortunately this cannot be altered except by using the NWN2 Toolset.)
Enhancement of the initial provisioning:
When the campaign begins the initial player will be provided the recipe books and a few coins of life.
Multi-classing Companions:
Companions can be multi-classed when leveling up.
For multi-classing purposes Gann's favored class is Barbarian. Other non-human companions either have no selectable favored class, or their initial class is their favored class.
Maximum number of companions:
The party limit of 5 has been increased to 8 to allow full use of the companions. (The optional OC companions that may join during Act II do not count against this limit.)
NPC Conversation enhancement:
All NPC's that have the standard spawn script (most of them) can be conversed with by any member of the party rather than just the main PC. Because most conversations are designed to be with the main PC only there may be bugs introduced by using party members for important conversations.
Because the final areas in the game are very Spirit Eater centric, in those areas only the main PC can speak to NPCs.
Death and Bleeding System:
When the game is played on Normal or higher difficulty mode the SoZ Death system will be applied to the party members. In addition an XP penalty will be applied to characters when they are killed. Party members will remain dead when killed and will be valid targets for resurrection. Because the campaign requires companions to be alive often during transitions and conversations unexpected behavior may occur if a companion is dead at such a time. Death will cause a permanent experience point loss to the character. The Coins of Life used in the SoZ will be available to be used to resurrect dead characters.
Playing in Easy mode will cause the death system to behave as it does in the unmodified OC except that there will be an XP penalty applied when dying. This XP penalty will not be enough to cause de-leveling.
Rest System:
The rest system implemented causes the party to rest for 8 hours. When the game is played on Normal or higher difficulty mode resting is restricted to once in an 8 hour period and restricted to natural areas. There is a context menu option to allow a single character to meditate, regaining health and spells instantly.
Item Level Restriction:
Equippable enchanted weapons and armor can be restricted to use based on the level of enchantment and the level of the person attempting to equip the item. A person must have 2 levels of experience more than the level of enchantment. This is not a feature of SoZ but was added in the Makeover to attempt to keep game balance.
Rechargeable staves, wands, and rods:
Standard staves, wands, and rods can be recharged by making them the target of arcane spells. This is not a feature available in SoZ. Nothing forces you to use this feature, but if you want to make it impossible to use then do not copy the folder Rechargeable Mage Items into the campaign folder.
Enhanced SoZ Crafting and Enchanting:
All items that can be crafted in SoZ can also be crafted in MotB using the existing workbenches in MotB. Items that require trade resources in SoZ to craft will require an equivalent wood or ingots. Recipes are automatically placed in the Recipe Books, as in SoZ, however the recipe books are no longer cursed and can be given to any party member to carry. Also, unlike SoZ, recipes do not need to be in a recipe book in order to be used. Recipes and components will be randomly available in standard MotB stores. The recipes and components are added to the store inventory only the first time a store is opened. Each store has a 66% chance of having recipes and components. Items are normally limited to 3 enchantments unless the caster is an epic caster (> 20 levels) in which case 4 enchantments can be applied. Several item properties no longer count against the number of enchantments, including: light, visual effects, racial/class/alignment restrictions, and penalizing properties (curses). Masterwork items (identified by tag ending in _mast) are no longer penalized by having one fewer enchantment allowed. The inherent properties of items based on their material type will no longer count against the number of enchantments on the item (this is based on the standard tag names and is not guaranteed to work with non-standard items).
Some merchants are guaranteed to have SoZ items:
- Feodorra and Magda will have low level recipes and common crafting components
- Katya and Shelvedar will have healing items, medium level recipes, and common crafting components
- Azim will have healing items, medium level recipes, and rare crafting components
- Omaga will have healing items, high level recipes and rare crafting components
A number of additional items that were intended to be craftable in SoZ but were not due to bugs and/or missing recipes or items can also be crafted. These include:
- Acid Bomb
- Fire Bomb
- Bracers of Armor +4
- Gauntlets of Dexterity +2
- Adamantine Breastplate
- Poison Bolts
- Darksteel Darts
- Darksteel Shuriken
- Darksteel Throwing Axes
- Cold Iron Halberd
- Darksteel Halberd
Fixed crafted items include:
- Adamantine arrows (added magical +2 damage)
- Adamantine bolts (added magical +2 damage)
All SoZ Enchantments are available. Only enchantments that are available in the OC are available in the Makeover.
Companion Conversations updated so that you can take their gear even when they are not currently in the party.
