Folks, I have rolled all my bugfixes for this mod into my own re-release of this mod. Please see here: http://www.nexusmods.com/neverwinter2/mods/1070/?
I am wondering if I am missing something. I can't seem to find any reference to the restrictions for classes enchantments on the page. They all require faint essences which are unavailable in MOTB.
The point of this is to make sure the modded OC system works even after you have MotB and SoZ installed (the 2DA content changes and breaks the old files), not to import the OC system into MotB and SoZ.
Though it will work in both of those campaigns if you happen to have the ingredients.
Offkorn, but is there a way to get the required essences in MOTB? Cause there're some recipes I'd like to use that MOTB crafting system does not allow, like arcane spell failure reduction...
The way you can get the older essences is to use the Salvaging system. Take a character with high Spellcraft and use the Mortar & Pestle on an item. This will break down the item into essences and (if your Spellcraft is good enough) gems too. Note that Beljurils are impossible to obtain from this process, but all other stones I've looked at generally work. King's tears and Blue Diamonds are particularly plentiful.
I found a fix for the feat requirements. The TCC's config option to allow feats to not be required doesn't mesh well with MotB, and was never properly fixed. In the ginc_crafting.nss file, replace the following code:
// Determine if we're creating or enchanting int bItemConstruction = TRUE; if (sItemTemplateList == "") bItemConstruction = FALSE;
int iItemCategory = StringToInt(sItemsAffected); // enchanted wondrous items will start with a "B", causeing this to be 0.
// Backwards semi-compatibility with older 2DAs & using TCC Types. If the required Feat is missing, substitute based on item type (Michael Cohen) int iItemType = GetTCCType(oItem); if (iReqFeat == 0) { if ((iItemCategory == ITEM_CATEGORY_WEAPON) || (iItemCategory == ITEM_CATEGORY_ARMOR_SHIELD) || iItemType == TCC_TYPE_MELEE || iItemType == TCC_TYPE_ARMOR_SHIELD || iItemType == TCC_TYPE_ARMOR || iItemType == TCC_TYPE_SHIELD || iItemType == TCC_TYPE_BOW || iItemType == TCC_TYPE_XBOW || iItemType == TCC_TYPE_SLING || iItemType == TCC_TYPE_AMMO) // wondrous items are any except categories 1 and 2 (weapons and armor) iReqFeat = FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR; else iReqFeat = FEAT_CRAFT_WONDROUS_ITEMS; }
// +++ check additional criteria
// Check for the required feat on caster if TCC is configured to insist on crafting feats if (StringToInt(Get2DAString("tcc_config","value1",4)) && !GetHasFeat(iReqFeat,oPC)) { int iError; if (iReqFeat == FEAT_CRAFT_WONDROUS_ITEMS) iError= ERROR_NO_CRAFT_WONDROUS_FEAT; else if (iReqFeat == FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR) iError= ERROR_NO_CRAFT_MAGICAL_FEAT; else { iError= ERROR_RECIPE_NOT_FOUND; } ErrorNotify(oPC, iError); return; }
--------------------------------------------
If anyone wants me to push up a copy with all my fixes so far, I'm happy to. Still trying to contact the mod owner.
"Trying". All it takes is a simple PM, which triggers an E-mail which I'll see within 24 hours. Yet you never tried that. If you're going to ignore the PM system here to post on my website though, try to make sure it's at least in an on-topic place (such as the Mod List page).
I stopped playing this game long ago, so the chances of my ever updating this is slim. You however, or anyone else for that matter, can do whatever you want with it. Which is clearly stated in the Mod Permissions section. Meaning you never even had to contact me about it in the first place.
That said, my permission isn't actually the person's necessary if you're looking for permission. It would instead be the TCC author's since this is just a modification of that.
I'm having a hard time with the Shocking Weapon recipes. I can't make the Canary Diamond + Air Essence + Weapon work with Lightning or Call Lightning. Getting "not a valid recipe". Any ideas?
Folks, I have tracked down the bug. I am running v 1.176. A number of weapon recipes are broken. Here's how you fix them: Find crafting_index.2da. On line 30 of that file (index 26) the line looks like this: 2611 24 Change it to: 2611 244
Also note: In v1.174 the recipes were updated to use Diamond instead of Canary Diamond, but the Crafting_Recipes readme was never updated to reflect this. Diamond is correct.
