Showing posts with label Neverwinter. Show all posts
Showing posts with label Neverwinter. Show all posts

Thursday, October 16, 2025

Return to Faerun: The SSCAE Campaign for NWN2

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

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

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

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

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

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

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

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

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


Saturday, November 28, 2015

Installing NWN2 Complete from GOG into a Wineskin Wrapper

Installing NWN2 Complete from GOG.com in a Wineskin

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

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

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

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

Step 1: Configuring a new Wineskin wrapper for NWN2

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

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

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

Click the Advanced button to see the Advanced options.

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

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

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

Close the Wineskin.

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

Step 2: Installing NWN2 Complete into the wrapper

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

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

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

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

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

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

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

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


Wednesday, December 24, 2014

NWN2 Mac LAN Multi-player Instructions

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

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

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

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

Requirements and Preparation


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

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

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

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

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

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


Starting (or loading) the game on the host server


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

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


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


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

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

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


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

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



Joining the game with a client

Note: These steps can be repeated for multiple clients.

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

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

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

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

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


Enjoy playing NWN2.

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.
Both the OC Makeover and the MotB Makeover are included in the NWN2 Complete Makeover.

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.
Both the OC Makeover and the MotB Makeover are included in the NWN2 Complete Makeover.

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)
Silverwand Weaponry - Bows - A collection of unique composite longbows and composite shortbows.

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 (Note: This has not been tested for NWN2 EE compatibility)
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.

Staff of the Magi NWN2 EE fix - this is a replacement for the Staff of the Magi which in NWN2 EE can crash the game due to the number of spells it can cast. This version of the staff has the spell Protection from Evil removed, so that the crashes in NWN2 EE do not happen. If the UI in NWN2 EE is patched to allow more spells on an item then this fix will no longer be necessary.  If you have already acquired the bugged staff then you will need to use the NWN2 console and the commands:
debugmode 1
giveitem nw_wmgst003
debugmode 0
to give yourself the new version of the staff.


Sunday, July 7, 2013

Silverwand Software

A collection of freely downloadable software developed by Brendan Bellina. 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.

Currently Active Software Locations

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

Software Categories

Web Browser Enhancements (Bookmarklets)

All Macintosh Software
- AppleScripts
- Apple Dashboard Widgets - A number of Apple Dashboard Widgets primarily for LDAP searches against public LDAP directories. These may no longer function.
 - HyperCard stacks including HyperBattleship! patched for Mac OS 9, MacBalloonMaker, and MacMerlin
- Kaleidoscope Themes (Mac OS 9) including Corwin of Amber
- Wineskin for CiderPress (added 5/27/20)

All Apple IIGS Software
- Hypercard IIGS stacks including:
  • BalloonMaker - Add Balloon Help to your HyperCard GS stacks
  • Color Click - An educational stack for learning colors
  • Extras v1.1 - Adds an Extras menu to your HyperCard Home stack
  • GSOS Splash Color - Modify the GSOS Splash page colors for GSOS 5.0.4, 6.0.0, 6.0.1, and 6.0.4 (added in v2)
  • HyperTalk Tutor 101 - Teaches the basics of HyperTalk. Used for A2-University in 1994. Includes both the lesson stacks and the transcripts from the online course.
  • Key Navigator - adds Keyboard Navigation to HyperCard GS stacks
  • Merlin GS - a simulator for the Merlin handheld toy
  • No Worries v1.4 - A program launcher HyperCard stack based on Apple's At Ease program.
  • Pyramid - A Pyramid solitaire stack
  • Word Scrambler - A stack that demonstrates scrambling letters in a word. Accompanied by an Applesoft BASIC program.
  • HCGS Extras
  • Script-Central Special Edition 2020 (v5n1)
  • Script-Central Special Edition 2021 (v6n1)
  • Script-Central Special Edition v7n1 (2022 #1)
- GS/OS Finder icons - The bbellina2020icns.2mg disk image includes a set of icons inspired by the Copland OS that was never released by Apple as well a number of custom icons for system files, disks, and the Finder trash can.

- Generic Drive Images - These 32MB ProDOS disk images include GSOS 6.0.1 and a variety of useful IIGS software.

Apple Users Group of Michiana (AUGM) newsletters - These newsletters from 1991-1993 were designed in GraphicWriter III and are available both as disk images and pdf.

Yahoo! Widgets - a large number of my Yahoo! Widgets for displaying icons, displaying weather maps for various states, an LDAP search client, and the Merlin 78 simulator. Requires the Yahoo! Widget Engine to be installed. This is software that is no longer provided or supported by Yahoo!

