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.

Monday, August 25, 2014

NWN2 MotB Makeover SoZ Edition

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
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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.

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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.

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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.)

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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.

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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.

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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.

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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.

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Patch 2011-02-10 updates the crafting system

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Patch 2011-02-13 corrects a game-breaking bug in the Slumbering Coven Dreamscape

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Patch 2011-05-29 corrects a bug in the crafting system that blocked the crafting of items that have no spell requirements.

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Patch 2011-11-06 corrects the blueprints for crafted poison arrows and mild poison arrows.

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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.

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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.

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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)

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NWN2 OC Makeover SoZ Edition

NWN2 OC Makeover SoZ Edition (v20131228)
- by Brendan Bellina "Kaldor Silverwand"


The NWN2 OC Makeover SoZ Edition is a collection of scripts, items, and UI modification that can be applied to the NWN2 Official Campaign in order to enable features of SoZ when playing the OC. This requires the NWN2 OC, MoTB expansion, and the SoZ expansion.

This collection is specifically designed for use with the NWN2 OC.

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 campaign. If applied after already beginning a campaign then the recipe books and Campaigner's Guide wlll not be available (these are not required anyway) and NPC's in already loaded modules will not be able to be spoken to except by the main PC.

Download the OC Makeover SoZ Edition here

biglos9d posted a play through of NWN2 using the OC Makeover on YouTube. The Makeover wasn't installed until episode 7 of the play through.

Features:

Many features involving death, resting, and crafting 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\UI folder 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.

(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 chest:
There is a chest for provisioning in the initial room at the start of Act I. The chest has been enhanced to include the recipe books, a Campaigners Guide that explains features of the Makeover, a few coins of life, and recognizes the player classes introduced in MoTB and SoZ. The chest will provide equipment when opened by the main PC and any created party members.

Multi-classing Companions:
Companions in the OC can be multi-classed when leveling up. It is not recommended that you do this with Khelgar since he has special issues in the OC.

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 in the OC are designed to be with the main PC only there may be bugs introduced by using party members for important conversations.

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. One exception to this is Amie who because of her special role in the OC cannot be resurrected once killed. Because the OC requires companions to be alive often during transitions and conversations unexpected behavior may occur if an OC 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. The Makeover does not implement the rest and wandering monster system used by MotB or SoZ. (Note: Resting is allowed in the final area of the game even though it is a manmade area.) The context menu provides a Meditate option that can be used to force rest a single character at any time.

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 the OC in 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 the OC using the existing workbenches in the OC. Items that require trade resources in SoZ to craft will require an equivalent wood or ingots found in the OC. 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 OC 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. There is no guarantee that all recipes and components will be available, but with the high number of stores in the OC it is likely that all recipes will be available somewhere. 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).

When enchanting the spell caster level is calculated using the class levels and the Practiced Spellcaster feat.

Warlocks can craft using the Imbue Item feat when minimum UMD is met.

A few stores are guaranteed to have SoZ items:
- Branson's Shop in Highcliff will have low level recipes and common crafting components
- Simmy in Old Owl Well will have healing items, medium level recipes, and common crafting components
- Nya in Port Llast will have healing items, medium level recipes, and rare crafting components
- Mage's store in Blacklake 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
- Adamantine Scythe
- Cold Iron Scythe
- Darksteel Scythe
- Mithral Scythe
- Silver Scythe

Fixed crafted items include:
- Adamantine arrows (added magical +2 damage)
- Adamantine bolts (added magical +2 damage)
- Poison arrows
- Mild poison arrows

All SoZ Enchantments are available. Only enchantments that are available in the OC are available in the Makeover.

Clock/time display in the Player Menu:
The sun/moon clock is displayed in the Player Menu.

Companion Conversations updated so that you can take their gear even when they are not currently in the party.

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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\NWN2 OC Makeover SoZ Edition\mo_oc_options.2da".

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\NWN2 OC Makeover SoZ Edition\SoZCraftingPlus\SoZCraftingPlus_options.2da".

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_oc_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 OC, 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.

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Story alterations:

Ribsmasher can become a temporary henchman in several areas of Act II (Riverguard Keep, Temple of Seasons, the Gem Mines, and Shadow West Harbor).

Option to restore Shandra to life following her sacrifice in the Haven.

All four of Nasher's items may be found in the game, instead of just the boots (found in Highcliff) and ring (which can be purchased from Nya in Port Llast), and as indicated in their descriptions when all four are equipped additional enhancements are applied (both the cloak and gloves may be obtained in Act III: the cloak is in the dragon hoard and the gloves are given by as a reward by Kana for successfully trouncing the bugbears).

Rooms can be rented at the Alliance Arms Inn in Port Llast and the Moonstone Mask in Neverwinter.

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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.

