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NWN2 COMBINED HAKPAKS

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Name  Kaedrin's PrC + TCC + Spell Fixes + Tome of Battle + Races of Faerun + Light Emitting Spell Effects
Author  Kaedrin, Reeron, ChainsawXIV, Jake Zahn, Kamigoroshi, K2, RedRover
Submitted / Updated  05-01-2012 / 05-18-2012
Category  Prestige Classes
Patch  1.23
NWN2Game  NWN2:SoZ
Description
This package combines:
Kaedrin's Prestige Class Pack 1.42f
Reeron's Spell Fixes and Improvements 6.05
Drammel's Tome of Battle 1.142
ChainsawXIV's and Jake Zahn's The Complete Craftsman 1.175.
TonyK's Companion and Monster AI 2.2
K2's Light Emitters in Spell Effects 1.10
Kamigoroshi's Races of Faerun 2.3


Installation:
If you have any of these mods installed, remove them first.

If you are upgrading this merge distro, you should remove the previous versions, too.

Unzip the contents of the file to your custom content folder.
On a PC that is ..\My Documents\Neverwinter Nights 2\.


I started this as a personal project, and while researching certain things I saw that people were still clamoring for combos like this. So, I figured I would release my work as starting place for those that might want to combine these mods, and others, together.
I�m a stickler for documentation, so I�ve included pretty much everything I�ve done along the way. That document alone may help people who want to try their hand at merging mods.

Things to do (or would like to do):
-Integrate Wild Mage class (indefinite hold)
-I'm out of ideas, any fan favorites to recommend?

IMPORTANT NOTE: If you are upgrading to version Beta 0.10.0, you MUST completely remove all the previous merged content and clean install to the override folder. I moved some stuff around that will mess your game up if you don't remove the old stuff 1st.


Version History:

Current Version: Beta 0.10.0

Beta 0.10.0 � 5/17/12

-Updated PaleMaster description in classes.2da to reflect SFI class changes
-Added Perform as a cross-class skill to Crusader, Swordsage, and Warblade classes; could not choose this skill before
-Completed Ghostwise Halfling dialog.tlk entry
-Completed Half-Celestial dialog.tlk entry
-Completed integrating Races of Faerun mod

See documentation for complete change log.

Found a bug that needs squashing? Got a fix for something I broke or left out? Have a recommendation for new content? Just want to say thanks? Then please, leave a comment or send me an email.

Files

NameTypeSizeDownloads
KPrC_SFI_TCC_Merge_Documentation_v0.10.0.7zKPrC_SFI_TCC_Merge_Documentation_v0.10.0.7z
Submitted: 05-01-2012 / Last Updated: 05-16-2012
7z35.54Kb500
Included with merge distro.

v0.10.0 Documentation only.

For those that are just curious, or for people looking for a make-shift guide on how to merge mods with common TLK, 2DA, and script (NCS/NSS) files.
x2_mod_def_unaqu.NCSx2_mod_def_unaqu.NCS
Submitted: 05-01-2012 / Last Updated: 05-08-2012
NCS7.29Kb560
Now included in the merge distro.

Possible AI fix.

Use this file if your toons are standing around instead of fighting.

This is compatible with stand-alone installs of KPrC and TonyK's AI. This distro is not necessary.

Back up older versions of this file; place in TonyK AI folder, overwrite old version; also place in KPrC folder, overwrite old version.

Note: correct file now uploaded (if you have x2_mod_def_unEqu.NCS, you have the wrong one) (yes, that one letter makes a big difference, sorry about that)
open?id=0B02mzmaXnY1xN1FhbDF4eGtwUG8open?id=0B02mzmaXnY1xN1FhbDF4eGtwUG8
Submitted: 05-01-2012 / Last Updated:
open--2165
Merged distribution files v0.10.0

Contains all files necessary to play.

Includes documentation and AI file.