Baldur's Gate Enhancements - compatible with BG2 and BG1Tutu

Icewind Dale II Enhancements

Neverwinter Nights Mods and Documents

Neverwinter Nights 2 Enhancements


About this Page

I began publishing my software under the name "Silverwand Software" in 1982. I have always recognized that any success I have had writing software has depended greatly on the work and generosity of other software developers and engineers and so I have never charged anything for my work. Over the years I have used several distribution channels for my work, including, but not limited to: GEnie, America Online (AOL), personal websites hosted by various educational institutions I have attended and/or worked for, and public type-specific websites such as the Apple Widget Gallery, Yahoo! Widget Gallery, the Neverwinter Nights 2 Vault at IGN, and the NexusMod site. For various reasons most of these solutions have not withstood the test of time. My hope is to create a single publicly accessible repository for all of my work that will survive for the foreseeable future.

This blog post will serve as the launch page for my software. It will include links to more specific blog posts and those will include download links for the actual software. I will host the software sites that will not require accounts to download from. In the event that those services are retired I will try to relocate the software and then update the links on the blog pages.  One advantage of using the blog pages is that any comments or feedback people may have about a piece of software can be posted on the appropriate blog page.

Thank you for your interest.

Brendan Bellina
July, 2013

Friday, March 15, 2013

Comparing Neverwinter Beta to SWTOR

This is a brief assessment of Neverwinter Online having played it now on two occasions using two of the 4 classes it currently allows: Mage and Rogue. I haven't tried Cleric and Fighter and don't expect to. In both cases I played up to about 15th level taking several hours. I have posted this assessment also on the Bioware NWN2 forums in this thread.

I have very limited experience with MMOs other than SWTOR (Star Wars the Old Republic) which I have been playing for a year and now have 18 created characters on three servers. I also briefly played DCUO (DC Universe Online) and played for only one evening WoW (World of Warcraft) and STO (Star Trek Online).

For starters, I found the character graphics to be terrible. They look like NWN. That was fine in its day, but they should look far better now. As in any MMO you spend all of your time looking at your character's backside so it is important that they look good. They just don't. And you have very few options as far as armor or clothing and almost no customization ability (there is a way to dye armor but you have to find the dyes). DCUO does this best because you can easily create very unique looking uniforms and each time you get an item you get to keep the look of it if you want to even if you switch items. SWTOR is ok at this because the graphics are sharper and the number of clothing types is fairly large. But in Neverwinter everyone just looks bad.

Combat is incredibly repetitious. My mage could shoot an infinite number of magic missiles by my just holding down the left mouse button and all I needed to do was change who I was aiming at. You have only a few types of special hotkey attacks (by comparison in SWTOR you have well over a dozen) so you find yourself watching the cool downs all the time to see if you can use one again or have to go back to the left or right mouse button attacks that always work. The one feature I liked was that as a Tiefling I could teleport myself short distances while fighting in order to attack from behind or avoid being hit. This involved holding shift and pressing one of the WASD buttons. I found myself constantly hitting CAPS LOCK instead of shift and never got very good at it.

The UI interfaces are all lacking compared to SWTOR. In SWTOR you can bring up the map and turn your character while the map is shown, and even move your character while the map becomes semi-transparent. Not here. While the map is up you are frozen and as soon as you move the map is gone.

The follow-the-sparkles way of getting to quest areas was buggy. I had to frequently press the Z key to make them reappear. And sometimes you just have to walk around blindly until they show up. Again, the SWTOR map and functionality is far superior.

Unlike SWTOR where the areas are huge and you can easily navigate around mobs you do not want to deal with, Neverwinter is cramped - almost claustrophobic - and I often found myself accidentally fighting 2 or 3 mobs at a time just because while fighting one mob I accidentally got too close to another. There is no death penalty though, you just get sent back to the last healing campfire you used.

The UI for shopping is also inconvenient. Things that should be simple are not. Like the fact that to start a conversation with a vendor you need to press F but to end the conversation you have to move your mouse to the "Finished" button instead of just pressing F again.

While I only experienced 2 crashes to the desktop, I had to logout and back in several times to correct odd graphic glitches. Most irritating is that after being killed my character's running would be affected. Once he was running sidewise all the time and another time he looked like he was moon-walking. Logging out and back in was needed to correct this.

I also experienced a large amount of rubber-banding, which is when you are running and all of a sudden you are moved back a second or two from where you were. This happened all the time and in some cases I would end up in a completely different room of an interior.

The nice thing about the game is the chance to see what 4e Neverwinter should look like. That should prove useful as I am (still) working on my Gems of Power campaign which takes place at the same time as Neverwinter and the city of Neverwinter was going to be one of the cities I allow travel to. Of course with the NWN2 toolset I won't be able to do everything, but I think the visuals from Neverwinter may help.

I haven't been able to use the Foundry yet, but I'm hoping it offers a decent alternative to the NWN2 toolset. I am certain the NWN2 toolset will be more capable, but the reality is that if you want people to play something you build you have to use the platform they are on. Besides, maybe if some of us NWN2 modders build some good Foundry content it may lead people to try NWN2 out.

I don't see myself ever being a regular player of Neverwinter though.