When new party companions are introduced to (or forced into) the party you may need to export player-created party members in order to add the companions to the party and then reimport the player-created companions. Exporting and importing player created party members can be done using the Party Editor.

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.

You cannot resurrect Amie. Don't waste a coin of life on her. She's dead, Jim.  If you want to play a campaign with Amie try the author's Harvest of Chaos: King's Festival campaign. The MotB Makeover SoZ Edition also allows the possibility of altering Amie's fate and playing her as a party companion.

Before changing to or from easy game difficulty, save the game. Reload after changing the difficulty setting.

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SPECIAL NOTE FOR PREVIOUS USERS OF THE MAKEOVER:

If you have already installed a version of the Makeover prior to v20101126 then prior to installing v20101126 or later versions you should navigate to the folder "C:\Program Files\Atari\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign\UI" and delete the folder "Multiclass companions". Starting with v20101126 it is no longer needed with the Makeover.

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Special thanks to Marc Allard for significant help testing the crafting modifications.

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Saturday, July 19, 2014

Silverwand Software: Neverwinter Nights 2 (NWN2)

A collection of freely downloadable software for Neverwinter Nights 2 developed by Brendan Bellina / Kaldor Silverwand. This software is made available for download for individual usage only. It cannot be re-distributed, modified, or included in any distributed works without the express permission of the author.

My Software Locations

Silverwand Software at Google Drive (all of my free software is available here, hosted on Google Drive)

All Neverwinter Nights 2 Mods and Campaigns (this is a link to the Google Drive folder for all the files detailed below)

NWN2 Documents

Instructions for installing NWN2 Custom Content on different OS platforms (blog post)

Instructions for installing Windows versions of NWN2 and expansions on a Macintosh (blog post)

Instructions for installing the Windows version of NWN2 Complete from GOG into a Wineskin wrapper for play on a Macintosh (blog post)

Instructions for converting NWN2 modules to campaigns (blog post)

Script for Making NPCs Dance and Sing (blog post)

Instructions for Implementing the SoZ Death System (blog post)

NWN2 English Modules/Campaigns

Harvest of Chaos: King's Festival + Queen's Harvest
A NWN2 conversion by Kaldor Silverwand of the tabletop modules King's Festival and Queen's Harvest originally written by Carl Sargent and published by TSR, Inc. in 1989. Playing this campaign requires NWN2 and both the Mask of the Betrayer and Storm of Zehir expansions. It was designed and tested for single-player.

Silverwand Sample Campaign
A small campaign consisting of two modules, 3 exterior areas, and several interior areas. Demonstrates many techniques commonly used in modules and campaigns.

Gems of Power Campaign (under development)

NWN2 Official Campaign Enhancements

NWN2 OC Makeover SoZ Edition
The NWN2 OC Makeover SoZ Edition is a collection of scripts, items, and UI modification that can be applied to the NWN2 Official Campaign in order to enable features of SoZ when playing the OC. This requires the NWN2 OC, MoTB expansion, and the SoZ expansion. Also includes the "Allow Party To Talk in OC" and "NWN2 OC Nasher Set Fix" enhancements.

Allow Party To Talk in OC - enables companions to be used as speakers rather than only the main PC

NWN2 OC Nasher Set Fix -  Lord Nasher has four magical items - boots, gloves, cloak, and ring. But in the NWN2 OC you can only get the ring and boots. According to the descriptions these four items when worn together provide additional enhancements, though individually they are outmatched by other items in the OC. These four items were defined in the game toolset but only the boots and ring were placed into the game itself. The ring, although intended to be a unique item, is actually in the OC in two places. This fix includes scripts which when copied into your override folder will address three problems:

- the ring will no longer be available twice
- the cloak and gloves will now be available
- when all four items are worn together they will be enhanced

This fix is included in the NWN2 OC Makeover SoZ Edition.

Mask of the Betrayer Enhancements

NWN2 MotB Makeover SoZ Edition
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 and allow usage of some of the OC companions. This requires the NWN2 OC, MoTB expansion, and the SoZ expansion. A walkthrough is available that includes information on the areas added by the MotB Makeover. Also includes the "Enhanced Dream Weapon" and "MotB Spirit Eater Autopause" enhancements.

Enhanced Dream Weapon - fixed and enhanced version of the MotB Dream Weapon. The Dream Weapon is a weapon originally included with the NWN2 MotB expansion. The weapon in MotB allows the wielder to change its shape, however the item as implemented in MotB has several problems:

  • The longsword version is bugged such that once changed to a longsword the weapon can no longer change shape. 
  • The ability of the weapon to change is dependent on the feats of the main PC, not the feats of the weapon holder (MotB assumes that the weapon is only used by the main PC). 
  • The weapon has only eight possible shapes: battleaxe, dagger, greatsword, longbow, longsword, mace, quarterstaff, scimitar. 
The Enhanced Dream Weapon makes the following changes:
  • The longsword version is corrected, so that it no longer prevents future shape changes. 
  • The ability of the weapon to change is dependent on the feats of the wielder, rather than the main PC. 
  • The weapon has 13 additional forms (total of 21 forms): Bastard sword, club, falchion, handaxe, katana, kukri, light crossbow, morningstar, rapier, scythe, shortsword, spear, and warhammer. 
The Enhanced Dream Weapon is included with the MotB Makeover SoZ Edition, so if you just want to use the item when playing MotB there is no need to install this. If you wish to use it in other campaigns then you should install this in your override folder.

