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NWN2 ORIGINAL HAKPAKS

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Name  The Complete Craftsman MotB-SoZ Patch & Rebalance
Author  Jake Zahn
Submitted / Updated  07-11-2008 / 06-02-2009
Category  Code Modifications
Patch  1.22
NWN2Game  NWN2:SoZ
Description
This is a Patch to update the Complete Craftsman Mod, by ChainsawXIV, to work correctly with Mask of the Betrayer installed. If you do NOT have Mask of the Betrayer installed, then using these files may cause bugs and you would probably be best off using the existing 1.13 version of the Mod. It is also compatible with SoZ, though you do not need SoZ installed for this to work.

This does not contain the full Complete Craftsman Mod. You will still need to download and install version 1.13 of the Complete Craftsman Mod for this Patch to work correctly.

I did not test every single recipe, so if one of them (or something else) was broken, please contact me so that I can fix it.

Version 1.15
- Updated two 2da files for SoZ

------------------

There is also a Rebalanced version available.

Version 1.175
- Fixed Universal Saving Throw Bonus recipes

Version 1.174
- Shock Weapon/Gloves now use Diamond instead of Canary Diamond
- Sonic Weapon/Gloves now use Diamond instead of Star Sapphire
- Fixed Arcane Spell Failure Reduction recipes

Both the earlier Version History and an in-depth Recipe Listing are contained in the archive.

~~~~~~~~~~~~
Changes
~~~~~~~~~~~~


Arrow/Bolts/Bullets count as Simple Weapons for purposes of Craft Weapon rank requirements.
Clothes (Gloves/Robes/Belts) require a Craft Armor rank of 1.
Adamantine Gauntlets now have +2 Magic Damage.
Zalantar Heavy Shield now gets +2 AC.
Light Shields now require one Ingot/Plank/Hide.
Padded Armor now requires 1 Hide.

Removed Dragonhide Clothing recipes.
Removed +AllSkillRecipes.
Removed Shield and Shield of Faith versions of the Archmagi Robe recipe.
Removed numerous Bonus Feat recipes; Weapon Proficiencies, Armor Proficiencies, Imp.Crit.Unarmed, Knockdown
Extra Music/Rage/Smite/Turning/Wildshape, 2W-Fighting, W.Finesse, and PB Shot.

Disabled Adamantine Jewelry recipes.
Disabled Unlimited Ammo and Invulnerable Armor recipes.

Masterwork Weapons now get +1 to attack rather than a +1 enchantment.
Masterwork armor now use Obsidian defaults; masterwork armor gets a reduction in Armor Check Penalty and an increase in sale price.
Armorrulestats.2da is now compatible with Kaedrin's PRC Pack.

The +X Piercing Damage Recipes now add Magical damage instead of Piercing and require Magic Missile instead of Light.

The Ranged Weapon Attack Bonus recipes now require either the Bless or True Strike spells.

The Arrow Deflection recipe now requires Protection from Arrows instead of Mage Armor, and can now be enchanted onto
gloves/bracers/weapons in addition to armor.

The Armor Bonus recipes now require Mage Armor or Magic Vestment instead of Light.

The Immune to Critical/Sneak Attack recipe now requires Clairaud/Clairvoy instead of Banishment.

The Quick Armor recipe is now universal, and has been changed to: Air4 + Power3 + Blue Diamond

The Spell Failure Reduction recipes have been overhauled. They now use Ethereal Visage instead of Daze.

05% = Aventurine, Air1, Earth1
10% = Aventurine, Air2, Earth1
15% = Aventurine, Air2, Earth1, Power1
20% = Aventurine, Air2, Earth2
25% = Sapphire, Air3, Earth2
30% = Sapphire, Air3, Earth2, Power2
35% = Sapphire, Air3, Earth3
40% = Star Sapphire, Air4, Earth3
45% = Star Sapphire, Air4, Earth3, Power3
50% = Star Sapphire, Air4, Earth4

Bag of Holding recipes now uses Planar Binding instead of Grease.

Bracer +X recipes now use Shield of Faith instead of Shield, in addition to Mage Armor.

Broach of Shield recipe now uses Shield instead of Mage Armor.

Bonus Feat: Cleave recipe now uses Keen Edge instead of Identify.
Bonus Feat: Dodge recipe now uses Cat's Grace instead of Identify.
Bonus Feat: Spell Penetration recipe now uses Assay Resistance instead of Identify.