Nasher's Items are supported in the game in case they are imported from the OC Makeover
Spirit energy is not lost if standing idly (this will prevent it from being lost while using inventory or leveling up or waiting until dawn/dusk). Spirit energy is still lost when resting. Spirit energy can be regained by consuming Spirit Essences.
During Ice Troll combat challenge the player-created party members other than the main PC will be frozen.
Because the OC Makeover allowed Shandra Jerro to accompany the Knight Captain to the final KOS confrontation, conversations in the MotB Makeover about the OC companions include references to Shandra.
-----------------------
Customizing the Makeover Features:
The behavior of the rest system, death system, and Item Level Restriction system can be customized by editing the 2da file "C:\Program Files\Atari\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign_X1\NWN2 MotB Makeover SoZ Edition\mo_nx1_options.2da". (On Mac the Campaigns folder will be in the Applications/Neverwinter Nights 2 folder - if NWN2 was installed from CD - or in Neverwinter Nights 2.app/Contents - if installed from the Mac App Store).
The behavior of the crafting system can be customized by editing the 2da file "C:\Program Files\Atari\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign_X1\NWN2 MotB Makeover SoZ Edition\SoZCraftingPlus\SoZCraftingPlus_options.2da". (On Mac the Campaigns folder will be in the Applications/Neverwinter Nights 2 folder - if NWN2 was installed from CD - or in Neverwinter Nights 2.app/Contents - if installed from the Mac App Store).
Each of these files can be edited using a standard text editor such as Windows Notepad (just start Notepad and drag the file to edit into the open Notepad window) or Mac OS X TextEdit (just drag the file to edit onto the TextEdit application icon in the Applications folder or Dock). These files are read when when a module is loaded, so it is recommended that you save your game before editing them and then reload your saved game after editing them. A 2da file is simply a spreadsheet-like text file containing rows and columns. Each row has an integer identifier, starting with value 0, and several columns of data. The columns are delimited by spaces. While they can be edited using the toolset, the author does not recommend that.
In each file the columns are:
- Row ID (For NWN2 2da's the ID column has no column header)
- LABEL - this is the name of the feature. These must not be edited.
- ENABLED - This indicates whether a feature is enabled ("1") or not ("0") or enablement is not relevant ("****").
- VALUE - An integer value that is relevant to the feature. If no value is relevant then the column will contain "****".
- DESCRIPTION - A complete explanation of the feature, its allowed range of values, and its effect on game play.
The rows in the default mo_nx1_options.2da file are:
LABEL ENABLED VALUE DESCRIPTION
0 GAMEDIFF 0 0 "GAMEDIFF adjustment: 1 for knockout death and no death penalty and no rest restrictions; 2 for knockout death and no rest restrictions)"
1 MIN_HR_BETWEEN_REST 1 8 "Minimum number of hours required between resting (ignored in very easy or easy Game Difficulty Mode or when GAMEDIFF = 1 or 2)"
2 NATURAL_RESTING_ONLY 1 **** "Restrict resting to natural areas (ignored in very easy or easy Game Difficulty Mode or when GAMEDIFF = 1 or 2)"
3 KNOCKOUT_DEATH 0 **** "Use knockout death system (automatic when Game Difficulty Mode is set to very easy or easy or when GAMEDIFF = 1 or 2)"
4 XP_DEATHPENALTY 1 **** "Apply an xp death penalty when a party member dies (ignored in very easy or easy Game Difficulty Mode or when GAMEDIFF = 1)"
5 ILR_NWN 0 **** "Enforce Item Level Restriction for all equipped items based on NWN value table (which is based on item cost)"
6 ILR_NWN_ADJ **** 0 "Integer adjustment (positive or negative) to item value when using ILR_NWN"
7 ILR_NWN_DIV **** 0 "Divide the required level by this integer when using ILR_NWN (0 is treated as 1)"
8 ILR_ENHBONUS 1 **** "Use Item Level Restriction on Enhanced Weapons where minimum level required to use is Weapon Enhancement Bonus plus 2"
9 ILR_ENHBONUS_MULT2 0 **** "Require 2*Enh Bonus levels rather than 2+Enh Bonus levels when using ILR_ENHBONUS"
10 ILR_ACBONUS 1 **** "Use Item Level Restriction on Enhanced Armor where minimum level required to wear is Armor AC Bonus plus 2
11 ILR_ACBONUS_MULT2 0 **** "Require 2*AC Bonus rather than 2+AC Bonus when using ILR_ACBONUS"
The most common user requests have been to disable the SoZ death/dying system, disable the XP death penalty, disable the rest restrictions, and disable the Item Level Restriction feature. By default these features are all enabled. The rows in the 2da file allow control over each of these settings.