MotB Spirit Eater Autopause - Prevents Spirit Eater points from being lost when the party is idle (such as during conversations or when working with inventory or leveling)

Spirit Eater Recharger: Part of the Silverwand Sundries Collection (see below), this is a usable item that allows the Spirit Eater in Mask of the Betrayer to recharge his/her Spirit Eater points to 100 at any time

Storm of Zehir Enhancements

SoZ Party max override - increases the maximum number of party members allowed

SoZ Party Editor Menu - allows access to the party editor from the menu

Mysteries of Westgate Enhancements

MoW Party Editor Menu - allows access to the party editor from the menu

Items and Item Collections

Enhanced Dream Weapon - fixed and enhanced version of the MotB Dream Weapon. The Dream Weapon is a weapon originally included with the NWN2 MotB expansion. The weapon in MotB allows the wielder to change its shape, however the item as implemented in MotB has several problems:
  • The longsword version is bugged such that once changed to a longsword the weapon can no longer change shape. 
  • The ability of the weapon to change is dependent on the feats of the main PC, not the feats of the weapon holder (MotB assumes that the weapon is only used by the main PC). 
  • The weapon has only eight possible shapes: battleaxe, dagger, greatsword, longbow, longsword, mace, quarterstaff, scimitar. 
The Enhanced Dream Weapon makes the following changes:
  • The longsword version is corrected, so that it no longer prevents future shape changes. 
  • The ability of the weapon to change is dependent on the feats of the wielder, rather than the main PC. 
  • The weapon has 13 additional forms (total of 21 forms): Bastard sword, club, falchion, handaxe, katana, kukri, light crossbow, morningstar, rapier, scythe, shortsword, spear, and warhammer. 
The Enhanced Dream Weapon is included with the MotB Makeover SoZ Edition, so if you just want to use the item when playing MotB there is no need to install this. If you wish to use it in other campaigns then you should install this in your override folder.

Silverwand Apothecary - The following unique potions:
  • Potion of Growth: Spell effect Enlarge Person when consumed.
  • Potion of Stoneskin: Spell effect Stoneskin when consumed.
  • Potion of Greater Stoneskin: Spell effect Greater Stoneskin when consumed.
  • Potion of True Seeing: Spell effect True Seeing when consumed.
  • Potion of the Sun: Spell effect Body of the Sun when consumed. An empty bottle will be left in the inventory of the imbiber.
Silverwand Armory - A collection of unique armors and shields. Some items use tag-based scripts to enable certain functions. Modules that do not allow tag-based scripting will prevent these items from working properly.
Armor of the Golem

