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NWN SCRIPTS

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Title  Epic Level Spell Balancing System (Spells and Abilities).
Author  Farchilde
Submitted / Updated  05-10-2006 / 11-22-2006
Category  Spells
Expansions  Requires Both Expansions (SoU & HotU)
Format  Module Only
Type  Type - Spell effects
Description
Epic Level Spell Balancing System.

***Note*** Recommended for high level modules only (20 and above).

This is a complete retooling of almost every single bioware spell in order to balance them out with Epic Levels, (however not according to 3.5 rules, but NWN's game balance). On top of that most Shifter form abilities and Palemaster touch attacks have been increased dramatically, as well as the breath weapons for both dragon/wyrmling forms, and for Red Dragon Disciples. As if that wasn't enough all summoned creatures through spells can now be altered to the module designer's desire (found in creatures, custom 5 -thanks shadguy-).

Also included many glitch/exploit fixes gathered from the vault, most importantly being the infinite cast fix, my own fast cast fix, the Continual Light exploit fix, my recent Holy Avenger fix, and a few more...

-----

Changes are simply to numerous to list in full, most are increased and some are toned down to make sense, but to give you a general idea:

-----

-Damage cap has been raised in all cases, if it was 20 dice it is now 40 dice, 15 now 30, 10 now 20, etc, area of effect damage from spells are also doubled.

-All DC's are increased by approximate spell level, for levels 1 to 4/+3, 5 to 7/+4, 8 and higher/+5, also increased DC's for Shifter form and abilities and Palemaster touch attacks (they are actually useful now).

-Damage Reduction from spells has it's modifier increased by two in all cases (Greater Stoneskin now soaks +6 or below for example).

-Breath weapon damage for Dragon Shape and Red Dragon Disciples is doubled, and the DC's for Dragon Shape and Wymling Shape are raised.

-Enchantment Bonuses increased as well as damage, Bless Weapon/Magic Weapon +3, Blade Thirst +6, Blackstaff +8, Greater magic Weapon now caps at +10 at 30 level, instead of +5 at 15.

-Finger of Death/Destruction Damage increased to a 20 to 120 on a failed save, 30 to 180 for Weird (Weird's Dc is only +3 though, not +5).

-Heal/Mass heal follow 3.5 rules -except- the cap is now 300 or 10 per level up to 30.

-Greater Restoration no longer heals hitpoints, just removes effects.

-Harm and Drown do a maximum of half the targets -current- Hitpoints, and in the case of harm of the target was already under half their -max- Hitpoints, it will do 30 to 180.

-Shadow Shield no longer provides Immunity to Necromancy, just Death magic and only a 50% Negative Damage Immunity.

-Premonition now provides Immunity to Sneak Attack as well.

-Globes of Invulnerability now absords 6 level spells or lower, 4 for Minor Globe.

-Bigby's Hands now have their Str check reduced by 5.

-Dispells level cap are upped by 5 in all cases.

-Breaches now reduce Spell resistance by 6 and 10 respectively (Lesser/Greater) and strip effects by 4/8.

-Spell Mantles absorb up approximately 10 more spell levels for each spell respectively.

-Greater Sanctuary and Timestop and now on timers preventing chain castings (courtesy of Slicer) and Timestop is Area of Effect only (PW friendly).

-Meteor Swarm can do up to 480 damage now, Tide of Battle up to 500.

-Hellball and Greater Ruin are as per my fixes now (damage is increased to make them -epic-)

-All summoned creatures can be tweaked via the toolset with no scripting required.

-And many many more...

-----

The reason why I did this was two reasons, one to collect all the various spell fixes on the vault (the ones I think are best balanced anyway) and have them in one download. And Two and more importantly to make spells useful again, Bioware should of done this themselves when HoTU came out (just my opinion) but didn't, and I was tired of Fighter/Weapon Master/Rogue Combos and the like running around with 700 Hit Points and 300 damage crits, while the poor mage pretty much has to spam missle storms just to keep up with them whether PvP or PvM.