Extra Wizard Spell Slot requires Fox's Cunning instead of Shocking Grasp.
Extra Sorcerer Spell Slot requires Fire essences instead of Air essences.
Extra Sorcerer/Bard Spell Slot requires Eagle's Splendor instead of Magic Missile/Sound Burst.
Extra Cleric Spell Slot requires Water essences instead of Air essences.
Extra Druid Spell Slot requires Earth essences instead of Air essences.
Extra Cleric/Druid Spell Slot requires Owl's Wisdom instead of Bless/Entangle.

The Bless recipe now uses a Canary Diamond instead of a Blue Diamond.
The Control Undead recipe now uses an Obsidian instead of a Sapphire.
The Death Ward recipe now uses a Canary Diamond instead of a Blue Diamond.
The Hold Monster recipe now uses a Star Sapphire instead of a Canary Diamond.
The Mordenkainen's Sword recipe now ues a Jacinth instead of an Obsidian.

The Purple Light universal recipes now use a Phenelope instead of an Alexandrite.

Gloves +X Attack Bonus recipes changed to use Bless or True Strike instead of Light or Blindsight.
Gloves On-Hit recipes now match Melee versions.
Gloves Disruption recipe was changed to Wounding-On-Hit (DC 20), now uses Harm instead of Heal, and requires level 14.
Gloves Flame recipe now requires Flame Strike instead of Delayed Blast Fireball.
Gloves Frost recipe now requires Ice Storm instead of Polar Ray.
Gloves Shocking recipe can now also be used with Call Lightning.
Gloves Silence recipe is now DC=20.
Gloves Slay Undead recipe now requires Undeath to Death instead of Slay Living.
Gloves Vampiric Regeneration recipes now match the Melee Weapon versions.

Melee Acid recipe now uses Acid Splash instead of Melf's Acid Arrow.
Melee Enhancement recipes now require Greater Magic Weapon instead of Light.
Melee Disruption recipe was changed to Wounding-On-Hit (DC 20) and now uses Harm instead of Heal.
Melee Keen recipe now uses Keen Edge/Weapon of Impact instead of Keen Edge/Lightning Bolt.
Melee Massive Criticals recipe now uses Keen Edge/Weapon of Impact instead of Fireball/Flame Strike.
Melee Silence recipe is now DC=20.
Melee Slay X recipes now use Slay Living instead of Power Word Kill.
Melee Slay Undead recipe now uses Undeath to Death instead of Power Word Kill.

+Skill recipes now use Legend Lore instead of Charm Person.
+Skill recipes have been changed as follows:

Skills have been separated into 6 groups; Dialog, Physical-Natural, Physical-Skilled,
Physical-Complex, Mental, and Crafting.

Dialog: Bluff/Diplomacy/Intimidate/Taunt
Physical-N: Listen/Search/Spot/Survival
Physical-S: Heal/Hide/M.Silently/Parry/Tumble
Physical-C: D.Device/O.Locks/Perform/S.Trap/SoH
Mental: Appraise/Concentration/Lore/Spellcraft/UMD
Crafting: C.Alchemy/C.Amor/C.Trap/C.Weapon

Each group uses a different set of gems.

Dialog: Topaz/Diamond/C.Diamond
Physical-N: Greenstone/Bloodstone/Obsidian
Physical-S: Aventurine/Sapphire/S.Sapphire
Physical-C: Amethyst/Garnet/Ruby
Mental: F.Agate/F.Opal/Jacinth
Crafting: Malachite/Alexandrite/Emerald

Each skill is associated with a specific essence.

Bluff: Water
Diplomacy: Air
Intimidate: Power
Taunt: Fire

Listen: Air
Search: Water
Spot: Fire
Survival: Earth

Heal: Power
Hide: Air
Move Silently: Water
Parry: Fire
Tumble: Earth

Disable Device: Fire
Open Locks: Power
Perform: Water
Set Trap: Earth
Sleight of Hand: Air

Appraise: Water
Concentration: Earth
Lore: Air
Spellcraft: Fire
Use Magic Device: Power

Craft Alchemy: Power
Craft Armor: Earth
Craft Trap: Fire
Craft Weapon: Water

Each level (+4/+8/+12) uses one essence at the required level.

+4: Weak
+6: Glowing
+12: Radiant

Use the above information to determine the exact recipe required.

