Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN SCRIPTS

- Jump to comments -
Title  Script, Spell fix compilation
Author  ILikeKillAndYou and Shadooow (v5+)
Submitted / Updated  07-26-2010 / 01-27-2011
Category  Area
Expansions  Works on all versions
Format  Module Only
Type  Type - Combat
Description
Since my friend ILKAY going to start army, he authorized me to take over his projects. So im reposting this in order to be able to fix any possible found bug.

MAJOR UPDATE: 27 January 2011

- fixed override version which DIDN'T WORKED BEFORE! Please download the new version and overwrite the old.
- fixed few spell scripts that couldn't be recompiled
- fixed nw_i0_spells library which was outdated (from Rabidness package :/)

Original description:
I do have done every spellfixe that I have found and fixed myself, I found sad there no fix on monster ability that need to be fixed also. Well that it.

If you find any bug simply tell me here. If you find any wait to make a better fix tell me here ;p and if you find another bug I could fix it and add it. Took me about two hour to make, tested everyone of them so that should be fine.

Every line modified have either a //Bug fix or something for you could know exactly where is the fix in case of custom script in your module.

There only Rabidness AoE work that has been added from someone else then me. It can be found here : Link

Thank to ShadoOow for give me some bug to correct ;) and WhiZard for the a better fix on entangle effect spell/ability.