MD5: 3d55eefa264655d3bc9a19003e65f86b

External Website Beyond Our Control
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SCREENS

TCC crafting, with Kaedrin's fletching update





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Comments (58):

  1  2 Next>

Posted by darthkthor at 2013-03-30 14:45:33    Voted 9.50 on 03/30/13
so far pretty good but there is one problem I have none of my party members follow me or battle they just stand there I placed the possible AI fix the "x2_mod_def_unaqu.NCS" in the Tony AI folder didn't have to replace anything and in the mention u have to put the AI fix as well into the KPrC folder but the problem is there is multiple folders there but I just put it in the main KPrC folder and not the other folders. I hope thats what I was supposed to do on that.

Posted by Neofighter at 2013-02-16 09:29:59    
This is brilliant. Any chance of adding wild mage and magetome? I tried myself but im really bad with merging 2a. files

Posted by Cait_Sith at 2012-09-26 06:42:37    Voted 10.00
Short question: are you still working at this mod?

Second, in case of the Flamearrow bug it looks like the file 'nw_s0_flmarrow.NCS' in 'zzz_KPrC_SFI_TCC_merge' is broken.
One way to work around maybe deleting this file falling back to the original version.

Posted by branflakes56 at 2012-08-29 19:58:52    
If this was combined with Cyphre's animal companion pack this would be perfect

Posted by safaquel at 2012-08-14 10:10:32    
Well, in FACT I installed it and replaced my dialog.tlk with the one in the archive, and I have no text for most of the new races and classes NOT introduced in Kaedrin's PRC pack. I am not sure if that's how it is supposed to work.
Please advise.

Posted by raoniluna at 2012-08-09 13:40:19    
Any updates coming soon?

Posted by Rooksx at 2012-07-20 11:49:38    
Nevermind, my fault for using an old version of 7zip.

Posted by Rooksx at 2012-07-20 11:43:50    
Having a problem with the 7z file containing the merged scripts. When I try to extract, I get loads of error messages about unsupported compression method. I've tried downloading it three times with different browsers and download managers, still have the problem.

Posted by Cait_Sith at 2012-07-04 22:31:26    Voted 10.00
hello,

once again, nice work.

It looks like I found another issue, as far as I can tell something in "zzz_KPrC_SFI_TCC_merge" breaks the arcane spell "Flame Arrow" for Wizards and Sorcerers. The casting Animation is shown but neither the projectile animation nor the damage seems to work.
I found it not working at the OC and the UninvitedGuest mod.

Posted by Cam51982 at 2012-07-01 16:48:33    Voted 10.00 on 07/01/12
Awesome work, I did find a hiccup along the way though. There is sometimes a conflict that makes MOTB style resting not work properly while using the merge override files. The rest menu pops up, and you can click on rest 8 hours or wait, and enemies may even ambush you, but you wont rest either way.

But!
If you find these 2 specific files:
x0_i0_spells.NSS
nw_i0_spells.NSS
(one being in the zzz_KPrC_SFI_TCC_merge > scripts and the other in
zzz_KPrC_SFI_TCC_merge > scripts > source)
and remove them, MOTB style resting works again.
I have no idea why its those specific ones, nor what spell files have to do with resting but it took me a while going through the merge folders to figure it out. My override is pretty crowded as it is and I'm surprised I was able to find them, but everything else seems to work just fine with no conflict. I don't know if it's just me that encountered this, but there you go.

Posted by Heandell at 2012-06-29 08:18:11    
In case anyone is wondering why their companions are standing around like idiots is because you have to asign your A.I. weapons. Right click on the weapon you want your companions to you use and assign AI melee weapon and AI ranged Weapon respectively. If you dont your companions will hold their weapons and have no idea what to do with them...

Posted by redrover72 at 2012-06-27 12:57:27    
@marc_al
Seems the Warlock issue was something introduced in KPrC 1.42f... He's fixed it for 1.42.1, but that hasn't been released yet

The +5 armor enchant would only work in MoTB anyway, but I haven't tested it. Try it in MoTB. If it still doesn't work it would take scrubbing of the crafting.2da to figure out what's wrong (probably won't do that, though, sorry)

Half-Celestial may have been a ninja change by me (that I forgot to change back). Feel free to update the 2da to fix it (see doc).

Brownie is a crappy race anyway. It's tiny and so it can only use tiny weapons. A dagger or kukri is considered a large weapon. So, since a short bow is medium, it can't use it... you can modify 2da file to change their size, if you really want to use that combo (see doc).