Examples;
Topaz + W.Water = Bluff +4
Bloodstone + G.Fire = Spot +8
Aventurine + W.Fire = Parry +4
Garnet + G.Power = Open Locks +8
Jacinth + R.Power = UMD +12
Malachite + W.Fire = Craft Trap +4

~~~~~~~~~~~~
Additions
~~~~~~~~~~~~


Added Masterwork templates for ammunition and throwing weapons. They get +1 damage.
Added numerous Fire Mephit/Ice Mephit/Winter Wolf/Salamander Hide clothing templates and recipes.
Added several metal Gauntlet templates and recipes.
Added Dragonhide Gauntlet templates and recipe.
Added several metal Helmet templates and recipes.
Added Sling and Salamander/Winter Wolf Hide Sling templates and recipes. (1 Hide + Mold)
Added Ironwood shield/weapon templates and recipes.
Added Dragon/Wyvern Hide Shield templates and recipes.
Added Splint Mail templates and recipes.

Added Shield of Faith versions of the Wonderous Protection recipes.
Added Finger of Death versions of the Slay X recipes for Gloves and Melee Weapons.

Added Deflection recipes for Gloves. They match the melee versions.

Added more versions of the acid/fire/ice/shock/sonic recipes. Simply replace the essence.
Faint Essence = 2 damage (Level 5)
Glowing Essence = 1d10 damage (Level 15)
Radiant Essence = 2d6 damage (Level 20)

Added Damage Reduction recipes that use Stoneskin.
Radiant Power + Faint Air/Water/Earth/Fire + S.Sapphire (Level 14) = 5/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.
Radiant Power + Weak Air/Water/Earth/Fire + B.Diamond (Level 16) = 10/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.
Radiant Power + Glowing Air/Water/Earth/Fire + Beljuril (Level 18) = 15/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.
Radiant Power + Radiant Air/Water/Earth/Fire + King's Tear (Level 20) = 20/- Slashing, Piercing, Bludgeoning, or Magic Damage Reduction.

Added variations to the former +X Piercing recipes: Replace the Power essence with a different essence
for different damage types (Air=Slashing, Fire=Piercing, Earth=Bludgeoning).

Added Bonus Feat: Blind Fighting universal recipe that uses Blindsight. R.Power + Beljuril (Level 15).
Added Bonus Feat: Dash universal recipe that uses Expeditious Retreat. R.Air + Beljuril (Level 15).
Added Bonus Feat: Toughness universal recipe that uses Flesh to Stone. R.Earth + Beljuril (Level 15).
Added Bonus Feat: Arcane Defense (Transmutation): Phenalope + R.Power + G.Earth + W.Air
Added Bonus Feat: Arcane Defense recipes that use the same recipes as the Bonus Feat: Spell Focus, only with a Phenalope
instead of a Fire Agate and Protection From Spells instead of Identify.

Added Slay Dwarf (DC 20) on hit: Air4 + Earth4 + Fire4 + Power4 + Rogue Stone
Added Slay Elf (DC 20) on hit: Air4 + Fire4 + Power4 + Water4 + Rogue Stone
Added Slay Half-Elf (DC 20) on hit: Air4 + Earth4 + Power4 + Water4 + Rogue Stone

Added Doom (DC 20, 100% / 2 Rounds) on Hit Melee/Glove recipe that uses Doom: Fire3 + Power3 + Water3 + Bloodstone (Level 15)
Added Level Drain (DC 20) on Hit Melee/Glove recipe that uses Energy Drain: Fire4 + Power4 + Water4 + Beljuril (Level 18)

2 Metal Ingots + Glove Mold = Metal Gauntlets
2 Red Dragon Hide + Glove Mold = Red Dragon Hide Gauntlets

1 Metal Ingot + Hat Mold = Metal Helmet
1 Red Dragon Hide + Hat Mold = Red Dragon Hide Helmet

Club Mold + Ironwood = Ironwood Club (Craft Weapon 17)
Quarterstaff Mold + Ironwood = Ironwood Quarterstaff (Craft Weapon 17)
Spear Mold + Ironwood = Ironwood Spear (Craft Weapon 17)
Light Shield Mold + 1 Ironwood = Ironwood Light Shield (Craft Armor 16)
Heavy Shield Mold + 2 Ironwood = Ironwood Heavy Shield (Craft Armor 17)
Tower Shield Mold + 3 Ironwood = Ironwood Tower Shield (Craft Armor 19)

Firebeetle Belly (Fire1), Bodak's Tooth (Fire3, Power3), and Skeleton Knuckle (Earth1) are now distillable into essences.

Added various 'Cast Spell on Hit' recipes.