List of Monster ability/Spell :
Aid (nw_s0_aid): Removed the temporary HP was stacking with himself
Aura of Blinding (nw_s1_aurablnda): The duration is 1 + (1 + caster's hit dice/3)/3 rounds likely intended to be 1 + caster's hit dice/3 as all other aura.
Banishment (x0_s0_banishment) : The location was centered on the caster not the target
Battletide (x2_s0_batttide and x2_s0_batttideb) : No longer break (Rabidness work)
Black blade of disaster (x2_s0_blckblde) : The enhancement bonus wasn't take in count
Bless (nw_s0_bless) : The target was of the spell was OBJECT_SELF not oTarget
Bolt, web (nw_s1_bltweb) : Sometime the dexterity stuck at -4 after the effect last
Circle of doom (nw_s0_circdoom) : Caster level was counted twice in the empowered version
Cone of Fire (nw_s1_conefire) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of Electricity (nw_s1_coneelec) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of acid (nw_s1_coneacid) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of cold (Monster ability) (nw_s1_conecold) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of sonic (nw_s1_conesonic) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Confusion (nw_s0_confusion) : The extended version was ignored
Creeping doom (nw_s0_crpdooma) : Removed the SR check at the entrance of the AoE
Divine power (nw_s0_divpower) : Was removing every temporary HP even bard song and aid...
Dimentionnal door (Phase spider, blink dog teleportation) (nw_c2_dimdoor): The spider was intend to teleport if HP is lower then 50%, but that was 100% due to a bug
Dirge (x0_s0_dirge and x0_s0_dirgeex): The dirge aura was stacking with himself and no longer break (Rabidness work for the break)
Entangle (nw_s0_entanglec) : Sometime the dexterity stuck at -4 after leaving the AoE
Invisibility sphere (nw_s0_invsph, nw_s0_invspha and nw_s0_invsphb) : No longer break (Rabidness work)
Firestorm (nw_s0_firestrm) : Now capped
Flame arrow[ (nw_s0_flmarrow) : Was there a SR check for each arrow now its a single spell resistance check
Gate (nw_s0_gate) : Fixed the multi summonning bug
Gaze: Charm (nw_s1_gazecharm) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and charmed)
Gaze: Confuse (nw_s1_gazeconfu) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and confused)
Gaze : Daze (nw_s1_gazedaze) : The duration reduction based on difficulty setting was cumulative target from target and the PC
Gaze : Death (nw_s1_gazedeath) : The spell was affecting ally also
Gaze: Dominate (nw_s1_gazedomn) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and charmed)
Gaze : Paralyse (nw_s1_gazeparal) : The duration reduction based on difficulty setting was cumulative target from target and the PC
Gaze: Stun (nw_s1_gazestun) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and stun)
Greater planar binding (nw_s0_grplanar): Fixed the multi summonning bug
Glyph of warding (x2_s0_glphward and x2_s0_glphwardx) : The DC calculation wasn't made
Howl: Confuse (nw_s1_howlconf) : The duration reduction based on difficulty setting was cumulative target from target
Howl: Daze (nw_s1_howldaze) : The duration reduction based on difficulty setting was cumulative target from target
Howl: Paralysis (nw_s1_howlparal) : The duration reduction based on difficulty setting was cumulative target from target
Howl : Stunning (nw_s1_howlstun) : The duration reduction based on difficulty setting was cumulative target from target
Hurl rock (x2_s1_hurlrock) : The area size was RADIUS_SIZE_SMALL in the start of the loop and RADIUS_SIZE_HUGE also the DC calculation for 10 shifter level was bugged
Lesser planar binding (nw_s0_lsplanar) : Fixed the multi summonning bug
Magic circle against alignment (nw_s0_circevil, nw_s0_circevila, nw_s0_circevilb,nw_s0_circgood, nw_s0_circgooda,nw_s0_circgoodb and nw_i0_spells) : No longer break (Rabidness work)
Manticore spike (x0_s1_mantspike) : The script was ignoring critical immunity
Mass charm (nw_s0_mscharm) : The duration is 1/2 caster level when its suposed to be 1 per caster level
Negative Energy Burst (nw_s0_negburst): There was a will save for healing undead
Petrify Gaze (x0_s1_petrgaze) : Missing blind check
Poison weapon (x2_s2_poisonwp) : It can now poison himself
Planar binding (nw_s0_planar) : Fixed the multi summonning bug
Psionic Charm Monster (x2_m1_charmmon) : The duration reduction based on difficulty setting was cumulative target from target
Regeneration (nw_s0_regen) : The regeneration was stacking with himself
Shadow conjuration, mage armor (nw_s0_magearm): Doesn't stack anymore with himself but stack with mage armor.
Shadow conjuration, magic missile (nw_s0_magmiss) : Cannot drink these self damage potion
Shelgarn's Persistent Blade (x2_s0_persblde) : The damage reduction was 20 not 5 as the spell description
Silence (nw_s0_silence, nw_s0_silencea and nw_s0_silenceb) : The silence aura was stacking with himself , aslo the immunity check was messy work half of the time, the circle no longer break (Rabidness work)
Storm of vengeance (nw_s0_stormveng) : The spell now inflict 10 rounds the dammage not 9
Tanglefoot bag (x0_s3_tangle) : Sometime the dexterity stuck at -4 after effect last
Tasha's Hideous Laughter (x0_s0_laugh) : Missing OBJECT_SELF as creator in GetIsImmune function making saving throw impossible with protection from alignment
Tenser transformation (nw_s0_tenstrans) : Removed the HP stacking, caster still keep the HP though
Undeath to death (x2_s0_undeath) : The maximized version wasn't capped
Vine mine, Entangle (x2_s0_vinementc) : Sometime the dexterity stuck at -4 after leaving the AoE
Vine mine, Harper movement (x2_s0_vinemhmpb) : Doesn't remove all application of the speed decrease
Web (nw_s0_weba) : Sometime the dexterity stuck at -4 after leaving the AoE

Version 2 :
Added the following stuff
Creeping doom : Removed the SR check at the entrance of the AoE
Poison weapon : It can now poison himself
Mass charm : The duration is 1/2 caster level when its suposed to be 1 per caster level
Storm of vengeance : The spell now inflict 10 rounds the dammage not 9

Version 3 :
Added the following stuff
Gate : Fixed the multi summonning bug
Lesser planar binding : Fixed the multi summonning bug
Planar binding : Fixed the multi summonning bug
Greater planar binding : Fixed the multi summonning bug
Shadow conjuration, mage armor : Doesn't stack anymore with himself but stack with mage armor.
Shadow conjuration, magic missile : Cannot drink these self damage potion