So this is it, feel free to add to it, alter it, and if you find any bugs, fix them. :P In any case it is all here for you now if like me, you think spells should be spells again...

Installation is easy, import the erf, select yes to overwrite all scripts and your done.

***Note*** If you want to use the Holy Avenger fix, you must replace (*or preferably add these scripts to) your Module's OnPlayerEquip and OnPlayerUnEquip events with the holy_equip and holy_unequip scripts, importing these scripts will not overwrite your current module event scripts, I made these two optional, however the holy_equip script contains the command (Delay/ClearAllActions) to prevent the Fastcast glitch, if you desire to use this without the Holy Avenger fix, simply copy the command line from that script into your module OnPlayerEquip script.
***Best Idea is to simply add all the code -to- your current Equip/Unequip events instead if replacing them if you use NWN's tag based system in your module, adding the code right below the "void main" shouldn't change any original code.
***Added ELBS_Powerword_kill to fix a bug. It -should- affect creatures of 200 hp or less for death and 100 in a loop. Caught this at the last minute, simply import this erf -after- the ELBS erf, overwrite the file (select yes) and all should be fine.
***You will get a compile error with the spell Mass Dominate (nw_s0_massdom), do not worry this effects nothing.

Enjoy.

Files

NameTypeSizeDownloads
ELBS.rarELBS.rar
Submitted: 05-10-2006 / Last Updated: 05-12-2006
rar172.21Kb789
The Epic Level Spell Balancing Package.
ELBS_nw_s0_pwkill.rarELBS_nw_s0_pwkill.rar
Submitted: 05-10-2006 / Last Updated: 05-12-2006
rar12.84Kb544
Powerword Kill fix.
SCORE OUT OF 10
9.61
13 votes
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Comments (28):

Posted by Tovan at 2011-06-23 16:24:11    Voted 10.00 on 06/23/11
great system. works well.

Posted by Longtide1 at 2009-09-09 15:55:31    
I'd really like to use this, but am having issues getting it to work. Yes, your setup instructions ARE quite simple and I've done it three times now on three different mods, but can't see any difference at all.

Any ideas? Can someone point me to a mod where this actually works so I can try and pinpoint what I'm missing? Thanks in advance. Really eager to have a go at this! Looks great!

-LT

Posted by Fleshmelter at 2008-12-14 05:27:26    Voted 9.50 on 12/14/08
I like it fairchilde, and the whole overwrite thing, well if you don't like the effects of what was changed.....me I was against the heal change :p you can always just delete the script( can say no to remove all references, and it'll just delete the script ), and the standard bioware script will take over again ( so it's not irreversible...this has been known forever ).
_________________________
PW Action Server:
| Chaosgate |


Posted by Farchilde at 2008-09-29 10:07:59    
And finally... you know that neat little screen when importing something that says "overwrite resources". Well you won't believe this, but every spell I altered, the default is listed there, and you can select and un select them! OMG.

I am so sick of people who have no idea what they are talking about knocking something I put up that most seem to really like.

Posted by Farchilde at 2008-09-29 09:54:46    
And lastly, believe it or not it took me only about an hour or two to do this whole package.

Writing a spellhook would of took longer, but thanks for telling me, and everyone here on the vault who knows anything, what we already know.

Posted by Farchilde at 2008-09-29 09:47:51    
You are dead wrong on the Holy Avenger thing, the property is added back on unequip.

RP worlds fine, but how many RP worlds even have 20+ level casters in the first place? Not many, that is a matter of taste, not a script flaw.

And lastly, the spells work. I wouldn't of posted this if nothing works. Thanks.

Posted by Golodh at 2008-09-28 10:52:43    Voted 1.00 on 09/28/08
I'm sorry but with all respect for the amount of work that went into this package I cannot recommend it to anyone. Here is why.

First of all, I personally consider the changes made in this package (vastly increasing the power of spells) very unbalancing and totally unsuitable for RP worlds. That wouldn't be too bad if one could see what has been changed, but one cannot. Why not?