GAMEDIFF (row 0) if enabled (ENABLED set to 1) and set to value 1 will replace the SoZ Death/Dying sysem with the Knockout system used by the unmodified campaign, eliminate the XP death penalty, and remove the rest restrictions. If enabled (ENABLED set to 1) and set to value 2 it will use the Knockout system and remove the rest restrictions but leave in place the XP death penalty. If ENABLED is 0 then any value is ignored.
MIN_HR_BETWEEN_REST (row 1) and NATURAL_RESTING_ONLY (row 2) allow specific control over the rest system. If you wish to only disable the rest restrictions then change the value in the enabled column of these rows to 0. These rows are ignored if GAMEDIFF is enabled and set to value 1 or 2.
KNOCKOUT_DEATH (row 3) and XP_DEATHPENALTY (row 4) allow specific control over the death system. To use the OC death system enable KNOCKOUT_DEATH (ignored if GAMEDIFF is enabled and set to value 1 or 2). To disable the XP Death Penalty set the ENABLED column of the XP_DEATHPENALTY row to 0 (ignored if GAMEDIFF is enabled and set to value 1).
The remaining rows (5-11) affect the Item Level Restriction feature. If ILR_NWN (row 5) is enabled then ILR_NWN_ADJ (row 6) and ILR_NWN_DIV (row 7) can optionally have values, otherwise they are ignored. To completely disable Item Level Restriction set the ENABLED column to 0 for ILR_NWN (row 5), ILR_ENHBONUS (row 8), and ILR_ACBONUS (row 10).
The rows in the default SoZCraftingPlus_options.2da file are:
LABEL ENABLED VALUE DESCRIPTION
0 CONVERT_GOODS 1 **** "Convert SoZ goods requirements to standard goods"
1 CONVERT_RARERES 1 **** "Convert SoZ rare resource requirements to standard resources"
2 ENCH_ALLOW_SATCHEL 0 **** "Allow satchel to be used for enchanting in place of mage bench"
3 CFT_ALLOW_SATCHEL 0 **** "Allow satchel to be used for crafting in place of mage bench"
4 CFT_ALLOW_MORTAR 0 **** "Allow Mortar and Pestle to be used for crafting in place of alchemist bench"
5 CFT_ALLOW_HAMMER 0 **** "Allow smith hammer to be used for crafting in place of craftsman/smith bench"
6 XP_CRAFT_PCT 0 10 "Reduce crafter's xp by specified percentage of gold cost when crafting"
7 XP_ENCH_PCT 0 25 "Reduce enchanter's xp by specified percentage of gold cost when enchanting"
8 DESTROY_RECIPES 0 **** "Allow the possibility of recipes being destroyed when used"
9 DESTROY_RECIPE_MIN **** 1 "Integer minimum percentage risk (0-99) of a recipe being destroyed when DESTROY_RECIPES enabled"
10 DESTROY_RECIPE_MULT **** 0 "Integer multiplier used in calculating risk of a recipe being destroyed. Higher numbers increase risk."
With these default settings:
- Soz recipes that require SoZ specific goods or rare resources will require appropriate bars and planks;
- mobile enchanting/crafting using the satchel, mortar and pestle, and smithhammer is not allowed;
- crafting/enchanting will not consume xp from the crafter/enchanter;
- and there is no possibility that a recipe will be consumed by its use.
-----------------------
Story alterations and MotB bug fixes:
Callous references to the deaths of OC companions made by the gargoyles in the Shadow Theater have been removed.
The Inarus conversation has been altered to correct the bugs that allowed the creation of multiple elementals and ghouls and repeated influence gains with Okku. Also an alignment shift toward evil has been added if the player consumes a spirit or soul.
Inarus will now participate with the other masters in the Red Wizard showdown if not already dealt with. His keyring and robes can be recovered from his corpse.
Lamentations of the Dead acquire bug fixed.
Tome of Rebirth acquire bug fixed (corrected campaign script name)
The Dream Weapon longsword bug is fixed and the Dream Weapon enhanced to work with all party members and be able to be transformed to the additional forms: Bastard Sword, Club, Falchion, Handaxe, Katana, Kukri, Light Crossbow, Morningstar, Rapier, Scythe, Short Sword, Spear, and Warhammer.
The size and appearance of Okku can be changed to make him more manageable as a companion. To alter his size or appearance speak with him.
An alternate method of recovering Ammon Jerro's soul has been implemented that does not require trading souls. This is intended for good characters and may not be available if the SE has been consuming everyone in sight.
An alternate method of opening the door to the astral plane is provided that does not require the fusing of souls.