  • Giantkiller Mithral Plate: This suit of mithral plate was worn by the dwarven hero Gimlas who avenged the murder of his family against the northern frost giants with such zest that he became known as Gimlas Giantkiller. It is said that while wearing this armor Gimlas could brush off the strongest of giant blows. Restricted to dwarves, gnomes, and halflings. 
  • Eldritch Knight Chain Shirt: Provides +5 AC, Bonus Arcane Spell Level 5, Combat Casting, and Power Attack.
  • Armor of the Golem: This studded leather armor of unknown origin provides magical protection to any wearer. However, for those of hearty constitution (15 or above) the armor also allows the wearer to polymorph into an Iron Golem for 1 hour plus an additional 15 minutes for each constitution point above 15 two times per day.
    Flying Leathers
  • Flying Leathers: Casting arcane spells requires knowledge, concentration, and flexibility. Spell casting from the back of a Hippogriff in flight requires much more. This suit of flying leathers meets the necessary weight, strength, and flexibility requirements and has additional enhancements to protect its wearer from the dangers of tempermental steeds.
  • Thayan Dueling Leathers: The merchant Urkonus thought that rogues with arcane interests would benefit greatly - and he could profit greatly - from leather armor designed to be exceptionally light and flexible. He had this armor commissioned and sold to Thieves' guildmasters under the brand name "Thayan Dueling Leathers". Urkonus was very wealthy when he inexplicably vanished without a trace.
  • Warden of Torm Scale Mail: This mithral scale mail was created for the wardens of Torm. A small group of elite paladins serving Torm. The wardens were known for their blinding speed in battle.  This scale mail provides +7 AC, Freedom of Movement, Bonus Feat: Mobility, Cast Spell: Sunburst 1/day, and Bonus Paladin Spell Slots for Level 1, Level 2, and Level 3 
  • Master Arcane Trickster Armor: Provides +7 AC, Bonus Arcane Spell Level 5, Spell Resistance 20, Hide in Plain Sight, Silent Spell, Swift and Silent. Note: Feats that were added in the SoZ expansion may not work properly in the OC or MoTB.
    Wearing ThunderPlate and wielding the
    Rod of Lordly Might and Quickspur's Ally
  • ThunderPlate Plate Mail: This Plate Mail is known as the legendary "ThunderPlate", said at one time to be worn by the Duke of Thunder, Lei Kung. Besides its protective capabilities, it gives its wearer immunity to electrical damage and inflicts 10 points of retributive electrical damage on any non-ranged attacker.
  • Armor of the Phoenix: Armor of the Phoenix is scale mail made of phoenix feathers and red dragon hide, which provides immunity from fire and inflicts 6-12 points of retributive fire damage upon non-ranged attackers. (Successful reflex save adjusted upward by the difference in reflexes of the wearer and attacker for half-damage.) Once a day the wearer can cast the spell Body of the Sun.
    Wearing Armor of the Phoenix and
    wielding a fire-axe and Quickspur's Ally
  • Quickspur's Ally: The original Quickspur's Ally was the shield of the legendary paladin Sir Rendal Arceldyn. While the original steel shield was lost, replicas were made from other materials. This replica is made from Darksteel granting it acid resistance. In addition to its defensive power, spellcasting ability, and protection against fire and acid, there is a chance of divine damage inflicted upon an attacker following a successful non-ranged attack on the shield bearer. A successful adjusted reflex save by the attacker halves the damage. Against a good alignment opponent grants 25% chance of inflicting 1-4 divine damage with adjusted reflex save for half damage: 12 + bearer reflex - attacker reflex. Against a neutral alignment opponent grants 50% chance of inflicting 2-8 divine damage with adjusted reflex save for half damage: 14 + bearer reflex - attacker reflex. Against an evil alignment opponent always inflicts 3-12 divine damage with adjusted reflex save for half damage: 18 + bearer reflex - attacker reflex. Quickspur's Ally cannot be used by creatures of evil alignment or with fewer than 5 levels of experience.
  • Elysandes's Armor Set: This set includes the armor, boots, bracers, and cloak of the paladin Elysande who fell in battle against the undead army of the Blackguard Nirriti the Black. Legend says that the pureness of Elysande's devotion enhances the items she wore when she fell. The power of all four of the items are increased when worn as a set.
Silverwand Sundries -  a collection of clothing, jewelry, and other unique items
  • Barrier Amulet: This powerful amulet was crafted by the enchanter Celemon of Calimport in 727 DR. He crafted ten such amulets on commission before jealous rivals killed him and attempted to duplicate the procedure. His colleagues were not as talented as Celemon, and destroyed their laboratory and themselves when a mishap occurred. The formula was destroyed as well. This particular amulet was owned by the elven warrior-mage Pelan Rainwind. It was lost when he was killed by giants in the Spine of the World somewhere around 840 DR. Simultaneously casts Stoneskin and Minor Globe of Invulnerability on the user. The bearer may also cast spells on the amulet to recharge its uses. The amulet will absorb the spells, converting spell levels into charges up to its maximum.
  • Amulet of the Sacred Fist: Of unknown origin, an Amulet of the Sacred Fist mimics the protective inner aura of a Sacred Fist. The amulet when worn provides a +2 bonus to Natrural Armor Class and + 2 to Universal Saving Throws. Once per day the power of the Sacred Fist can be summoned to increase its protective power, providing an additional +4 Dodge AC bonus, +4 Universal Saving Throws bonus, and +25 Spell Resistance. These additional protections will last for a number of rounds equal to the wearer's wisdom bonus plus 3, for a minimum of 3 rounds.
  • Guest Book Placeable (plc_bb_partyeditor.zip): For modders a placeable Guest Book that opens the Party Editor introduced with the NWN2 SoZ expansion. To add to a campaign copy the folder contents into your campaign folder. Campaign must allow Party Creation. This does not allow management of cohorts, only player-created party members.
  • Belt of Stealth: Enhances the wearer's ability to hide and move silently, while also enhancing the ability to search for things often unseen by others.
  • Greater Gloves of the Rogue: The elderly Oghmanyte Milladolin found that age was affecting her and her fellows quite rapidly, causing their hands to shake and preventing them from performing many of their priestly duties. With Oghma's blessings, Milladolin created magical gloves that steadied their hands and heightened their muscle control. Years later, a young Oghmanyte was caught for thievery - guilty of using the gloves. Word spread, and soon the gloves themselves were stolen away. The gloves can be used by Rogues and Shadow Thieves and provide +6 skill bonuses to Disable Device, Open Lock, Sleight of Hand, and Set Trap.