Secondly, the way the author of the package implements the changes is to override the standard Bioware spells. An approach that I cannot recommend. There are about 350 spells in NWN, spread over many different source code files. Most spells don't need to be overwritten. In fact the ``Bioware standard" way to modify spells in a transparent way is to use the ``spellhook" facility. The spellhook mechanism is passed control after *every* spell immediately after it is invoked, but before it is executed. The only thing one needs to do is to check which spell is being called, and to redirect the spell to be overridden to custom code. In this way it is immediately clear which spells are overridden and how. What the package author does however is to *overwrite* (meaning that if you did not keep a copy of your module these changes are irreversible !) the standard Bioware spells in a module. The disadvantage is that it's very hard to see what has or has not been modified. Now even this might not be totally bad if only the author had put in the Bioware default code as a comment in every function he overrides. Only he doesn't. And he doesn't override every spell either. So one has absolutely no idea what the author did or did not override, nor even what his override consists of without looking up the original Bioware code and comparing the two versions.

In third place, if one could blindly trust the author to do the right thing, one might even put up with that. Unfortunately I really cannot accord the author that level of trust. Consider for example the claim that this code solves the problem with ``holy Avengers" (the problem being that Holy Avengers are quite overpowered). What the code actually does is to _permanently_ strip a Holy Avenger of its properties if it's used by anyone but a Lawful Good Paladin. This makes no sense at all as any PC is allowed to wield a Hole Avenger weapon although the NWN game engine automatically reduces its effect to an ordinary weapon with +2 enhancement. So this patch solves nothing and potentially wreaks uncalled-for damage upon PCs.

Together with the previous points I come to the conclusion that this package is totally useless and should be avoided instead of used.

Posted by azak30 at 2008-05-07 14:27:35    Voted 10.00 on 05/07/08
very nice system i will be using this in my pw i am building.

Posted by TimothyStorm at 2007-12-16 01:49:45    Voted 10.00 on 12/16/07
Nice one, thank's a ton :)

Posted by maniton at 2007-02-06 22:05:14    Voted 10.00 on 02/06/07
Farchilde's on mod load script combines his changes plus Biowares...I'll delete the comments and unused switches:
#include "x2_inc_switches"
#include "x2_inc_restsys"
void main()
{
SetModuleSwitch(MODULE_VAR_OVERRIDE_SPELLSCRIPT,TRUE);
SetModuleOverrideSpellscript("stop_spellcheat");
if (GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES || GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT)
{
// * Setting the switch below will enable a seperate Use Magic Device Skillcheck for
// * rogues when playing on Hardcore+ difficulty. This only applies to scrolls
SetModuleSwitch (MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE);

// * Activating the switch below will make AOE spells hurt neutral NPCS by default
// SetModuleSwitch (MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE);
}

// * Item Event Scripts: The game's default event scripts allow routing of all item related events
// * into a single file, based on the tag of that item. If an item's tag is "test", it will fire a
// * script called "test" when an item based event (equip, unequip, acquire, unacquire, activate,...)
// * is triggered. Check "x2_it_example.nss" for an example.
// * This feature is disabled by default.
SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE);

if (GetModuleSwitchValue (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
{

}

// * This initializes Bioware's wandering monster system as used in Hordes of the Underdark
// * You can deactivate it, making your module load faster if you do not use it.
// * If you want to use it, make sure you set "x2_mod_def_rest" as your module's OnRest Script
// SetModuleSwitch (MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE);

if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE)
{

// * This allows you to specify a different 2da for the wandering monster system.
// SetWanderingMonster2DAFile("des_restsystem");

//* Do not change this line.
WMBuild2DACache();
}

}

Posted by maniton at 2007-02-05 18:52:01    Voted 10.00 on 02/06/07
I'm trying to implement this with a module shutdown/reload type of script. I apologize, I can import the scripts, but I know nothing about how to mesh them or program them.