Removed options to destroy the scribes until Ammon Jerro has been recovered. This was needed to allow the alternate recovery of AJ's soul.
It is now possible for evil characters to gain the Eternal Rest feat via the Myrkul's Priest conversation. (suggested by puiwaihin)
Added appropriate locations of broken ring and broken scythe. These were missing in MotB but their descriptions indicated the areas in which they should be found.
Ammon Jerro now functions as a full companion and will level up accordingly. Other optional companions are also available.
The students in the academy no longer say things that indicate class is continuing if their instructors are absent. (They will stay seated though. They are a very well disciplined group.)
Some of the weapons used by special enemies will now be dropped. (They could use them against you, so it only seems fair that you should be able to use them as well.)
-----------------------
Known limitations:
There is no Overland Map
There is no SoZ party conversation, although you may use any party member to speak to NPC's.
Party members should not be dropped when transitions occur, but just in case save often.
Companions may pop back to life or stand when dead if they are involved in cutscenes. This may also affect player created characters. Save often.
Before changing to or from easy game difficulty, save the game. Reload after changing the difficulty setting.
The ending slides still assume you are playing a male human.
-----------------------
Installation Instructions:
SPECIAL NOTES FOR STEAM USERS:
In order to follow the installation instructions for Steam, references below to "C:\Program Files\Atari\Neverwinter Night 2\Campaigns\Neverwinter Nights 2 Campaign_X1\" and its subfolders would on Steam be folder "C:\Program Files\Steam\steamapps\common\neverwinter nights 2\Campaigns\Neverwinter Nights 2 Campaign_X1\" and its subfolders.
The Modules folder for Steam is "C:\Program Files\Steam\steamapps\common\neverwinter nights 2\Modules".
(The author thanks BlakOrkz for providing the information for the Steam install.)
SPECIAL NOTES FOR MACINTOSH USERS:
In order to follow the installation instructions on a Macintosh, references to folders and files depend on whether you installed NWN2 from CD or by purchasing it from the Mac App Store. The Campaigns folder will be in the Applications/Neverwinter Nights 2 folder - if NWN2 was installed from CD - or in Neverwinter Nights 2.app/Contents - if installed from the Mac App Store.
Similarly the Modules folder is in the Applications/Neverwinter Nights 2 folder - if NWN2 was installed from CD - or in Neverwinter Nights 2.app/Contents - if installed from the Mac App Store.
Because the NWN2 Toolset is not available on the Macintosh it is strongly recommended that you make a backup of the campaign folder before installing any files into it. The simplest way to do this is right-click on "Applications/Neverwinter Nights 2/Data/Campaigns/Neverwinter Nights 2 Campaign_X1/" and select the option "Compress Neverwinter Nights 2 Campaign_X1". This will create a zip file that can be used to restore the original campaign folder if you want to later uninstall the Makeover. (If you installed from the Mac App Store you will have to copy the Neverwinter Night2 Campaign folder to another location before compressing it.)
SPECIAL NOTE FOR ALL USERS OF THE MAKEOVER:
WARNING: This installation will update the NWN2 MotB campaign folder (Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign_X1\). (It will also add two new modules to the modules folder, but that shouldn't be a cause of alarm). It is strongly recommended that you patch to current before installing the Makeover. It is also very strongly recommended that you make a backup of your NWN2 MotB campaign folder before proceeding with the installation. The best way to do this is to zip it. If you make an uncompressed copy of the campaign folder you must move the copy out of the Campaigns folder.
WARNING: If you do not have a back up of the campaign folder, then uninstalling the Makeover will require reinstallation of NWN2.
If you have installed the MotB SE Autopause in your override folder then you must uninstall it. It is not compatible with the Makeover and its functionality is built into the Makeover, so the override is not needed and will interfere if in the override folder.
Remove any customizations you have made, if any, to your "C:\Program Files\Atari\Neverwinter Night 2\Campaigns\Neverwinter Nights 2 Campaign_X1\" folder.
If you have previously modified your NWN2 MotB campaign file using the Campaign Editor plug-in (added haks for example) and do not want it overlaid then manually apply the following changes to the Neverwinter Nights 2 Campaign_X1 using the toolset Campaign Editor plug-in rather than copying over the Campaign.cam file:
- Set PartyCreation option to true
- Set PartyCreationSize to 6
- Set PartyMemberDying option to true
- Set AllowUnrestrictedLevelUp to true
Note: These instructions assume you have installed the NWN2 MotB campaign in the default locations for Windows XP. If not then you may need to adjust the target folder locations below.