Version 4 :
Added the following stuff
Hurl rock : the DC calculation for 10 shifter level was bugged.
Petrify Gaze : Missing blind check
Banishment : the location was centered on the caster not the target
Negative Energy Burst : There was a will save for healing undead
Flame arrow : Single spell resistance check

Version 5:
Awaken - nw_s0_awaken - maximized version was ignored, also the spell stacked before
Gate - nw_c2_gatebad - removed treasure from summoned Balor
Eyeball familiar: (nw_s1_bltdaze,nw_s1_bltknckd,nw_s1_bltslow,x1_s1_eyebray) - missing no-pvp check
All cone shape spells (Prismatic spray, Cone of Cold and Mestil's Acid breath) and monster abilities (gaze) - fixed self targetting which may happen if the spell was cast from specific angle (and full pvp for player spells)

Extra
For those who wish to follow the exact spell description...
Searing light : Damage toward undead was 1d6 not 1d8 as the spell description
Domain trickery : Bonus was 1 + Half level not simply half level
Storm of vengence : Damage of lightning is suposed to be 3d6 not 6d6.

Note :
-For vine mine (Entangle), entangle, tanglefoot bag , bolt web and web the fix isn't the best but it do work.

Files

NameTypeSizeDownloads
ilkay_spellfix5.erfilkay_spellfix5.erf
Submitted: 07-26-2010 / Last Updated: 01-27-2011
erf612.61Kb178
Builder version for modules.

Import this into your module and overwrite everything (at least if you haven't changed any of these spells on your own)
ilkay_sf_extra.erfilkay_sf_extra.erf
Submitted: 07-26-2010 / Last Updated: 07-26-2010
erf53.67Kb107
--
ilkay_spellfix5.zipilkay_spellfix5.zip
Submitted: 07-26-2010 / Last Updated: 01-27-2011
zip209.29Kb304
Override version for players. Extract this into your override folder.
SCORE OUT OF 10
10
6 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS
No Images




You Must Be Logged In to Participate.
Comments (20):

Posted by William_WoC at 2012-06-05 19:08:28    Voted 10.00 on 06/05/12
An excellent compendium, and added it to World of Caenyr. Thank you to all the contributors who made this possible
_________________________
Deputy Admin and Builder Foreman
Link
10 years and running. :)

Posted by Hanzo666 at 2012-01-08 13:33:12    Voted 10.00 on 01/08/12
There is numerous discrepancy between the nw_i0_spells library between the ilkay_spellfix5.erf and ilkay_sf_extra.erf

After comparing them I would say to use the one from ilkay_spellfix5.erf
Could you confirm which version of the nw_i0_spells library to use ShaDoOoW?

Posted by Momouk at 2011-09-08 09:44:01    
What is the vague 'mulstisummoning bug' fix that you mention? I'd hoped it meant that you could summon more than one creature at a time, but that doesn't work in the OC when I tried it out. I pasted all files from zip to override folder.

Posted by Mannast at 2011-02-07 11:26:13    
Looks great - will test and complain/vote later - most likely vote, though!

Posted by Pstemarie at 2011-01-31 00:43:00    Voted 9.50 on 01/31/11
Nice work ShaDoOoW. I'd give it a 10, but Rabidness' and Ilkay's original commenting on the changes made leave a little to be desired. Overall though, a good system that fixes a lot of little things.
_________________________
--
Pstemarie - Project Q Team Artist

Posted by Shin Okada at 2011-01-28 22:32:54    Voted 10.00 on 01/28/11
Thanks ShaDoOoW! I tried the new version in HotU and now it is working. Wonderful!

Posted by ShaDoOoW at 2011-01-27 01:33:47    
Found it, it seems that override version didn't worked before at all. But now it does, please download new version.

As for VFX, it also needs to change certain 2da, which is atm something I do not want to include in package.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by ShaDoOoW at 2011-01-25 06:21:47    
Yea losing the visual was common before, and MadRabbit's fix didn't fixed this, but its doable, I will try to update it.