Weapons cast the spell on a successful attack while Armor casts it when an enemy successfully hits you.

The recipes follow the following formula:

R.Earth = Armor Recipe
R.Air = Weapon Recipe
R.Power = All Recipes
R.Fire = Arcane spell
R.Water = Divine spell
G.Water + G.Fire = Cross-type spell

Arcane gems:

Alexandrite
Sapphire
Star Sapphire
Blue Diamond
Beljuril

Divine Gems:

Topaz
Obsidian
Diamond
Canary Diamond
King's Tear

Cross-type Gems:

Fire Agate
Fire Opal
Ruby
Jacinth
Rogue Stone

Spell cast at level 04: Alexandrite/Topaz/Fire Agate
Spell cast at level 08: Sapphire/Obsidian/Fire Opal
Spell cast at level 12: Star Sapphire/Diamond/Ruby
Spell cast at level 16: Blue Diamond/Canary Diamond/Jacinth
Spell cast at level 20: Beljuril/King's Tear/Rogue Stone

Caster Level requirement = Spell level.

Available Weapon Spells:

Banishment (Cross-Type)
Bestow Curse (Cross-Type)
Combust (Arcane)
Contagion (Cross-Type)
Crumble (Divine)
Enervation (Arcane)
Feeblemind (Arcane)
Harm (Divine)
Inflict Minor Wounds (Divine)
Inflict Light Wounds (Divine)
Inflict Moderate Wounds (Divine)
Inflict Serious Wounds (Divine)
Inflict Critical Wounds (Divine)
Lesser Spell Breach (Arcane)
Phantasmal Killer (Arcane)
Vampiric Touch (Arcane)

Available Armor Spells:

Combust (Arcane)
Contagion (Cross-Type)
Enervation (Arcane)
Entangle (Divine)
Fear (Arcane)
Inflict Minor Wounds (Divine)
Inflict Light Wounds (Divine)
Inflict Moderate Wounds (Divine)
Inflict Serious Wounds (Divine)
Inflict Critical Wounds (Divine)
Poison (Divine)
Quillfire (Divine)
Shocking Grasp (Arcane)
Sound Burst (Cross-Type)
Stonehold (Divine)
Web (Arcane)

Examples;
Weapon Casting Inflict Critical at level 8 = Air4 + Power4 + Water4 + Obsidian
Armor Casting Inflict Critical at level 12 = Earth4 + Power4 + Water4 + Diamond
Weapon Casting Contagion at level 16 = Air4 + Fire3 + Power4 + Water3 + Jacinth
Armor Casting Contagion at level 20 = Earth4 + Fire3 + Power4 + Water3 + Rogue Stone
Weapon Casting Enervation at level 12 = Air4 + Fire4 + Power4 + Star Sapphire
Armor Casting Enervation at level 16 = Earth4 + Fire4 + Power4 + Blue Diamond

Added numerous Fire Mephit Hide, Ice Mephit Hide, Winter Wolf Hide, and Salamander Hide recipes.

Belt: Mephit Hide and Salamander/W.Wolf Hide
Boots: Mephit Hide and Salamander/W.Wolf Hide
Cloak: Mephit Hide and Salamander/W.Wolf Hide
Gloves: Mephit Hide and Salamander/W.Wolf Hide
Hat: Mephit Hide and Salamander/W.Wolf Hide
Padded Armor: Mephit Hide and W.Wolf Hide
Robe: Mephit Hide and W.Wolf Hide

Salamander Hide's weight reduction has been reduced to 40% (just for clothes).
Winter Wolf Hide has the same properties as Salamander Hide (replacing Fire Resistance with Cold).
Fire Mephit Hide has 80% Weight Reduction and 5/- Fire Resistance. (+5 ranks to craft)
Ice Mephit Hide has 80% Weight Reduction and 5/- Cold Resistance. (+5 ranks to craft)

Added various 'instant creation' magical ammunition recipes.