Explanation: The crafting_index.2da file must have its lines in the order that they appear in crafting.2da. Due to the missing character, the indexing was off.
An additional bug in crafting.2da: The Spell Failure recipes with the Star Sapphire don't work. This is because when you list reagents in crafting.2da, they must be listed in alphabetical order (caps before all non-caps). So these lines:
Must be replaced with these lines: 917 121 cft_ess_air4,cft_ess_earth3,cft_gem_10284,2,0,0,0****109215****000 918 121 cft_ess_air4,cft_ess_earth3,cft_ess_power3,cft_gem_10284,1,0,0,0****109217****000 919 121 cft_ess_air4,cft_ess_earth4,cft_gem_10284,0,0,0,0****109219****000
I have also discovered a bug that means that at least one Mold Spirit recipe (the Golem's Spirit Core) requires Craft Wondrous Items even though it shouldn't. No fix for that yet. The Shape of Fire Essence recipes require Craft Magical Arms & Armor. No fix for that either.
EDIT: For the fix to this issue, see my other main post on this thread.
Hi. I think the universal saving throws-enchant is still not working in v.176. I tried enchanting a ring (which already contained Darkvision and only usable by good) with Resistance +5. Crafting successful, but no property on the ring. Also tried the same on an empty amulet, no luck. Any tips, or fixes?
Another thing that does not work is multiple "bonus spells" on one item. I agree that one should not be allowed to put multile of the same level, but several with different levels should be allowed, for intance: Grand ring of sorcery (only usable by sorcerer, bonus 5,4,3,2 level spells). All that happens is that crafting materials are eaten, crafting successful, but any bonus spells beyond first are not added (same as the one above). Crafting gear like that really should be possible (they exist in game, you know).
EDIT: I had a look at the scripts. Did not understand how property magnitude is determined and compared. But it seems to me that when trying to add a bonus spell slot, it checks for the following: - Type (is of course the same) - Subtype (is the same, that is, the class "sorcerer", "druid" etc) - Ignores duration (as it is permanent) - Does not check magnitude (third entry in the effects column, an in this case, is about the spell level)
Ditto, I just tried the universal +4 and +5 recipes.... the components were consumed, I renamed the items... but no property was added, and neither item was more than 1 enchantment property. After that failed, I was able to add an ability bonus to each one successfully...
By the way, we have recipes with winter wolf, fire mephit, ice mephit and ironwood planks but these elements are missing ; only wyvern hide file is present.
Is it possible to add them in a future update ?
Edit : Forget what I said : I believed winter wolf, fire and ice mephit hides and ironwood planks were separated elements from the vanilla items ^^
Unsure if this would be the best place to ask, but here goes.
I don't really understand how enchantment slots are supposed to work. From the readme, as I understand it, Masterwork items are supposed to give 1 additional enchant slot, as are items that use top tier materials(like adamantine). I tried a normal masterwork iron greatsword, but could only give it 2 additional enchants. I then tried it with a masterwork adamantine greatsword and could still only give it 2 additional. Any normal greatsword I could give 3.
I checked the tcc_config.2da and the GrantMasterworkBonusSlot and GrantMaterialBonustSlots were set to 1. I tried setting BasePropSlots to 20 and even LimitNumberOfProps to 0, but I'm still limited to 3 enchants on a normal item.
So I've done everything as required, and some features work (renaming, basic crafting etc.), but now I tried to add a +1 enchantment to an alchemical silver weapon and it always fails. And yes, I've checked the recipe a dozen times and I'm doing it on the right bench. Any ideas?
Arcane Spell Failure Reduction recipe seems to not be working. 40%, 45%, and 50% reduction are not working, 35% and below is working. I'm using the rebalanced version 1.176.
I am using the update patch, but not the rebalance.
For some reason, my Masterwork armor items are all screwy. "armorrulestats.2da" looks fine, but weird things happen.
For example: - Masterwork Full Plate (Basic Iron) weighs 225 lbs. - Masterwork Chain Shirts (Basic Iron) provide negative AC. (Its light armor, but Neeshka goes from 13 AC naked to 10 AC with a M-Chain Shirt.
Now, from looking at the file more... odds are full-plate is pulling the stats from "Mountain Plate" which explains the stats. That is a jump down of 15 rows.