  • Amulet of Seramon: Gives the wearer various protections including Protection from Spells, Sanctuary, and Protection from Alignment. It also provides +1 saving throw bonus.
  • Seastone Pendant: After years of studying and aiding merefolk the sorceress Robyn de Kenyon was given a pendant allowing her to control water elementals by the the lord of the merefolk. Not as powerful as the original, this pendant allows the wearer to summon a water elemental.
  • Dragon Belts: Dragons Belts are made from the hides of Black, Blue, Red, and White Dragons and offer protections when worn.  A Black Dragon's Belt is made from the hide of a Black Dragon and offers resistance to acid attacks, immunity to several acid spells, and general spell resistance.  A Blue Dragon's Belt is made from the hide of a Blue Dragon and offers resistance to electrical attacks, immunity to several electrical spells, and general spell resistance.  A Red Dragon's Belt is made from the hide of a Red Dragon and offers resistance to fire attacks, immunity to several fire spells, and general spell resistance.  A White Dragon's Belt is made from the hide of a White Dragon and offers resistance to cold attacks, immunity to several cold spells, and general spell resistance. 
  • Helm of the Adversary: This helm is made from the tanned hide of an Illithid, giving the wearer enhanced intelligence and wisdom, protection from many mental attacks and spells, and the abiliy to cast charm, domination, and Mind Blank spells.
  • Hands of the Healer: This pair of gloves is imbued with the spirit of an ancient cleric, allowing the wearer to heal others (Heal once per day) and granting the wearer protection (+1 AC) and 100% immunity to negative energy.
  • Hand of Kwll: Legend has it that the Hand of Kwll was the actual hand of the ancient god Kwll, worn by the fabled champion Corum Jhaelen Irsei and used to summon aid from the land of the dead. Inspired by this legend and using skin from the hands of powerful beings, the necromancer Lynder D'Even created gauntlets of similar capabilities. Though their maker was eventually destroyed his hands live on. The wearer of the hand gains +3 strength and +2 attack bonus, and can cast the spells Create Undead and Bigby's Clenched Fist once per day. The wearer's charisma is lowered by 2. (Inspired by The Swords Trilogy by Michael Moorcock.)
  • Token of Mystra: An inventory item that allows arcane spell casters to wear armor and bear a shield without the normal risk of arcane spell failure. It also gives the necessary feats for wearing armor and using a shield.
  • Ring of Shooting Stars: A Ring of Shooting Stars shines with a white light when worn and allows the wearer during night hours in exterior areas to cast the spell Magic Missile. 
  • Helm of Magic Comprehension: Allows the wearer a greater understanding of arcane magic.
  • Ring of the Dragonlord: Provides resistance to acid, fire, and electrical damage, and allows the wearer to transform into a red, black, or blue dragon once per day. The effect lasts for 12 rounds. While shape changed the user will not have access to inventory items, spells, or weapons, but can converse with others.
  • Verge of Morpheus: A rod that allows the party to rest anywhere at any time with no passage of time and no risk of encounters. This has all the advantages and disadvantages of a full night's rest and will recharge items with limited usage per day. In addition the rod allows the bearer to cast the sleep spell 3 times per day. Compatible with the NWN2 OC, MotB, SoZ, the OC Makeover SoZ Edition, and the MotB Makeover SoZ Edition. Expansions are not required to use this item with the NWN2 OC.
  • Boots of Eagle's Flight: Allow the wearer the benefits of both Freedom of Movement and Haste.
  • Twin Fists of Fire: Hosgali the Purified was a monk who believed in purification through fire. He would travel the lands, fighting for those he believed to be unjustly accused of crimes. With his hands flaming, he became a symbol of the defendant's champion. When he died, Hosgali's spirit entered the fighting gloves he always wore. Now his spirit will assume the flaming form of whoever wears these gloves. Provides the wearer with attack bonus +4, fire damage 4, and the ability to cast Flame Twin once per day. Restricted to monks.
  • Deck of Trumps (bb_it_partyeditor.zip): This usable item can be used to open the Party Editor introduced with SoZ. Use this to summon aid at any time rather than having to travel to an inn. This does not manage cohorts, only player created characters. It should be compatible with any campaign that uses the party editor. Inspired by The Chronicles of Amber by Roger Zelazny.
  • Spirit Eater Recharger: A usable item that allows the Spirit Eater in Mask of the Betrayer to recharge his/her Spirit Eater points to 100 at any time.
  • Ring of Doom: In the 9th century DR the human archmage Sammaster First-Speaker rose to power as a Chosen of Mystra, Goddess of Magic. He exhaustively researched the magic of life, death, and undeath, and eventually abandoned his sanity, turning against Mystra and embracing undeath becoming a lich. For the members of his Cult of the Dragon, Sammaster crafted his Rings of Doom. A Ring of Doom grants the wearer immunity to Death Magic and allows the wearer to polymorph into a Doom Knight once daily. The effect lasts for 12 rounds. While shapechanged the user does not have access to inventory items, spells, or weapons, but can converse with others.
  • Ring of Skeletal Form: In the 9th century DR the human archmage Sammaster First-Speaker rose to power as a Chosen of Mystra, Goddess of Magic. He exhaustively researched the magic of life, death, and undeath, and eventually abandoned his sanity, turning against Mystra and embracing undeath becoming a lich. Though seemingly destroyed in 916 DR by the Harpers and an avatar of Lathander, over three centuries later in 1282 DR Sammaster resurfaced in the Desertsmouth Mountains, building an army of humanoids, undead, and dragons. The Company of Twelve, a group of adventuring paladins, finally destroyed Sammaster in 1285 DR, at the cost of nine of their company. Crafted by unknown hands between 1282 and 1285 this ring's purpose was to allow a human spy to infiltrate the stronghold of Sammaster cloaked in the appearance of the undead. The wearer of the ring is granted immunity to Death Magic and the ability to take on the appearance of a living skeleton. Activating the ring a second time or removal restores normal appearance. [This ring requires SoZ and not all races and NPC's are compatible with the appearance change used by this ring.]