Arrows:

Acid = Mithral + Arrow Mold + Melf's Acid Arrow (Level 10)
Detonation = Mithral + Arrow Mold + Delayed Blast Fireball/Firestorm (Level 18)
Fire = Mithral + Arrow Mold + Flame Arrow/Flame Weapon (Level 10)
Ice = Mithral + Arrow Mold + Ray of Frost/Hypothermia (Level 10)
Lightning = Mithral + Arrow Mold + Shocking Grasp/Call Lightning (Level 10)
Mild Poison = Mithral + Arrow Mold + Poison (Level 8)
Petrification = Mithral + Arrow Mold + Flesh to Stone (Level 15)
Piercing = Mithral + Arrow Mold + Spike Growth (Level 12)
Poison = Mithral + Arrow Mold + Contagion (Level 10)
Vampire = Mithral + Arrow Mold + Vampiric Touch (Level 8)

Bolts:

Fire = Mithral + Bolt Mold + Flame Arrow/Flame Weapon (Level 10)
Frostbite = Mithral + Bolt Mold + Ray of Frost/Hypothermia (Level 10)
Lightning = Mithral + Bolt Mold + Shocking Grasp/Call Lightning (Level 10)
Mild Poison = Mithral + Bolt Mold + Poison (Level 8)
Paralytic = Mithral + Bolt Mold + Ghoul Touch/Stonehold (Level 14)
Piercing = Mithral + Bolt Mold + Spike Growth (Level 12)
Poison = Mithral + Bolt Mold + Contagion (Level 10)

Bullets:

Fire = Mithral + Bullet Mold + Fireburst/Flame Weapon (Level 10)
Giant's Bane = Mithral + Bullet Mold + Spike Growth (Level 14)
Ice = Mithral + Bullet Mold + Ray of Frost/Hypothermia (Level 10)
Lightning = Mithral + Bullet Mold + Shocking Grasp/Call Lightning (Level 10)
Screaming = Mithral + Bullet Mold + Sound Burst (Level 12)
Smiting = Mithral + Bullet Mold + Weapon of Impact (Level 12)

Darts:

Accuracy = Mithral + Dart Mold + True Strike (Level 15)
Acid = Mithral + Dart Mold + Acid Splash (Level 12)
Asp's Nest = Mithral + Dart Mold + Quillfire (Level 12)
Ice = Mithral + Dart Mold + Ray of Frost/Hypothermia (Level 12)
Stunning = Mithral + Dart Mold + Power Word Stun (Level 15)

Shurikens:

Dragon's Tail = Mithral + Shuriken Mold + Fireburst/Flame Weapon (Level 12)
Grains of Sand = Mithral + Shuriken Mold + Hiss of Sleep (Level 12)
Many Talons = Mithral + Shuriken Mold + Vampiric Touch (Level 14)
Ojy-do = Mithral + Shuriken Mold + Ray of Frost/Hypothermia (Level 12)
Shining Light = Mithral + Shuriken Mold + Daze (Level 15)

Throwing Axes:

Black Raven = 2 Mithral + Throwing Axe Mold + Fear (Level 12)
Coming Storm = 2 Mithral + Throwing Axe Mold + Call Lightning Storm (Level 15)
Fire = 2 Mithral + Throwing Axe Mold + Fireburst/Flame Weapon (Level 12)
Rifthome = 2 Mithral + Throwing Axe Mold + Bull's Strength (Level 12)
Thunderbeast = 2 Mithral + Throwing Axe Mold + Cacophonic Burst (Level 15)

Added various ammunition-related blacksmith recipes.

Darts count as Simple Weapons for purposes of Craft Weapon rank requirements.
Shurikens count as Exotic Weapons for purposes of Craft Weapon rank requirements.
Throwing Axes count as Martial Weapons for purposes of Craft Weapon rank requirements.

Dart Mold + Metal Ingot = Darts of Specific Metal
Shuriken Mold + Metal Ingot = Shurikens of Specific Metal
Throwing Axe Mold + 2 Metal Ingots = Throwing Axes of Specific Metal

Dart Mold + Mithral + Potion of Bless = +1 Darts
Shuriken Mold + Mithral + Potion of Bless = +1 Shurikens
Throwing Axe Mold + 2 Mithral + Potion of Bless = +1 Throwing Axes

Arrow Mold + Adamantine + Perfected Alchemist's Fire + Perfected Thunderstone = Arrows of Detonation
Arrow Mold + Alch.Silver + Acid Flask = Acid Arrows
Arrow Mold + Alch.Silver + Alchemist's Fire = Fire Arrows
Arrow Mold + C.Iron + Coldstone = Ice Arrows
Arrow Mold + Darksteel + Quartz Crystal = Lightning Arrows
Arrow Mold + Iron + Mild Bee Venom = Mild Poison Arrows
Arrow Mold + Iron + Mild Bee Venom + Mild Scorpion Venom = Poison Arrows
Arrow Mold + Mithral + Potion of Bless = +1 Arrows