Here's the original. I need to be able to combine it with the on mod load script from this system:

// Reset timer...
float fMsgTimer = 45.0;

//Restart Module Msg
void DoModuleMsg();
void DoModuleMsg()
{
//Count down msg timer...
fMsgTimer -= 1.0f;

object oPC = GetFirstPC();
while (GetIsObjectValid(oPC))
{
SendMessageToPC(oPC, "Reset in "+FloatToString(fMsgTimer, 0, 0)+" secs.");
oPC = GetNextPC();
}

if(fMsgTimer != 0.0)
{
DelayCommand(1.0, DoModuleMsg());
}
else
{
ExportAllCharacters();
oPC = GetFirstPC();
while (GetIsObjectValid(oPC))
{
BootPC(oPC);
oPC = GetNextPC();
}
}
}

// Restart Module
void RestartModule();
void RestartModule()
{
DoModuleMsg();
DelayCommand(fMsgTimer + 4.0, SetLocalString(GetModule(),"NWNX!RESETPLUGIN!SHUTDOWN","1"));
}
// OnModuleLoad event example
void main()
{
DelayCommand(28800.0, RestartModule());// 8 hrs
}


Thanks! Maniton

Posted by Onad at 2007-01-04 14:37:58    Voted 9.00 on 01/04/07
I voted a 9. Why? I think this is a great system however, when you can't use heal potions in a fight it really not such a good thing. I noticed someones asked how to fix this problem but there has been n reply, so if any gurus out there know of a fix for this, please post it.
Overall, pretty cool

Posted by Shargast at 2006-12-20 10:18:46    Voted 9.50 on 12/09/06
The harm spell is bugged and should be replaced.

Cheers
Sai
_________________________
Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth

Posted by Shargast at 2006-12-09 18:44:42    Voted 9.50 on 12/09/06
Time to vote.
Good job.
Cheers
Sai
_________________________
Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth

Posted by Oranj Joos at 2006-11-23 06:46:43    Voted 10.00 on 11/23/06
This is great, thanks for making this.
_________________________
Check out the Level Up Colosseum

Posted by Naraku at 2006-10-11 19:37:25    Voted 10.00 on 10/11/06
Does this change the in game spell descriptions also? ie will i see the 20 max dice caps change to 40 in the descriptions and will the ae's be shown doubled?
put this on my PW today and cant wait to test it out.

Posted by Shargast at 2006-08-13 11:26:32    Voted 9.50 on 12/09/06
Question/ Clarification

-Heal/Mass heal follow 3.5 rules -except- the cap is now 300 or 10 per level up to 30.

The heal potion does not work when the PC is under the effect of any other enhancement or penalty ie. if the PC is poisoned or invisible it cannot use the heal potion.

Can you help me to change this so that the heal potion can be used when a PC is under the influence of another magical spell or level/drain or poison etc.??

Thanks for your help (I hope) in advance
Sai
[email protected]
Link
_________________________
Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth

Posted by Shargast at 2006-08-13 06:11:50    Voted 9.50 on 12/09/06
Hello!
This is just the idea I had! Good thing I checked the vault before doing all the grunt work! I'm testing it now in my PW and I'll cast my vote in a week after I've thouroughly worked through all the spells. It looks very promising and I'm looking forward to giving you a positive review.

Cheers
Shargast
[email protected]
Link
_________________________
Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth

Posted by HunterAP at 2006-07-24 22:57:10    Voted 10.00 on 07/24/06
Thanks for this. Spellcasting is seriously gimped without these changes.

Posted by Farchilde at 2006-05-29 23:38:16    
1. Do not worry about missing resources, doesn't effect a thing. Just import and overwrite.

2. Try -maximized ice storm- this is what people do not see, I raised the caps because NWN spell damge is based of dice rolls, hence when people see 500 damage (!?!?!) they think that means 500 in game always. No, that means an average of 250 for the spell (Tide of Battle as an example), and once again, maxed IGM's do 240 -no save-. In the case of Ice Storm, yes a -maximized- ice storm can do upwards of 100 damage, but that isn't the average.

3. Greater Sanctuary is on a timer for a reason, to prevent exploiting, so a caster cannot cast an offensive spell, then it, the another offensive, over and over. Or so they cannot cast it and walk through a dangerous area without fighting just to loot treasure.