If you make the same jump of 15 rows from the masterwork chain shirt, it lands on a blank row of "padding"..which could explain its issue... but why is it jumping 15 rows?
Edit: Note, grabbing the rebalance and installing it fixed the issue...so whatever was wrong must be in the basic updat.=e.
23 comments
I have rolled all my bugfixes for this mod into my own re-release of this mod. Please see here:
http://www.nexusmods.com/neverwinter2/mods/1070/?
Though it will work in both of those campaigns if you happen to have the ingredients.
--------------------------------------
// Collect the required recipe information
string sItemsAffected = GetCraftingStringData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_TAGS, iRecipeMatch);
string sItemTemplateList = GetCraftingStringData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_OUTPUT, iRecipeMatch);
int iReqCasterLevel = GetCraftingIntData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_SKILL_LEVEL, iRecipeMatch);
string sEncodedEffects = GetCraftingStringData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_EFFECTS, iRecipeMatch);
// Determine if we're creating or enchanting
int bItemConstruction = TRUE;
if (sItemTemplateList == "")
bItemConstruction = FALSE;
int iItemCategory = StringToInt(sItemsAffected); // enchanted wondrous items will start with a "B", causeing this to be 0.
// Backwards semi-compatibility with older 2DAs
if (iReqFeat == 0)
{
if ((iItemCategory == ITEM_CATEGORY_WEAPON) || (iItemCategory == ITEM_CATEGORY_ARMOR_SHIELD)) // wondrous items are any except categories 1 and 2 (weapons and armor)
iReqFeat = FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR;
else
iReqFeat = FEAT_CRAFT_WONDROUS_ITEMS;
}
// +++ check additional criteria
// Check for the required feat on caster
int iItemType = GetTCCType(oItem);
if (iItemType == TCC_TYPE_MELEE ||
iItemType == TCC_TYPE_ARMOR_SHIELD ||
iItemType == TCC_TYPE_ARMOR ||
iItemType == TCC_TYPE_SHIELD ||
iItemType == TCC_TYPE_BOW ||
iItemType == TCC_TYPE_XBOW ||
iItemType == TCC_TYPE_SLING ||
iItemType == TCC_TYPE_AMMO)
{
if (!GetHasFeat(FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR,oPC) && StringToInt(Get2DAString("tcc_config","value1",4)))
{
ErrorNotify(oPC,ERROR_NO_CRAFT_MAGICAL_FEAT);
return;
}
}
else
{
if (!GetHasFeat(FEAT_CRAFT_WONDROUS_ITEMS,oPC) && StringToInt(Get2DAString("tcc_config","value1",4)))
{
ErrorNotify(oPC,ERROR_NO_CRAFT_WONDROUS_FEAT);
return;
}
}
------------------------------------
with:
------------------------------------
// Collect the required recipe information
string sItemsAffected = GetCraftingStringData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_TAGS, iRecipeMatch);
string sItemTemplateList = GetCraftingStringData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_OUTPUT, iRecipeMatch);
int iReqFeat = GetCraftingIntData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_CRAFT_SKILL, iRecipeMatch);
int iReqCasterLevel = GetCraftingIntData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_SKILL_LEVEL, iRecipeMatch);
string sEncodedEffects = GetCraftingStringData(MAGICAL_RECIPE_PREFIX, sIndexTag, COL_CRAFTING_EFFECTS, iRecipeMatch);
// Determine if we're creating or enchanting
int bItemConstruction = TRUE;
if (sItemTemplateList == "")
bItemConstruction = FALSE;
int iItemCategory = StringToInt(sItemsAffected); // enchanted wondrous items will start with a "B", causeing this to be 0.
