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.
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.
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.
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. _________________________ ::RAWR::
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! _________________________ I got a signature! Woooooooo!
Or rather... *NOW* it's fixed... 'css' looks a lot like 'ccs' when you're in a rush. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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.
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.
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. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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.
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).
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. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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.
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. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
Then Kaedrin is wrong. I've played through MoW twice already with the PRC Pack installed. The Quests work just fine. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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.
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. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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. _________________________ Nemo non Morior Anime Overviews MP3 Player Playlist
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