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NWN2 COMBINED HAKPAKS

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Name  MoW Compatibility Patch for Kaedrin's PRC Pack
Author  Jake Zahn
Submitted / Updated  05-17-2009 / 01-04-2010
Category  Module Specific
Forum Thread  Link
Patch  1.23
NWN2Game  NWN2:SoZ
Description
This is a Patch to allow Kaedrin's PRC Pack to work with the Mysteries of Westgate Adventure Pack. Pretty much any version should be compatible.

Simply override the existing Kaedrin .2da files of the same name with the ones contained in this archive. The x2_mod and levelup scripts, which allow Kaedrin's on-equip/un-equip abilities to fire, can go anywhere in your override folder since they are not included in Kaedrin's Mod.

* Kaedrin's level-up scripts working.
* Kaedrin's equip scripts working.
* Assassin spells untouched.

***NOTE #1***

Only use the x2_mod and levelup scripts included in this archive when playing the MoW campaign! If used outside that campaign, the equip script workaround may very likely interact in an unpleasant manner with the normal equip scripts.

***NOTE #2***

The Quelzarn fight will be bugged if you happen to have the c_grquelzarn.UTC file in your override folder. That file will overwrite the campaign version and prevent its onDeath script from firing (because the version from the MoW erf found on this site does not use the same onDeath script). Since blueprints are saved in your save files, it's absolutely imperative that file is not present in your override folder. To be totally safe, you should also avoid the c_quelzarn.UTC file.

Files

NameTypeSizeDownloads
Clean_PreQuelzarn_WestgateAR1500_Files.rarClean_PreQuelzarn_WestgateAR1500_Files.rar
Submitted: 05-17-2009 / Last Updated: 05-20-2009
rar3.1Mb190
If you had the misfortune to extract the Quelzarn blueprints from the mow_creatures.erf file found on this site, overwrite your contaminated savegame data with the clean Westgate_AR1500 files found in this archive.
Kaedrin_Westgate_Compilation.rarKaedrin_Westgate_Compilation.rar
Submitted: 05-17-2009 / Last Updated: 12-27-2009
rar3.1Mb421
Updated for Kaedrin v1.39
SCORE OUT OF 10
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SCREENS

Fey'ri Disciple of Mephistopheles fighting the Quelzarn


Elemental Warrior Mantides fighting the Quelzarn


Endgame; quests obviously work fine.


Charissa as a Master of Radiance





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Comments (20):

Posted by adarda at 2012-02-25 04:09:41    
Good work. Yup, that accusation was very illogical.

Posted by Asaliath at 2010-03-23 04:33:29    
Is this compatible with Kaedrin's 1.40 prc pack?

Posted by Luonnotar at 2009-05-26 12:35:07    Voted 9.75 on 05/26/09
perhaps after running thru the campaign twice, extra stuff would be nice :)
Just an add-on, nothin more.
has nothing to do with lack of respect.
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Posted by Piotyr at 2009-05-26 10:04:02    Voted 10.00 on 05/26/09
The only way this would be disrespectful in my opinion would be if this was free content. The only time I think someone deserves to tell you how to play a game you payed money for is if that game was given for free. I payed 10 dollars for MoW and by cracky I am going to play it how I want! Even if it means running around nude making dick jokes! Which I am not going to do of course I just want my damn blade singer!
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Posted by Offkorn at 2009-05-25 15:57:43    
Or rather... *NOW* it's fixed... 'css' looks a lot like 'ccs' when you're in a rush.
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Posted by Offkorn at 2009-05-25 15:48:42    
If you'll notice, I haven't touched Ossian's encrypted scripts at all. They are free to have their secrecy (though I suspect the encryption is a side-effect of the DRM system and not an actual choice on Ossian's part).

I altered Obsidian's scripts and Obsidian's scripts only.

Thank you for catching the levelup script problem though. It's fixed now.
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Posted by ladydesire at 2009-05-25 15:37:27    
Try your levelup script. It's not pointed at the ccs scripts; Kaedrin designed those so that people wouldn't have to edit the k_mod scripts to add their own module event scripts.

Posted by ladydesire at 2009-05-25 15:32:59    
I have no problems modding Obsidian's campaigns because they are unencrypted, so I can add to or correct something that is broken, such as making weapons, etc. available to classes added in later expansions and the like; with Ossian's scripts being in the encrypted hak or in the modules which are also encrypted, I can't do the same for it. I feel that Ossian has the right to determine what content is permitted to work with their game, even if you feel slighted by their actions.