Bolt Mold + Alch.Silver + Alchemist's Fire = Fire Bolts
Bolt Mold + C.Iron + Coldstone = Ice Bolts
Bolt Mold + Darksteel + Quartz Crystal = Lightning Bolts
Bolt Mold + Iron + Choking Powder + Tanglefoot Bag = Paralytic Bolts
Bolt Mold + Iron + Mild Bee Venom = Mild Poison Bolts
Bolt Mold + Iron + Mild Bee Venom + Mild Scorpion Venom = Poison Bolts
Bolt Mold + Mithral + Potion of Bless = +1 Bolts

Bullet Mold + Alch.Silver + Alchemist's Fire = Fire Bullets
Bullet Mold + C.Iron + Coldstone = Ice Bullets
Bullet Mold + Darksteel + Quartz Crystal = Lightning Bullets
Bullet Mold + Iron + Thunderstone = Bullets of Screaming
Bullet Mold + Mithral + Potion of Bless = +1 Bullets

Crafting an Alchemically Enhanced recipe requires +5 Craft Weapon ranks.

Added additional MotB Special Essence variations.

Amulet of Betrayal Personified = Safiya + Okku + One of Many + Kaelyn

Ring of the Founder = 2 Pristine Earth Essence + 2 Pristine Fire Essence + Essence of the Founder + Mithral

Ring of the Red Wizards = 2 Pristine Earth Essence + 2 Pristine Fire Essence + Pristine Power Essence + Mithral

Myrkul's Wrath = Myrkul's Essence + Adamantine Scythe

Files

NameTypeSizeDownloads
Area_Override.rarArea_Override.rar
Submitted: 07-11-2008 / Last Updated: 03-07-2009
rar211Kb1502
This will add an infinite number of the new molds to Galen at Fort Locke, and Azim in Mulsantir. Read the included Readme file before using. It also includes recipe books listing all the new, default, and altered recipes in them.
TCC_MotB_SoZ_Patch_115.rarTCC_MotB_SoZ_Patch_115.rar
Submitted: 07-11-2008 / Last Updated: 11-22-2008
rar162.06Kb1809
TCC MotB/SoZ compatibility patch version 1.15
TCC_MotB_SoZ_Patch_1175_Rebalance.rarTCC_MotB_SoZ_Patch_1175_Rebalance.rar
Submitted: 07-11-2008 / Last Updated: 06-02-2009
rar813.55Kb3696
TCC MotB/SoZ Patch + Rebalance version 1.175

SoZ is not required, MotB likely is.
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Comments (141):

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Posted by fredamora at 2012-10-12 22:58:48    Voted 10.00 on 10/12/12
Nevermind. Must have had overlooked it when I tried armor as the base equipment. So it's an armor only enchantment, that's why. A 10 then! Thanks for this

Posted by fredamora at 2012-10-12 22:39:16    Voted 10.00 on 10/12/12
I can't seem to get damage reduction to work...tried any equipment (from armors to belts) + radiant power + any radiant element + king's tear + stoneskin (also tried the warlock's imbue item). Invalid recipe. Tried the lesser versions of the damage reduction recipes, also not working. Would have had loved to give it a 10, if not for the problems

Posted by Baradar67 at 2011-11-24 16:27:10    
@Grail Quest regarding non-destruction.

The whole idea is that you smash the item to bits, pulverize it into powder and then extract the essence. If your extraction fails then that's part of the risk.

Posted by kingluoxi at 2011-09-24 00:49:56    
You write articles too wonderful! !
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Posted by shilly671 at 2011-09-18 21:10:39    
[±êÇ©:TAGS-C]Every man is his own worst enemy.[±êÇ©:TAGS-C2]

Posted by Grail Quest at 2011-06-20 05:14:29    
The new on-hit weapon spells (e.g., Vampiric Touch) result in weapons that inflict NO weapon damage, but are used as on-touch weapons that deliver the spell, although it seems to work as a normal weapon when you do a Cleave.
Might be unbalancing unless you come up against an SR you can't overcome, whereupon it suddenly swings to completely useless.
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Posted by Grail Quest at 2011-06-17 00:22:29    
It would be nice if the Mortar and Pestle did not destroy your item if it isn't going to return any components.

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Posted by Hank at 2010-07-17 09:45:17    
Does anyone have an index for the updated recipes? How can you turn off recipes that you don't want in the game if you don't know which recipes they are. The original craftsman index does not appear to match the rebalanced craftsman.
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Posted by DerHeiligeApfel at 2010-01-07 10:21:24    Voted 10.00 on 01/07/10
Hi there, reporting a bug concerning the universal saving throw bonus recipie.