Silverwand Weaponry - A selection of unique weaponry. All weapons, unless otherwise noted, are compatible with NWN2, Mask of the Betrayer, and Storm of Zehir. Some items use tag-based scripts to enable certain functions. Modules that do not allow tag-based scripting will prevent these items from working properly.
  • Hammer of Redemption: Legend says that the infamous Blackguard Nirriti the Black led his army of the soulless undead for many years, conquering many lands and kingdoms in the name of his dark god. As his enemies were slain they became undead under his command and his army was unstoppable. Then one night, for reasons unknown, he faced what he had become and turned away from his evil path. Seeking redemption by eradicating the evil army he had created, he emerged from his war tent, mithril warhammer in hand, and laid waste to his own army of the undead. When the battle concluded the army of undead was destroyed, Nirriti succumbed to his many wounds, and his mithril warhammer was forever blackened and empowered by the energies he channelled through it that day. This warhammer channels the turning powers of any cleric or paladin who wields it with each blow. (Nirriti the Black is a character from Lord of Light by Roger Zelazny)
  • Flaming Greatsword: The runes along the blade of this mighty sword do not reveal its maker, but there can be no doubt that it was forged in the strongest of fires. Provides +2 to hit and 2d8 fire damage.
  • Fire-axe: Crafted by the fire-wizards of the great desert wastes, fire-axes are a favored offhand weapon of many adventurers. Provides +1 bonus to hit, and 1d6 fire damage.
    Wielding the Bastard Sword of Ruin
  • Bastard Sword of Ruin: The Sword of Ruin is a bastard sword that allows its wielder to unequip the armor and shield of an attacker. Highly disciplined attackers or those wearing magic armor or using a magic shield are less likely to lose their defenses. The stronger the sword's wielder the greater the chance of success. Requires 8th level or greater to wield.
  • Ice Staff: A staff of ice is produced by binding a low-level elemental from the plane of ice to a magical staff. Icestaves are often favored by sorcerors and mages specializing in cold manipulation. Provides +2 to hit and 1d4 cold damage and glows with white light. Casts spells Cone of Cold, Ice Storm, Ray of Frost, and Burst of Glacial Wrath. The wielder may also cast spells on the staff to recharge its uses. The staff will absorb the spells, converting spell levels into charges to its maximum. Restricted to wizards and sorcerers.
  • Frost Brand: Forged in the cold wastes by an unknown hand, the Frost Brand longsword burns with a cold blue light that protects its bearer from heat damage and inflicts cold damage upon those hit. Provides +3 to hit and 1d6 cold damage. Also provides damage resistance Fire 15/-. Glows with blue light. Allows bearer to cast the spell Ray of Frost 3 times per day.
    Wearing Armor of the Golem
    and wielding a Shadowblade
  • Shadowblade: A favored sword of master assassins, a Shadowblade robs its victims of their strength and often their lives. This +3 short sword drains strength (DC=18), provides the bearer +1 Regeneration and +3 bonus to the Hide skill. It is restricted to non-Lawful Good bearers.
  • Staff of Entanglement: Sometimes carried by master druids, the staff of entanglement bears the power of the living wood. Provides +1 to hit and 1d6 bludgeoning damage, and immunity to entangle. In addition to its other enchantments, there is a 25% chance of entangling a hit creature for 2 rounds unless a successful reflex save is made.
  • Stink Bomb: When a Stink Bomb bottle is thrown at a target it releases a cloud of stinking gas.
  • Wolfsbane: The sword Wolfsbane, also called Rhindon, was said to have been the blade of an ancient High King. It is especially deadly when used against shapechangers. Provides +2 to hit, +5 vs shapechangers. Restricted to bearers of Lawful Good alignment. (Inspired by The Lion, The Witch, and the Wardrobe by C. S. Lewis)
  • Dymondheart: Dymondheart is a longsword shaped from a single piece of darkly oiled and gleaming wood. The grain runs the length of the blade, and the wood is vibrant, as if still living. The bearer of Dymondheart is imbued with the strength of the great forest and wields a deadly force against unnatural beings such as constructs, outworlders, and the undead. And the most natural of beings, the elementals are also especially susceptible to the blade, fearing its bearer. The blade gives its bearer the knowledge to use martial weapons in combat. (Inspired by the Dymondheart longsword from the D&D Weapons of Legacy manual.)
  • Flindbar: A flindbar is a club-like weapon consisting of two clubs connected by chains used by Flinds, a race related to Gnolls. It is an exceedingly fast weapon and can be used to devastating effect by Flind warriors.  In inexperienced hands a flindbar acts as a standard club. Those with Exotic Weapon Proficiency have a 75% chance of an immediate second strike after a successful first strike. Wielder's with an unmodified strength of at least 13 and an unmodified dexterity of at least 13 have a chance on each hit of entangling their opponent's primary weapon (modified reflex save). An entangled weapon will be dropped (if droppable) or destroyed.  (Download includes a normal flindbar, a +1 flindbar, and a +3 flindbar.)
    Elanee wielding the Scimitar of the Arch-Druid
  • Scimitar of the Arch-Druid, "Sif's Gift": The history of the Scimitar of the Arch-Druid, also called "Sif's Gift", is largely unknown. It is said to have been forged by the Durin at the request of Sif of the Aesir, goddess of excellence and skill in battle, and given as a gift to a druid of her favor. The curved blade of this adamantine scimitar is etched with unreadable runes that glow with an inner light in battle. 