Posted by Offkorn at 2009-05-25 15:22:53    
Just checked: they do indeed execute the ccs scripts.

I have no clue what you were looking at.
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Posted by Offkorn at 2009-05-25 15:16:50    
So you have no problem modding Obsidian's game, which also disallows those classes, but modding Ossian's is unacceptable? I'm curious why you feel that way.

As for the cmi/ccs scripts... I could've sworn I directed them at the ccs scripts. I'll take a look at it. Though I've wondered why the ccs scripts even exist when their only purpose is to execute the cmi scripts. Executing the cmi directly would save time.
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Posted by Offkorn at 2009-05-25 15:13:31    
Wow... I'm an idiot.

Turns out I never had to move the Assassin spells around at all, as adding the extra MoW spells to the lines above them and rediecting the feats worked far better. Tested in in the endgame area, and the npc vampires still use all their abilities just fine.

So now, no part of Kaedrin's Mod has been changed.
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Posted by ladydesire at 2009-05-25 14:46:25    
Is it selfish of Ossian to want players to experience the game as it was developed? It's no different, in my opinion, than a DM refusing to allow a player to use certain classes in a PnP D&D session (Ossian is the DM in this case). Is it selfish of Kaedrin, myself, or 2DruNk2FraG, to want to respect Ossian's right to disallow classes that aren't included with Neverwinter Nights 2, if that is indeed the case? I'm sorry if you think such things are selfish, because they really aren't. For what it's worth, I do have a right to complain because the way you've done this makes classes in my pack that depend on the scripts modified not work right, since you've chosen to access the cmi_* scripts (the scripts for Kaedrin's classes) instead of the ccs_* versions (which call his by default in his pack).

Posted by Offkorn at 2009-05-25 13:45:02    
And I find the both the idea of forcing people to play an unmodded game, as well as refusing to do anything unless Ossian does it themselves, disrespectful... and just a little bit selfish.

As I said in the linked thread though; to each their own. Quite frankly though, you have nothing to complain about since no one's forcing you, Kaedrin, or Ossian to do anything since I'm doing instead (albeit in a much sloppier fashion). Saves you all time.
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Posted by ladydesire at 2009-05-25 12:34:54    
I find this highly disrespectful, not only of Kaedrin's request but of other developers that use Obsidian's scripts as the basis of their modules and game mods. To me, it's also disrespectful to Ossian Studios, since they could easily adapt MoW to allow community mods to be used if they want it; since they haven't yet done so, they seem to want the game experience to be based on what is supplied by Obsidian in the base game.

Posted by Offkorn at 2009-05-21 19:54:21    
Should've just done this from the beginning. No matter.

Level-up scripts are now working. Meaning Assassin spells will stack correctly, sneak attack will stack correctly, Lay on Hands will stack correctly... and so on and so forth. Actually tested it; it stacks. You may need to de-level and then re-level your character to correct any misstacking that may have already occured.

Assassin spells were recompiled. For whatever reason, they stopped accepting "SPELL_ASN_***" as a valid Getspellid() function target. I just pointed them directly at the relevant spells.2da line. Worked perfectly.
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Posted by Offkorn at 2009-05-20 17:22:09    
Quelzarn sceenshots added, to prove that fight is not bugged by having files in your override folder.

Well, besides the Quelzarn blueprints from the mow-creatures.erf file, as I mentioned in the description.
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Posted by Offkorn at 2009-05-18 09:47:50    
Then Kaedrin is wrong. I've played through MoW twice already with the PRC Pack installed. The Quests work just fine.
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Posted by Kunikos at 2009-05-18 09:46:34    
Kaedrin said that using his stuff with MoW will break MoW quests because the module triggers cannot be extracted from the encrypted hak file, and are overridden by his pack. There is no way to fix this short of getting help from Ossian, and they haven't been responsive.

Posted by Offkorn at 2009-05-18 08:16:31    
On-Equip and Un-Equip scripts (like the Bladesinger's Bladesong) now fire correctly. I just tied them to the x2_mod files rather than the k_mod files. Worked like a charm.

The only remaining problem may be the Feat-stacking scripts like the Hospitaler's Lay on Hands. If they aren't working I'll see about adding them to something else as well.
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Posted by Offkorn at 2009-05-17 19:14:25    
Updated so that Assassin spellbooks work. Shouldn't be any other issues.

Existing Assassins should also still have whatever spellbooks they already had, since the feats weren't changed, just the spells the feats point to.
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