I'm using version 1175 (Game 1.23), which changed the values for this recipie. However, the new values don't work, but the old ones do.

More specific:
In the crafting.2da, recipies 667 to 671. "Effect Output" in version 1175 is "40, 0, x, 0, 0" where x is 1 to 5.
These values however, don't work for me. I get the "Crafting suceded" message, but no new properties on the item.
With the old values in "Effect Output", "41, 0, x, 0, 0" everything works as it should.

Posted by opiekun at 2009-10-15 05:14:40    
Hello!
How to make that System working with NWN2:MotB's PW ?
I actually:
1)made an erf file with all of scripts, and imported that.
2)made a .hak with all of .UTI files whicz was implemented to the module.
3)implemented needed .2da files. But it seems it doenst work. Hmm.

Posted by Droiyan7 at 2009-08-03 16:14:10    
1.23 is out, are there any news?

does current version work with 1.23?

Posted by ladydesire at 2009-06-25 07:12:20    
Or we could wait to see if patch 1.23 has it fixed, since that is being worked on by Obsidian. :)

Posted by Offkorn at 2009-06-22 09:09:11    
Yep, that would be a way around it, and would fall under the 'Creating a New GUI' which I mentioned two posts earlier.

I know nearly nothing about XML files though, so that option isn't open to me. If someone else wants to, again, feel free. Since the Imbue Item issue affects the entire crafting system, such a GUI alteration should be really released as its own Mod.
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Posted by Bjond at 2009-06-21 03:58:58    
Actually, it would be easy to fix Imbue to be PnP-correct. Just put the onus of spell selection onto the player instead of trying to auto-guess it from the script. Tie imbue feat to a script that tosses up a menu that permits the player to cast any spell in the game at his current Warlock class level, but only when a craft-box is targeted.

If the player has a craft-box targeted, imbue tosses up menu. If player doesn't have box targeted, imbue says "huh? target a craft-box!" and (optional) polymorphs the warlock into a chicken. Then run through the standard PnP UMD check for that spell and either cast it on the bench (success) or apply the failure effects.

You could even implement the "unable to retry failures until next level" feature from PnP with a blocking-feat that gets added on failure and removed on-level.

Doing that is a bit of work, but it's not impossible and not something that needs more than one person. 'Course it does have to be the right person -- the one motivated enough to really do it rather than just talk about how to do it. ^~

Posted by Offkorn at 2009-06-12 03:45:09    
You can't 'fix' Imbue Item so that it will differentiate between two recipes that use the same spell.

Rather: "Two recipes that use the same ingredients but different spells."

I really hate not having an edit option.
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Posted by Offkorn at 2009-06-11 18:28:58    
You can't 'fix' Imbue Item so that it will differentiate between two recipes that use the same spell. Just like you can't 'fix' polymorph to allow the PC to use Feats while shapeshifted.

It's an engine limitation.

Theoretically, you could create a GUI that allowed you to choose what spell Imbue Item would be mimicking and then have it cast that spell... but that type of system would take even more effort than just making each recipe require unique ingredients.
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Posted by ladydesire at 2009-06-08 17:31:05    
I think what Offkorn is saying is this; a Warlock isn't really a spellcaster in the same way a Wizard or Sorcerer is, so the Imbue Item feat has to "fake" being each spell needed to make an item. The resulting complexity of trying to make it work is something that really requires a team effort, rather than one lone modder doing it all.

Posted by meacodri at 2009-06-08 04:45:26    
The OTHER "only way around it" would be to fix (replace) Imbue Item so that it doesn't work badly.

Posted by Offkorn at 2009-06-01 07:35:03    
Found out what the problem with Imbue Item is... and it's not really fixable.

The crafting system works by separating recipes according the spell that's required to cast them first, and ingredients second. So you can easily have two or more recipes that use the same gems and essences as long as they require a different spell to be cast.

Now, since Imbue Item is every spell, it triggers all the recipes that use the same physical ingredients. This ranges in effect from nothing happening, to the 'wrong' recipe happening. This is an engine limitation, and the only way around it would be to make sure every single recipe has different physical components.

Making the Complete Craftsman Mod fully compatible with Imbue Item requires far more effort than I'm willing to expend. If anyone else wants to undertake the project; feel free.
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Posted by Offkorn at 2009-05-29 16:23:01    
Arrow of Detonation: Did you use Delayed Blast Fireball or Firestorm? Depending on spell settings (controlled by Mods like Player1's spell fixes), the spell may not trigger it correctly.

