DMG 3.5 Armors - All Masterwork armors and special materials with correct stats by StephenSpann
This .hak is a single 2da modification to add a bunch of different armors to select for "armor type (for game rules)" in the NWN2 toolset. There is no way to adjust an armor's Armor Check penalty, which is the primary advantage of masterwork armors. Also, only masterwork armor is the only kind of armor that can be magically hanced. There are not any blueprints included at this time, these will need to be created by the builder. Obviously I can't test this... so who knows if it works? hehe.
The difference between the two hak files:
Hak 1: The one with 'override' in the filename will make all armor blueprints included with the toolset masterwork... this means you need to create new blueprints for mundane armors. Use this if you want to continue using the blueprints included with the toolset. (Note: all magic armor and armor made with special materials such as Adamantine and Mithral should have the masterwork bonus to Armor Check Penalty, so you will only need to recreate the 12 mundane armors and 3 mundane shields.
Hak 2: This hak does not change anything about the blueprints included in the toolset, it merely adds more options to the "armor type (for game rules)" menus. This means you should create all new magic armors and special material armors using the new armor types so they receive the reduced Armor Check penalty.
Instructions:
Add a 'hak' folder to your toolset directory.
Extract the .hak file you wish to use to the 'hak' directory.
In the toolset, go to "Module Properties" and browse to get to .hak file... you have to select "add" once you get to the 2nd screen.
You should then be able to select the new armor types in the armor properties option labelled "armor type (for game rules)". You may need to reopen the module to have the new 2da and .hak applied to the module.
Due to lack of information on custom TLK files... (which is required for the menu in the toolset to display things like "Masterwork Full Plate" correctly) I have a bit of a workaround, but you have to sort of decipher what means what:
Stats for: Appears in toolset menu as: Characteristics adjusted:
- for Mundane and Masterwork Wooden Shields, be sure to change the material away from steel... not sure if this affects gameplay significantly.
- Some items are not particularly effected gameplay-wise.. such as Masterwork Leather Armor (it is just more expensive).
- All magical, mithral, and adamantine armor should technically be masterwork.
- I am unsure whether or not Mithral Tower Shields actually exist within the 3.5e ruleset... they are normally made of wood. I included the stats for it though, because it already exists as a NWN2 blueprint anyway
The only way to get a chain shirtwith 0% ACF is to apply the Twilight enchantment (from the Book of Exalted Deeds), which reduces the ACF by 10%. A +1 Twilight Mithral Chain Shirt is a thing of beauty as far as armoring arcane casters is concerned. AC +5(+Dex), 0% ACF. 0 ACP (which means it can be worn without penalty even if you don't actually HAVE the Light Armor Proficiency).
You'll be more upset to find out that you are wrong, Wrathan. According to the 3.5 Player's Handbook, the Chain Shirt has a 20% chance of spell failure, and a mithril chain shirt has a 10% chance of spell failure.
Asking a coupple questions: Do you have to use the toolset to make armors or can yuo create them in game and have the new MW quality?
Also, did you adjust the Arcane Spell Failure of the Chain shirt? they have it at 20% and it is only SUPPOSED to b 10%, so when you make it out of mithral, there is NO ARCANE SPELL FAILURE. sorry for caps, just VEYR frustrating for one who plays an armoed caster in a PnP campaign.
Don't take my word for certain, because I don't know if it modifies game data files or not... but until someone confirms this yes or no, I'd stick with .hak files :) Besides, they are the easiest way to distribute modified data files for multiplayer, IMO _________________________ Stephen Spann
Sound Designer / Composer
Really ? You can modify the 2da permanently in the new toolset...
Brrr... Good job so, I'm downloading now... _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
This hak includes the modified armorrulestats.2da to adjust the ACCHECK column as you have described... I was referring to the fact that you can't modify it in the toolset (outside of modifying the 2da)... to the best of my knowledge, it is still bad to modify 2das permanently, as they will modify the game files used in other modules. So, for now, I have done this in .hak form. _________________________ Stephen Spann
Sound Designer / Composer
"There is no way to adjust an armor's Armor Check penalty, which is the primary advantage of masterwork armors."
In "armor.2da" and "armorrulestats.2da", look at the ACCHECK column. I'm not sure how it works, but I think it may solve your problem. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
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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