@zephera & Delgotta
The AI issue was introduced by KPrC in 1.4xx somewhere. I thought my custom script would fix the issue, but it doesn't seem to fix everything. The best advice I can give is to reset the toons AI settings (at the bottom of AI page) and re-do it. Also reset weapon setting (right-click on a weapon and reset) and re-do those too. That usually does the trick for me. Unfortunately I can't do more than that for you.
_________________________
Return my Illudium Pew-36 explosive space modulator!
_____________________________________
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ESA Rover mission - Link

Posted by marc_al at 2012-06-26 00:20:17    Voted 10.00 on 06/05/12
Hello,

I have seen that a brownie Ranger can not use any bow (shortbow or composite or long).
I don't know if it is correct but it doesn't look correct for me.

Marc

Posted by Delgotta at 2012-06-25 20:02:15    Voted 10.00 on 06/25/12
having the same AI problem as zephera. other than that, this mod gave me reason to play again, now if i can find a pw that uses it.

p.s. theres cookies for anyone who gets the wild mage working with this :P

Posted by marc_al at 2012-06-20 23:20:39    Voted 10.00 on 06/05/12
Hello,

I have seen that the half celestial (race 46 in the subrace file) has an ECL of 6 but the ECL is only 4 in the Kaedrin and in the Rof pack.


Posted by zephera at 2012-06-20 15:52:02    
Ummm. Is it me or do my companions act retarded with PrC and tonyk ai? When i pull TonyK ai it works. Tried the ai fix u posted but still not working so either im doing something wrong or it doesn't work... any help appreciated

Posted by marc_al at 2012-06-20 06:39:58    Voted 10.00 on 06/05/12
Hello,

I can't manage to enchant an armor at +5 (or +4). It says recipe invalid. I have tried with the recipe of the tcc and the one from the books (it is the same) and it doesn't work.

Posted by marc_al at 2012-06-13 23:45:20    Voted 10.00 on 06/05/12
Hello,


It doesn't seem that the problem with the warlock is with all spells. I think it is only the unmodified blasts or something like that because at high level when I have put my armor back, there is no problem with blasts.

Posted by redrover72 at 2012-06-09 11:49:21    
@ Xcelcio,
I didn't modify the class skills for shining blade, so it should be correct as is.
_________________________
Return my Illudium Pew-36 explosive space modulator!
_____________________________________
NASA Rover mission - Link - Link
ESA Rover mission - Link

Posted by marc_al at 2012-06-05 07:36:18    Voted 10.00 on 06/05/12
Awesom whar I needed :)

Posted by Xcelcio at 2012-05-28 21:10:26    Voted 10.00 on 05/25/12
Shouldn't Shining Blade should have craft alchemy as skill? Might have missed it ;)

Keep up the good work.

Posted by redrover72 at 2012-05-28 20:41:28    
@Shadow Hunter - Thanks for the suggestions. I'll look into them and see what's possible

@Unknown Exile and marc_al - I haven't tested a warlock, so I haven't run into that problem, although I do play bards quite often and have not noticed an issue. I kept all of Kaedrin's Warlock invocations in place and did not implement any of Reeron's Warlock invocations, so I'm not sure what could be causing the conflict. This is the problem with merging a lot of stuff, sometimes things like this pop up. I'll take a look when I get a chance and see if I can figure it out what is causing the feat to fail. Warlock are a funny breed, though, they seem to have their own set of scripts for just about everything.
_________________________
Return my Illudium Pew-36 explosive space modulator!
_____________________________________
NASA Rover mission - Link - Link
ESA Rover mission - Link

Posted by marc_al at 2012-05-27 07:35:48    Voted 10.00 on 06/05/12
Hello,

Thank you for this great combined pack. I have seen that an Alu-fiend Warlock has the feat Armored caster (wich is correct), but the feat doesn't work. Even with a leather armor I still must make Arcane failure check.
Thank you
Marc

Posted by Unknown Exile at 2012-05-26 08:54:18    
Excellent compilation of mods for the most part, however I did run into a few bugs...