  • Shock and Awe: Legend has it that a simple weaponsmith forged the dagger "Shock" and the katana "Awe" at the orders of a cruel king who held the smith's family as ransom. Wielding his own blades the smith turned on the king's forces and defeated them, but his wife and child died shortly after having become ill while held captive in the king's dungeon. The smith left his home with his weapons and was never heard from again. But the names of Shock and Awe are remembered to this day. Shock is a +3 darksteel keen dagger. It provides the feat Two-Weapon Defense, causes additional 1d6 electrical damage and 1d6 piercing damage, and 1d6 bonus damage vs. humans. It provides 5/- electrical resistance. Awe is a +5 silver keen katana. It provides the feat Two-Weapon Fighting, causes an additional 2d6 slashing damage, and can cause doom and stun effects on opponents. It burns with blue fire.
  • Returning Thrown Weapons: Runed Throwing Axe, Runed Dart, Runed Shuriken. Each of these items is carved with runes that give them additional damage and the ability to automatically return when used. Note: The scripts used with these items are generic. To use with standard thrown items all that is needed would be to rename the ncs file based on the tag of the standard item and that item will auto-return when thrown.
  • Returning Ammunition items: Bullet of Runes, Bolt of Runes, Arrow of Runes. Each of these items is carved with runes that give them additional damage and the ability to automatically return when used.
  • Icy Death Katana: Forged for an Ice Gnome chieftain, this +5 katana delivers 3d6 cold damage while offering protection from cold and fire.
    Wielding a Fire Staff
  • Fire Staff: A staff of fire is produced by binding a low-level elemental from the plane of fire to a magical staff. Firestaves are often favored by sorcerors and mages specializing in fire manipulation. Provides +2 to hit and 1d4 fire damage and glows with red light. Casts the spells Fireball, Burning Hands, Wall of Fire, and Flare. The wielder may also cast spells on the staff to recharge its uses. The staff will absorb the spells, converting spell levels into charges to its maximum. Restricted to sorcerers and wizards.
  • Arrows of Entanglement: Arrows of Entanglement have a 25% chance of entangling targets who fail their reflex saving throw for 4 rounds.
  • Death Bomb:A Death Bomb is filled with a smoky green liquid. When thrown at a target a cloud of toxic gas is released.
  • Staff of Earthmight: Produced by binding an elemental from the plane of earth to a magical staff, staves of Earthmight are used by sorcerors and wizards specializing in the powers of the earth. Provides +3 to hit and casts spells Bull's Strength, Earthquake, Greater Stoneskin, and Summon Earth Elemental. The wielder may also cast spells on the staff to recharge its uses. The staff will absorb the spells, converting spell levels into charges to its maximum. Restricted to sorcerers and wizards.
  • Holy Mace of Disruption: Infused with the spirit of a long lost Paladin, this +3 mace inflicts additional damage on all evil creatures but is particularly deadly against the undead, turning them with the power of a 12th level cleric. It also offers its wielder protection against fear, disease, and level draining. If a cleric or paladin wields it whose divine classes exceed 12 levels then the mace acts at the level of the wielder. Evil characters attempting to equip this mace will incur 5-20 points of divine damage.
  • Elemental Staff of Power: This +3 quarterstaff is imbued with the Elemental Aura property, allowing it to be transformed by its wielder at will from a weapon of fire to cold to acid to electricity to acid to sonic. It also gives off light. (added 10/2014)
The following weapons have a special ability that allows them to be thrown as well as being used in close combat. They automatically return to the wielder.
  • Axe of the Dwarvish Lords: This epic axe grants many abilities of dwarves to the wielder as well as being a powerful melee weapon. In addition it has a special attack which allows it to be thrown and automatically return to the wielder. Video clip (Inspired by the Axe of the Dwarvish Lords from p. 156 of the AD&D Dungeon Masters Guide, 1979, by Gary Gygax.) (added 8/2016)
  • Dwarven Thrower Warhammer: This powerful warhammer can be thrown and will automatically return to the wielder. When wielded by a dwarf its hurling attack does double damage to all non-giants and triple-damage to giants. Video clip (Inspired by the Dwarven Thrower from p. 168 of the AD&D Dungeon Masters Guide, 1979, by Gary Gygax.) (added 8/2016)
  • Javelin of Lightning: This powerful Zalantar spear delivers 20 points of electrical damage to any creature hit. In addition it can be thrown and will automatically return to its wielder. When hurled and successfully hitting a creature the electrical burst energizes the spear and creatures on a line between the thrower and the creature hit can suffer electrical damage as the spear returns to the wielder. Video clip (Inspired by the Javelin of Lightning from p. 149 of the AD&D Dungeon Masters Guide, 1979, by Gary Gygax.) (added 8/2016)
  • Flaming Spear of Explosive Might: A cold iron spear that does 2d6 fire damage on hits. It can be thrown and automatically returns to the wielder. In addition to piercing and fire damage, there is a chance of an explosion of fire when thrown, The chance of explosion and piercing damage to the target increases if the wielder has the spear weapon focus and weapon specialization feats. Video clip (added 8/2016)
  • Hammer of Thunderbolts set: This set of items includes the Hammer of Thunderbolts, Belt of Giant Strength, and Gauntlets of Ogre Power, and a True Name Scroll. These items were created for the Tomb of Horrors campaign but should be compatible with any campaign. The Hammer is also compatible with the standard NWN2 Belts of Giant Strength and Gauntlets of Ogre Power. Video clip (added 8/2016)