Imbue Item: I didn't alter the coding for that feat, so I don't know why it wouldn't be working. I may take a look at it later if I get time.

Spirit Mold: Works fine with the Golem for me.


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Posted by miksdadda at 2009-05-14 13:48:51    Voted 9.00 on 05/14/09
Love this mod but found one arrow recipe that I couldn't make work and that is "arrows of detonation". I'd also like to know if this will work with the Spell Fixes Compilation. I removed that thinking it may have been causing an issue but still had no success. I did have success creating magical +1 arrows, ice arrows, lightening arrows, and acid arrows. I'm looking forward to trying other recipes. Thanks for your hard work!

Posted by Troglis at 2009-04-29 16:24:32    
Ok maybe I am jsut retarted......or perhaps the only one who plays a warlock......but as great as this hakpak is for crafting it does not work with the warlocks imbue item ability. I try for a weapon enchanement and get bonus bard spells, armor enhancements get bonus druid spells. Not sure of how this can be fixed but would be superb if it was.

Posted by Mister Pickles at 2009-04-29 05:11:53    
Is it safe to place this mod in the override folder, enhance an item, and then remove the mod from the folder? And will that item retain any added properties (e.g., would monk gloves in the OC retain elemental damage enhancements after the mod were removed)?

I ask because player1's Spell Fixes Compilation has numerous duplicate files, which include fixes I believe this mod does not.

Thanks!

Posted by PhoenixG at 2009-04-09 09:57:17    Voted 9.50 on 04/09/09
Kudos on the mod and thanks for all the hard work.

I just wanted to point out that I received a "You do not have the Craft Wondrous Items feat" error while trying to use Mold Spirit during The Golem's Heart sidequest. I renamed my override folder and tried again and it worked, so it's definitely something with the mod.

Posted by Offkorn at 2009-03-18 17:21:03    
I don't know how much use it'll be, but here's a screenshot of the contents of my override folder

I have just about all the ones you do (and quite a few you don't) and am not having an issue. Mods of yours that I don't have: Feat Fixes, Square Minimap, F&I Big Fonts, Overland Encounter Reducer, and Overland Buffs.

Do you still have the problem after the 1.22 patch? As that makes many of those fix mods you had obsolete.
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Posted by Offkorn at 2009-03-18 17:14:15    
Fixed Armor Enhancement recipes. They now correctly accept Magic Vestment in addition to Mage Armor.

Also, for those that haven't noticed, I made in-game versions of the complete recipe list. Those can be found in the 'Area_Override' download.

By the way... could you provided the updated list in XLS format?

I do not have any association with Excel. By choice. The less complicated something is, the better, as I have quite enough to do as it is without worrying about color formatting issues and column size. And, besides; GameFAQs doesn't except that format.

There is an updated text file version included in the archive though, if you haven't seen it yet.
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Posted by quintellarosa at 2009-03-10 05:52:26    Voted 10.00 on 03/10/09
I don't understand why many people don't like the workbenches' way of enchanting: it's awesome! And by using this enhancement... It's great!
By the way... could you provided the updated list in XLS format?

Posted by tianos at 2009-02-27 12:08:05    
SOZ about the problem ... something seems to disable the graphic buttons, I noticed that the mod "pirate card game" by Adam Miller, which uses buttons to sacrifice graphics card does not work with the tcc.

Posted by MaXiMiUS at 2009-02-19 22:59:13    Voted 8.50
First, I tried to trade some goods with -no- mods enabled. Then, with my usual mods I know work. Both were successful, in that I was able to buy/sell in bulk, and one at a time, with no issues (though the buttons on the trading screen are a bit screwy -- if you click one of them -all- of them on that row become depressed. If you click on the row above/below, the same thing happens, and the first row returns to normal). Just to be sure, I re-downloaded 1.13 + 1.171. I enabled The Complete Craftsman (with all my regular mods removed), repeated the test.. and nothing. I cannot trade at all, no matter how many millions of times I click those buttons. Quite frustrating >:(

Posted by Offkorn at 2009-02-19 22:00:56    
The only file that was updated/changed was the crafting.2da file. SoZ does not use this file at all. Even if SoZ did use it (which it doesn't) the trading and crafting systems have nothing to do with one another and use completely different files.

Trading, I should note, works perfectly fine for me (I just tested it).
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