As for OC, I tried it and the fix didn't worked for me too, however I don't know why. Will try to make some research. Stay tuned.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by Shin Okada at 2011-01-06 04:18:49    Voted 10.00 on 01/28/11
Additional report here. I have done some more experiment. In most of the user-made modules, magic circle fix worked as I wrote in the other comment. When moving into another area, the outline of the magic circle disappears, but the spell's effect itself seems to be continually working.

On the other hand, when playing OC, magic circle fix does not work at all. Maybe this override cannot affect OC? Or maybe it is a problem unique to Macintosh edition, as I am playing NWN1 on my Mac.

Posted by Shin Okada at 2011-01-05 22:06:19    Voted 10.00 on 01/28/11
Never mind. It seems that only the visual effect (outline of the circle) banishes. The spell effect is still there. Somewhat weird. But not a big issue at all.

Posted by Shin Okada at 2011-01-05 21:57:18    Voted 10.00 on 01/28/11
Hi! I just started to use this spell fix. Magic Circle fix seems to be working while my PC stays in a area. That is a great improvement.

But when he proceeds to another area, the circle immediately breaks. Is it a known issue?

Posted by birdman076 at 2011-01-02 10:16:25    Voted 10.00 on 01/02/11
Excellent work, thank you for this.

Posted by Henesua at 2010-12-27 11:31:33    Voted 10.00 on 12/27/10
@Mac:

You have a choice between putting these files in your override folder, or importing the scripts directly into your module.

If you are a builder, making a new module, and you want to use these spell fixes, you should import the erf using the toolset.

If you are playing a single player module and want the fixes, dump this in your override. For multiplayer modules and persistant worlds, I don't recommend using the override. Rather I'd contact the folks in charge of building the module and tell them about this entry on the vault.
_________________________
Vault Submissions | Arnheim | Beyond Vives

Posted by Mac_Biodiesel at 2010-11-21 17:32:16    
ILikeKillAndYou said:
"ilkay_spellfix4.rar go into the override
ilkay_spellfixe4.erf can be imported into the module."

So the .rar files are extracted into the override folder, but what does it mean to import the .erf into the module? How do I do that? Thanks!


Posted by Hanzo666 at 2010-11-11 23:12:54    Voted 10.00 on 01/08/12
Ahh Thanks you very much for explaining. When I put this in my PW and test it out, I'll come back and vote.

Posted by ShaDoOoW at 2010-11-11 05:53:37    
By default, each arrow does spell resistance check. Which can remove spell mantles very easily as spell mantles are handled in the spell resistance check.

The fix in this package make this spell to trigger spell resistance only once. Thus removing the "easy mantle remover" feature. Which not all peoples agreed that its fix actually. I personally like that feature but I agree its imba and its surely not like it should be per dungeon and dragon rules. Therefore I kept it in package.

Hope that will help.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by Hanzo666 at 2010-11-10 20:19:26    Voted 10.00 on 01/08/12
Im confused, what exactly does your script do to flame arrow? Does it make it: 1 spell resistance check for the whole spell
or does it make 1 resistance check for each arrow?
thx

Posted by ShaDoOoW at 2010-11-10 19:49:02    
Hanzo666: Nope, thats not true. In past, both isaac's missiles and firebrand worked like this, but then Bioware changed it to work as one spell. This is main reason why I didn't removed ILKAY's Flame Arrow "fix" which not all peoples like.

If you don't want this particular fix, just do not overwrite nw_s0_flmarrow when importing the spellfixes package.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by Hanzo666 at 2010-10-20 19:47:01    Voted 10.00 on 01/08/12
"Flame arrow[ (nw_s0_flmarrow) : Was there a SR check for each arrow now its a single spell resistance check "

I heard that Isaac missiles storms (probably both lesser and greater) have that problem too. Each missiles counts toward a single spell when taken into calculation for example: a spell mantle.
Im not sure if its still the case, maybe you can check for that for a future release. Thanks for this!

Posted by ILikeKillAndYou at 2010-07-28 02:44:21    
Thank you really much.

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Original Hakpaks


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters