This is compilation of various spell fixes for bugs found in Neverwinter Nights 2. Only fixes for actual bugs are included, since balance or PnP tweaks aren't goal of this compilation.
Note that there are 3 main downloads here. One for users with original NWN2, another one for those having Mask of the Betrayer and third for those with Storm or Zehir. There is also Mysteries of Westgate compatibility patch available.
How to install?
Just put files from archive to your Override folder.
Spell fixes
-Several fixes to Animal Trance spell
*will use caster level, instead of total character level, for duration (if not racial ability)
*won't have oversized radius (feet values in script should be converted to meters)
-Fixed Dispel Magic and all its variations, so that when targeting area, it won't try to dispel aura effects twice (both as an area of effect object and as an effect on creature). Also, dispel check for area effects is changed to match official 3.5e rules better. Fixed spells/invocations are: Dispel Magic, Lesser Dispel Magic, Greater Dispel Magic, Mordenkainen's Disjunction, Voracious Dispelling and Devour Magic
-Fixed Divine Power, so casting it twice on same target won't remove increase to base attack bonus
-Tweaked Enlarge Person (including Duergar version) and Righteous Might, so extra damage added isn't magical, but physical. Otherwise, as magical damage, it would bypass any damage reduction
-Fixed Entropic Husk, so that creatures immune to mind affecting effects properly turn hostile on their former allies
-Fixed Flee the Scene invocation, so it functions normally if having Team Rush feat (won't haste only 2 characters)
-Fixed Grease, Entangle and Vine Mine spells, so that incorporeal creatures are properly unaffected by them
-Fixed Iron Body, so it makes caster immune to Mass Drown spell (and not just Drown)
-Several fixes to Mass Fowl:
*mental stat penalties, added by spell, made extraordinary to prevent their dispelling
*properly removes invisibility from caster, when used
-Fixed both Mind Blank spells, so they remove mind effects from Tasha's Hideous Laughter and Solipsism spells
-Fixed Vampiric Feast, so it properly removes invisibility from caster, when affecting enemies
-Fixed all restoration magic, so it doesn't remove buffs from Reduce spells. This includes: Lesser Restoration, Restoration, Greater Restoration, Neutralize Poison and heal by NPCs
Fixes to feats and class abilities
-Fixed Fey and Fiendish Legacy/Presence feats, so that duration depends from total character level, and not from the level in class, which was leveled up, when these feats were taken
-Several fixes to Song/Hymn of Requiem:
*hymn will heal properly when used NPC AI
*won't affect creatures of same faction that are outside current area
-Several fixes to Eldritch Chain, when used with Hellfire Warlock:
*Constitution damage will be reported, if any of chain attacks misses
*will report correct Constitution damage, if more then 1 point is lost
-Fixed several issues with Hellfire Blast and Hellfire Shield:
*removed exploit which allowed use of Hellfire even if having immunity to Constitution damage *Constitution damage from use of Hellfire won't be dispellable anymore
*Hindering and Binding Blasts will apply Hellfire Blast damage when active
*Hellfire Shield won't halve damage with failed saving throw anymore, and do full damage with successful one *Hellfire Shield will respect Evasion
*Hellfire Shield won't show fire impact visuals, if no damage is inflicted
-Fixed several issues with Warlock essences, which happen when they share same shape:
*applying new essence won't remove old one of different type, if both are using same shape
*essences with secondary damage (like Brimstone) will work, if target is already affected by some other essence that shares same shape -Fixed Utterdark Blast shape, so it's properly set as Supernatural (and thus, not possible to dispel)
-Fixed Warlock's Imbue Item ability, so it works with all recipes from MotB
Other fixes
-Added workaround for an issue, when taking epic spells with prestige classes could lead to getting wrong ability modifier being applied to their save DC. Also, added missing DC bonus to epic spells normally gained for every 3 caster levels after 20, as well as DC bonus awarded through influence feats from MotB campaign
-Item properties without subtype will be upgradeable through crafting, if max number of enchantments is already reached (works with all 3 crafting systems)
-Fixed crafting in SoZ campaign, for REAL, so that Imbue Item can substitute any spell needed -Fixed infinite loop in Fatal Sonic Trap script
-Several fixes to Unity of Will spell-like ability of Silver Sword, used in MotB campaign:
*depleting temporary hit points won't cancel out other buffs
*enemies immune to mind effects won't skip saving throw and get penalty anyway (should be immune instead)
Fixes to spell attributes
(spells.2da)
-Fixed Castigate, so it can be properly aimed on caster, instead his allies (and effect is centered on caster anyway)
-Added area targeting marker for Magic Circle against Alignment, since it's area effect (SoZ only)
-Fixed range for Shadow Conjuration version of Darkness, so it matches other Darkness spells/abilities (should be large, not touch)
-Added missing verbal component for Utterdark Blast invocation (NWN2 only)
-Added area targeting marker for Assassin's Darkness, that was missing
-Fixed Barkskin, so it can be scribed on scroll with Ranger (NWN2 only)
-Fixed Detect Undead, so it doesn't give item with Mass Cure Serious Wounds, when making potions or wands (NWN2 & SoZ only)
-Fixed Magic Circle against Alignment, so it gives proper scroll when scribed (instead of Protection from Alignment, NWN2 only)
-Fixed Mass Charm Monster, so it can be scribed on scroll with Wizard (NWN2 & SoZ only)
For some reason radial dispels is not working for me. I don't have any other spells.2da in my override and the campaign I am playing doesn't have one either. Is anybody else experiencing this?
Posted by Valeska at 2009-11-11 10:48:57 Voted 10.00 on 11/11/09
Actually, correct script is X2_S0_BlssWeap.nss for Bless Weapon. Unfortunately, what you describe is known bug, and there is no way to fix it through scripting (as far as I know). Also, just unequipping and equipping the weapon will remove the effect, if it should have expired at that post.
I only recently found this mod and am currently using it for the first time. I notice that bless weapon doesn't expire and the script for that spell is remarkably devoid of detail [SpeakString("Casting Bless Weapon", 0);]. Is there any plan to address this or is this hardcoded somewhere?
I just recompiled x2_mod_def_act.NSS (from Neverwinter Nights 2 Campaign_X2 folder).
The thing is, that kinc_trade_crafting.NSS already includes a fixed code in official patch, but due to x2_mod_def_act.NSS not being recompiled between patches, change doesn't happen in the game.
Another thing which i noticed was that "fake undead" (german Scheinuntod ; makes you immune to crtical hits) gives always lower charisma though the description states that it should lower wisdom on clerics and intelligence on mages etc.
But its probably another thing with the description ?
You'll notice that size of this compilation is trimmed considerably. We can thank Obsidian for that. Significant amount of fixes from this compilation got ported to official patch.
I've also added MoW compatibility patch. It's edited spells.2da that includes lines with MoW abilities. It's also included as part of Radial Dispels add-on, so those used don't need it separately.
Posted by Reeron at 2009-07-16 15:13:12 Voted 9.00
So just pick a number that you know is "close enough" and ask Maximus to set it to that. He will, without any problem. I've had it happen several times, and he's always fixed it "with a smile on his face".
Those aprox. values I digged from goggle cache, a few days after the accident (when old download disappeared when uploading new file).
Posted by Reeron at 2009-07-15 16:41:40 Voted 9.00
Player1:
You can get your counters reset if you email the site owner (Maximus I believe) by clicking on "Report a Problem" which is located just above your downloadable files. Just email him and let him know what the counts should be, for those 2 files, and he will set it to the proper number. Just be aware that you need to tell him exactly what the number should be (or as close as you can remember), and that number should include both the old download number and the new number combined.
Posted by frudillao at 2009-07-11 07:14:14 Voted 10.00 on 07/11/09
Mysteries of Westgate and compatibility:
I did some research, but it was a bit hard, because I don't own the pack (not into online purchases). Here is how to goes. MoW has encrypted hak file some with modified spell/ability scripts which can't be overridden by my work. Also, it has modified spells.2da, outside hak, which can be changed and merged with my work.
What does this mean?
For raw compatibility, you can use my pack, without spells.2da and have MoW work perfectly fine. Their spells.2da will work properly, and any scripts modified by Ossian will take precedence over mine. Thus, my spells.2da changes and my script changes for those spells modified by Ossian won't function. In future, if I get hands of spells.2da from MoW, I'll make merged version of spells.2da, to make it possible to use my spells.2da changes with MoW.
Note: Spell scripts changed by Ossian for their pack can't be overridden with my work. Actually, they can with clever renaming of scripts in spells.2da. But I would not recommend it, since there is probably a good reason why those spells got modified for adventure (probably related to becoming *spoiler* when choosing *spoiler* path). Also, since there are in encrypted pack, there is no chance whatsoever to obtain their source to make merged version with my code.
Is "timekeeper" icon there with nothing in override?
Posted by Vainomoinen at 2009-06-20 18:56:28 Voted 9.50 on 06/20/09
Been using player1's spell fixes for awhile, I prefer them to the spell.2da changes in Kaedrin's KRC pack. I have a minor issue, when I use this, the little "timekeeper" icon in the lower left corner the shows time of day, date, etc., disappears. But when I remove this mod and install Kaedrin's PRC pack in override, the timekeeper icon appears. Any one know what the setting or file is that forces this timekeeper icon thingie to appear?
Hmm... I thought there was some documentation somewhere, I guess I can't find it.
But, this one is helpful:
In scripts_x2 there is file called hench_i0_spells.nss. Take look on constants used. Many of these define stuff used when reading henchspells.2da. You could probably reverse engineer stuff you need.
-Fixed range for Shadow Conjuration version of Darkness, so it matches other Darkness spells/abilities (should be large, not touch)
-Added missing area targeting marker for Assassin's Darkness
-Fixed Shadow Conjuration (Darkness), so targeting marker matches shape area (old marker was smaller then area affected)
Intel_Andy:
As far as I understand, if my spells.2da is removed, there should be no problem playing MoW with my pack. Of course, you'll lose changes that rely on spells.2da.
If I could get hold of MoW version of spells.2da in the future, I could make MoW compatible version of fixes (I guess).
Currently, I don't plan buying MoW. Digital downloads aren't my thing.
Posted by Cyphre at 2009-05-24 13:14:36 Voted 10.00 on 05/24/09
Posted by Intel_Andy at 2009-04-30 12:24:05 Voted 9.75
Thanks for the file updates!
Ossian is recommending to not play with overrides with MoW until packages have been updated accordingly. Apparently there are custom feats and spell changes that can be improperly overriden if certain 2da files are changed by overrides.
Thanks for your continued attention to detail; I also greatly prefer your spell fixes when compared to others since you limit your scope to fixes and not outright changes to spell and feat behavior. Thanks man.
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