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NWN2 SCRIPTS

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Name  SOZ Overland Buff/Effect Preservation Mod
Author  Netriak
Submitted / Updated  11-27-2008 / 02-28-2009
Category  Rulesets
Forum Thread  Link
Type  Type - Player State Tracking
Format  Code Only
Patch  1.21
NWN2Game  NWN2:SoZ
Description
This mod implements the method of buff/effect preservation for the Storm of Zehir overland map I suggested on the forums.
On entering the overland map it copies all effects to dummy creatures, and restores them on exit.
However, due to lack of a GetEffectRemainingDuration function or some equivalent, I had to edit all spell scripts to store the duration, using a mass find and replace program.
This makes this modification incompatible with any spell modifying mods, although changing the scripts in such a mod to use my changed ApplyEffectToObject function is not such an amount of work.

This is a beta/test release. There may be some bugs, unforeseen problems or spells/effects that are not preserved.
Use at your own risk.
To Install, extract the directory to one of your override directories.

Version 1.3 changes:
Effects are now also preserved during module changes, such as entering/exiting crossroad keep and certain dungeons, or by using the teleporter gate.
Also some minor fixes.

Files

NameTypeSizeDownloads
kaedrin_prc_pack_1.34.4_comp.rarkaedrin_prc_pack_1.34.4_comp.rar
Submitted: 11-27-2008 / Last Updated: 12-07-2008
rar2.8Mb877
BETA compatibility set.
This file must be downloaded in addition to the main download if you wish to make this mod compatible with kaedrin's prc pack. This compatibility pack is for version 1.34.4 for Storm of Zehir.
Install instructions:
Remove the "spellscripts" directory from my overland buff mod and all of its contents.
Remove the "cmi_spells" and "cmi_feats" directory from Kaedrin's mod.
Put the combined directory from this mod in the override directory.
Olbuffs_v1.3.rarOlbuffs_v1.3.rar
Submitted: 11-27-2008 / Last Updated: 12-01-2008
rar2.2Mb2381
Version 1.3, contains new cross-module effect preservation code.
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Comments (30):

1 2 3

Posted by CrnaOvca at 2008-12-1401:41:40    
Great work. But I noticed it does not work with all spells, namely natural armor buffs do not stay from fight to fight. Barkskin should last a long time in the game but it does not.

Posted by Kissamies at on12/14/08
Very useful for the heavily buff reliant types especially. Extra points for Kaedrin compatibility. One bug I encountered is having a permanent red light over my main overland character on normal areas. This appeared after doing the New Leaf bandit quest with the serpent figurine. Could be that it's not even caused by this script, but I didn't encounter this bug on my first playthrough when I didn't have this.

Posted by Patch61 at on12/13/08
Works beautifully

Posted by bumbler at on12/12/08
Well done. this saves a whole lot of unnecessary resting.

Posted by lockeslylcrit at on12/12/08
Maybe it's just me, but this fix doesn't work with Bard Inspirations. The Inspirations stay on when you go to/from the overworld map, but the bonuses gained from such are lost until you switch to another Inspiration or turn it off and then back on (two rounds of combat!). This is a major annoyance to me since I run with a Bard in my party.

Posted by Del at 2008-12-1114:08:09    
Really appreciate the effort. This fix makes a big difference. One thing, it doesn't seem to work with Elephant's Hide. Not sure if that is correctable or not. Thanks!

Posted by Coelocanth at on12/11/08
Been using this for a while now, and I've not run into any issues. Outstanding work!

Posted by irreg at on12/09/08
I really appreciated this coming out but I had a number of problems with it that required me to periodically remove it from the override, load, save and reinstall. The biggest issue is with +hitpoint enchantments. With the druid spell "awakening" cast on the cohort's dinosaur companion, the dino's hitpoints would increase by the amount of the spell every time that we changed modules by entering Neverwinter or the Keep. This effect would return even if the dinosaur was resummoned once we entered the world map. He obtained around 800 hp at one point, which really isn't much of a problem but feels a little cheap. Similarly, the +2 constitution inventory item that you get from freeing Port Llast would also increase my mage's HP by around 10 every time we switched modules. Also, spell effects return sporadically after switching world spaces, even after resting. At one point, a persistent haste effect cast at Mt Hotenow disappeared for 2 characters upon entering Chult, was absent entirely in Samarach, but reappeared when we returned to the sword coast, despite having rested several times in the interim.

Posted by ericgs at on12/09/08
Brilliant! I'm not a big buffer, but still appreciate this a lot.

Posted by ledgabriel at on12/08/08
Oh man, thank you for this!! Fixing the weird bugs of Obsidian is a hell of a job. I wonder why they don't give the rights back to Bioware... would be much better. Thanks again _________________________ By helping each other we become free

1 2 3

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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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