It is very strongly recommended that you make a backup of your NWN2 MotB campaign folder before proceeding with the installation. The best way to do this is to zip it. If you make an uncompressed copy of the campaign folder you must move the copy out of the Campaigns folder.
Open the folder "\NWN2 MotB Makeover\Put content in Campaign folder"
Copy all items in this folder into the folder "C:\Program Files\Atari\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign_X1"
Open the folder "\NWN2 MotB Makeover\Put content in campaign UI folder"
Copy all items in this folder into the folder "C:\Program Files\Atari\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign_X1\UI"
Open the folder "\NWN2 MotB Makeover\Put content in Modules folder"
Copy all items in this folder into the folder "C:\Program Files\Atari\Neverwinter Nights 2\Modules"
For compatibility it is recommended that you remove all content from your Override folder while using the Makeover. Any mods that remain in your override folder will override the Makeover and may interfere with its features.
-----------------------
Uninstall Instructions:
The only way to uninstall the Makeover is to restore your MotB campaign folder from a backup made prior to installing the Makeover. Otherwise you will need to reinstall NWN2.
You can also remove the two new X1_Makeover modules from the modules folder, but there isn't really a need as they will not interfere with anything.
------------------
Patch History:
Note: The following patches are only required for version 20110129 of the Makeover. Version 20150325 is a full release that includes version 20110129 with all patches applied.
All patches are for version 20110129 only and must be applied in the order they were released.
-----------------
Patch 2011-02-10 updates the crafting system
-----------------
Patch 2011-02-13 corrects a game-breaking bug in the Slumbering Coven Dreamscape
-----------------
Patch 2011-05-29 corrects a bug in the crafting system that blocked the crafting of items that have no spell requirements.
-----------------
Patch 2011-11-06 corrects the blueprints for crafted poison arrows and mild poison arrows.
-----------------
Patch 2012-04-13 - This patch allows crafting to be done by Warlocks who have the Imbue Item feat and a high enough UMD; changes the calculation of spell caster level when enchanting to use class levels and the Practiced Spellcaster feat; adds scythe recipes to the medium level recipes, and adds meditate, drop unequipped inventory, and character visibility options to the player context menu.
-----------------
Patch 2012-10-12 - Further enhancements to the crafting system:
No longer allows enchanting unidentified items
When specifying in a recipe that a bench is required a greater variety of text can be used as follows:
- Requirement for a mage bench can be indicated by nx2_mage_bench, PLC_MR_MWBench, PLC_MC_CBENCH03, magical_bench, magical, or any string with "mage_bench" in it.
- Requirement for an alchemy bench can be indicated by nx2_alch_bench, PLC_MR_AWBench, PLC_MC_CBENCH01, alchemy_bench, alchemy, or any string with "alch_bench" in it.
- Requirement for a smith bench can be indicated by nx2_smith_bench, PLC_MR_WWBench, PLC_MC_CBENCH02, PLC_MC_WBENCH01, workbench, blacksmith, or any string with "smith_bench" in it.
Note that this does not change the requirement that the actual placeable have a standard bench tag.
Credit to Marc Allard and The Complete Craftsman mod by ChainsawXIV for requesting and inspiring the following enhancements regarding enchantments:
- The CheckEnchantmentNumber function no longer counts Light, Visual effects, use limitation, inherent material bonuses, and penalizing properties against the maximum enchantment allowed number.
- Enchantments that do not count against the number of enchantments (light, VFX, use limitation, penalizing properties) can be applied even if an item has the maximum number of properties already.
- An item being a masterwork item no longer counts against the maximum enchantment allowed number. (masterwork items are determined by tag ending in _mast)
- Epic casters (> 20 levels) can now add 4 enhancements to an item rather than only 3. (The level check is against the crafter, not all party members.)
Special thanks to Marc Allard for significant help testing these modifications.
-----------------
Patch 2012-11-07
Changes Spirit Essences to be consumable to regain Spirit Eater points. Volatile Spirit Essence is worth 5 points. Brilliant Spirit Essence is worth 40 points. Pristine Spirit Essence is worth 100 points.
Update to the Makeover Guide to include information about consuming Spirit Essences
Restore the standard ability to consume/destroy the Death God's Vault scribes in the Chief Scribe conversation (b07_chief_scribe.DLG), but only after Ammon Jerro has been restored
Minor fixes to Makeover conversations for Neeshka (remove incorrect reference to Candlekeep, and remove term "macho", other minor corrections), Casavir (reword a line), and Startear (typo correction)
-----------------
No comments:
Post a Comment