1) The weapons switching issue turned up in my game, not a huge issue for me (since I don't really have my toons switching weapons in combat anyway, still annoying to figure out that it was causing my melee toons to do nothing -_-). There is the slight chance that the UI mod I added caused it, I had to add/replace the characterscreen.xml and creatureexamine.xml so that it was compatible with Tonk K's AI. Still I did examine the originals and there wasn't anything that stuck out at me (unless just having one or both of them there was causing the issue). I think I read in comments and the documentation that you merged creatureexamine.xml somewhere, the changes in both looked to just be UI alterations so idk why it would be causing an issue.

2) There was some weird issue with the starting armors where you can't examine them (once again not a huge issue really), they still seemed to be adding there AC bonus to the PC its just that when you try to examine them you get nothing.

Now that the minor two are out of the way...here comes a big one.

3) After I installed the mod the new Warlock I rolled was having arcane spell failures WHILE wearing light armor. I did try to test a bard and another warlock, but in my minor tests only the warlock seemed to duplicate this issue..at least on Eldritch Blast and probably all its Essences and Shapes. I only got to test it in the starting area of the Original Campaign, and on the normal spell and Draining Blast which both caused arcane spell failures. But when I also tried to test Dark Ones Own Luck and Entropic Warding I never saw a spell failure.

Anyway while I don't wish the last issue on anyone I do hope its not just me (I hate reinstalling NWN2).

Posted by Xcelcio at 2012-05-25 10:22:00    Voted 10.00 on 05/25/12
It's a daunting task to merge all of these. 10 simply for the effort.

Posted by Shadowhunter at 2012-05-22 14:48:13    Voted 10.00 on 05/22/12
Great stuff. Still, could you add NWN1 Style Familiars for NWN2 and Mage Tome PRC & Spell Pack if possible.

Posted by redrover72 at 2012-05-17 22:53:38    
@Action_RPG
I looked into those two mods you suggested.
The Archmage sounds like it would be a fun one to add, but it requires modifying source code for all spells. Since Kaedrin is no longer releasing source since 1.42, I can not integrate the class.
As for the other classes, I would prefer to stick to classes from the PnP 3.5 canon or Pathfinder.

Thanks for the good suggestions, though.

Best,
Red
_________________________
Return my Illudium Pew-36 explosive space modulator!
_____________________________________
NASA Rover mission - Link - Link
ESA Rover mission - Link

Posted by Action_RPG at 2012-05-17 17:33:51    Voted 10.00 on 05/17/12
Ok, I understood. No problem, I know it's a difficult work combine a lot of packs ;)
About the pack Reeron's summoning spells, is an excelent news. One of the problems with the summoners is that the monsters are a little weak and one monster isn't enough.
About the palemaster, I will check this class later, should be interesting the changes of this class.
I looked some hackpacks in this page and I found some interesting packs that you can add:
-2DruNk2FraG's Homebrew Classpack
-Ombra Archmage PrC from Abeir Toril Italian Shard
These packs are a little old, but are really good for implement.

And about the name, no problem. I will think a new name, I'm not very goog with the names xDDD.

Posted by redrover72 at 2012-05-17 16:05:30    
@Action_RPG
Thanks for the kind words and the suggestions.

I've already looked at the Dread Necromancer class, and unfortunately it would not work with this pack; too many conflicts that can't be fixed. If this sort of thing interest you, you should check out the PaleMaster changes that are already implemented in this combo pack. Also, I kept Reeron's summoning spells, so you can summon more than one creature at a time, too.

As for the package name, I'll keep that in mind, but I'm shooting for something a little more... clever.
_________________________
Return my Illudium Pew-36 explosive space modulator!
_____________________________________
NASA Rover mission - Link - Link
ESA Rover mission - Link

Posted by Action_RPG at 2012-05-17 14:32:48    Voted 10.00 on 05/17/12
Oh, I forgot. I have a tittle for your mod: Redrover's combination pack.
And about this mod: Dragons in the OC by kevL, I think it's a good idea. Some characters are too much powerful for this creatures, especially melee characters.
Well, that's all. Good luck ;)

  1  2 Next>

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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