4. Thank you Hellball does rock now.

5. This is to everyone who downloads this, this is as best balanced as -I- saw it, you will see different on alot of spells, fine deleted the spell script or don't use this. It is intended as best I could (and from all those who made the various fixes and exploit corrections) to insure that a level 4 spell (caster level) and a level 40 spell (caster level) still have a vast difference in power without the level 40 spell being practically useless in high level modules. Enjoy it or not, Spell scripting is not hard to do, change what you wish, I made this as a gathering so most could download what is needed for many persistant worlds, which in my -opinion- ia a general increase in -high level caster and spell power.

Posted by Mescalino at 2006-05-25 07:20:39    
Before i rate this a 1.
It doesn't work!

I made a test module with some simple bears in it.
Imported the erf and got a message im missing 2 files:
x2_inc_craft.ncs
nw_ch_aca.nss

Then i get a new screen saying im goign to overwrite scripts. I select all and press ok.

When i test it:
I cast Ice storm
49-cold 21-bludge (these are avaradges)

When i cast greater sanctuary i do get a message i cant use it for 120seconds so it apears something has happend.

But with uncapping spells an ice storm should do 100+cold damage.

It does however GREATLY improve the normal pathetic hellball. Hellball has now become an epic spell.

I hope you can clarify.

Posted by Anonymous ( 70.135.xxx.xxx ) at 2006-05-22 20:40:41    
Posted by Farchilde at 2006-05-15 18:11:12
Also think about it, take meteor swarm or a 40 dice cap instead of 20. the average roll for those is 240 or 120 damage, now IGMS do 240 -no save- and blade barrier maxed (Broken in NWN) does 120 -no save), unbalnced... nope.


if ppl agreed, then i think this download would of skyrocketed by now since its idea is great...but its new values in these spellhooks are not proper.

Posted by Farchilde at 2006-05-15 18:11:12    
Also think about it, take meteor swarm or a 40 dice cap instead of 20. the average roll for those is 240 or 120 damage, now IGMS do 240 -no save- and blade barrier maxed (Broken in NWN) does 120 -no save), unbalnced... nope.

Posted by Farchilde at 2006-05-15 18:08:52    
***Note*** Recommended for high level modules only (20 and above).

What do you think?

Posted by philipmilliorn at 2006-05-15 12:58:59    Voted 8.00 on 05/15/06
work is good, just dont agree on a few settings lol. otherwise, good spellhooks

Posted by philipmilliorn at 2006-05-15 12:56:54    Voted 8.00 on 05/15/06
this might be balancing for pvm, but its sure isnt balancing for pvp. that much dmg ever on any target some of these spells has, will wipe out most mobs lol. not to mention pc's. then comes the adjusting SR an Saves an loads of other work not mentioned to balance out this "balance".

Meteor Swarm can do up to 480 damage now, Tide of Battle up to 500.

lmao....my point proven in the argument" balance" lol...sure...

might be great for pvm modules, granted your mobs have like 1000k hp after lvl 20.

but, some of these are very useful...

Greater Restoration no longer heals hitpoints, just removes effects.
-Heal/Mass heal follow 3.5 rules -except- the cap is now 300 or 10 per level up to 30.

i dont agree with this heal method, but many players do in pvp.

is these scripts used for uber modules? seriously, some of it is just way to uber now.



Posted by Olander at 2006-05-14 05:31:29    Voted 9.75 on 05/14/06
Nicely done! Only reason you don't get a 10 here is that there is no Spellhook Format for the changed spells (I know a ton of work). Other than that this now makes Spells in the very difficult to balance 25 to 40 Levels work well.

Cheers!

Olander

Posted by Olander at 2006-05-14 05:23:13    Voted 9.75 on 05/14/06
First to Post a Comment....and will vote on the next one. Worth the effort! Glad to see you tackle this one! I was doing this myself until this popped up! Thanks a bunch for saving me more work LOL!

Cheers!

Olander

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