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.
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)
Shouldn't Shining Blade should have craft alchemy as skill? Might have missed it ;) Keep up the good work.
Posted by redrover72 at 2012-05-2820:41:28
@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 on06/05/12
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 at 2012-05-2608:54:18
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 on05/25/12
It's a daunting task to merge all of these. 10 simply for the effort.
Posted by Shadowhunter at on05/22/12
Great stuff. Still, could you add NWN1 Style Familiars for NWN2 and Mage Tome PRC Spell Pack if possible.
Posted by redrover72 at 2012-05-1722:53:38
@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 on05/17/12
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 2012-05-1716:05:30
@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 on05/17/12
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 ;)
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