Teleportation Items - Ring of Teleportation and Rod of Teleportation allow short distance teleportation

Transforming Weapons - A pair of items that can be transformed at will by the PC or companions into a variety of alternate forms. The transformations are restricted based on the feats of the activator. Installation instructions for adding the items to the NWN2 Original Campaign are included. (Note that the Elemental Staff of Power in the Silverwand Weaponry collection is also a transforming weapon.)
  • The Dagger of Chaos can be transformed into a staff, dagger, greatsword, scimitar, longsword, and scimitar. (Inspired by the Dagger of Chaos from Neverwinter Nights
  • The Rod of Lordly Might can be transformed into a staff, mace, spear, battleaxe, or longsword. (Inspired by the Rod of Lordly Might from the AD&D Dungeon Masters Guide, 1979, by Gary Gygax.)
Werewolf Rings - Ring of the Werewolf and Ring of the Wolflord allow polymorphing

Other Enhancements

Baldur's Gate Reloaded Enhancements
A set of unofficial enhancements to Baldur's Gate Reloaded. Allows party creation, multi-classing companions, a functional clock, dropping inventory when killed, and changes to the death system. An optional download allows the wands in BGR to be recharged by casting spells upon them. An optional campaign.cam file removes the level 10 level cap.

NWN2 Blueprint fixes - corrections to many bugged NWN2 item blueprints

Item Level Restriction - a script for module authors that allows customizable Item Level Restrictions based on item value or enhancement bonuses of armor, shields, and weapons.

Rechargeable Mage Items - override to allow magical staves and wands to be recharged

Require Minimum Level - a template tag-based On Equip script that checks for a minimum experience level in order to successfully equip the item.

SoZ Crafting Plus System - allows module authors to easily add SoZ style crafting to their modules and campaigns

Silverwand Context Menu Visibility - use the context menu to make your character or party invisible on screen. This can enhance screenshots and also be used to simulate First Person style of play.

Silverwand Context Menu Additions - a number of context menu additions including the character and party visibility options, a character meditation option (immediate rest), and dropping inventory. The visibility options can enhance screenshots and also be used to simulate First Person style of play.