// Backwards semi-compatibility with older 2DAs & using TCC Types. If the required Feat is missing, substitute based on item type (Michael Cohen)
int iItemType = GetTCCType(oItem);
if (iReqFeat == 0)
{
if ((iItemCategory == ITEM_CATEGORY_WEAPON) || (iItemCategory == ITEM_CATEGORY_ARMOR_SHIELD) ||
iItemType == TCC_TYPE_MELEE ||
iItemType == TCC_TYPE_ARMOR_SHIELD ||
iItemType == TCC_TYPE_ARMOR ||
iItemType == TCC_TYPE_SHIELD ||
iItemType == TCC_TYPE_BOW ||
iItemType == TCC_TYPE_XBOW ||
iItemType == TCC_TYPE_SLING ||
iItemType == TCC_TYPE_AMMO) // wondrous items are any except categories 1 and 2 (weapons and armor)
iReqFeat = FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR;
else
iReqFeat = FEAT_CRAFT_WONDROUS_ITEMS;
}
// +++ check additional criteria
// Check for the required feat on caster if TCC is configured to insist on crafting feats
if (StringToInt(Get2DAString("tcc_config","value1",4)) && !GetHasFeat(iReqFeat,oPC))
{
int iError;
if (iReqFeat == FEAT_CRAFT_WONDROUS_ITEMS)
iError= ERROR_NO_CRAFT_WONDROUS_FEAT;
else if (iReqFeat == FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR)
iError= ERROR_NO_CRAFT_MAGICAL_FEAT;
else
{
iError= ERROR_RECIPE_NOT_FOUND;
}
ErrorNotify(oPC, iError);
return;
}
--------------------------------------------
If anyone wants me to push up a copy with all my fixes so far, I'm happy to. Still trying to contact the mod owner.
I stopped playing this game long ago, so the chances of my ever updating this is slim. You however, or anyone else for that matter, can do whatever you want with it. Which is clearly stated in the Mod Permissions section. Meaning you never even had to contact me about it in the first place.
That said, my permission isn't actually the person's necessary if you're looking for permission. It would instead be the TCC author's since this is just a modification of that.
Any ideas?
I am running v 1.176. A number of weapon recipes are broken. Here's how you fix them:
Find crafting_index.2da. On line 30 of that file (index 26) the line looks like this:
2611 24
Change it to:
2611 244
Also note: In v1.174 the recipes were updated to use Diamond instead of Canary Diamond, but the Crafting_Recipes readme was never updated to reflect this. Diamond is correct.
Explanation:
The crafting_index.2da file must have its lines in the order that they appear in crafting.2da. Due to the missing character, the indexing was off.
Cheers!
The Spell Failure recipes with the Star Sapphire don't work. This is because when you list reagents in crafting.2da, they must be listed in alphabetical order (caps before all non-caps).
So these lines:
917 121 cft_gem_10,cft_ess_air4,cft_ess_earth3284,2,0,0,0****109215****000
918 121 cft_gem_10,cft_ess_air4,cft_ess_earth3,cft_ess_power3284,1,0,0,0****109217****000
919 121 cft_gem_10,cft_ess_air4,cft_ess_earth4284,0,0,0,0****109219****000
Must be replaced with these lines:
917 121 cft_ess_air4,cft_ess_earth3,cft_gem_10284,2,0,0,0****109215****000
918 121 cft_ess_air4,cft_ess_earth3,cft_ess_power3,cft_gem_10284,1,0,0,0****109217****000
919 121 cft_ess_air4,cft_ess_earth4,cft_gem_10284,0,0,0,0****109219****000
In crafting.2da replace the following lines:
667 137 cft_ess_earth1,cft_gem_03-140,0,1,0,0****03****000
668 137 NW_IT_GEM005,cft_ess_earth1-140,0,2,0,0****06****000
669 137 cft_ess_earth2,cft_gem_09-140,0,3,0,0****09****000
670 137 cft_ess_earth3,cft_gem_11-140,0,4,0,0****012****000
671 137 cft_ess_earth4,cft_gem_12-140,0,5,0,0****015****000
with
667 137 cft_ess_earth1,cft_gem_03-141,0,1,0,0****03****000
668 137 NW_IT_GEM005,cft_ess_earth1-141,0,2,0,0****06****000
669 137 cft_ess_earth2,cft_gem_09-141,0,3,0,0****09****000
670 137 cft_ess_earth3,cft_gem_11-141,0,4,0,0****012****000
671 137 cft_ess_earth4,cft_gem_12-141,0,5,0,0****015****000
-----------------------------------
For those of you who followed along previously, this was the wrong fix:
To fix, go into itempropdef.2da, and replace these lines:
40711 ImprovedSavingThrowsIPRP_SAVEELEMENT****2****550614401
41712 ImprovedSavingThrowsSpecificIPRP_SAVINGTHROW0.652****550614411
with these lines:
40712 ImprovedSavingThrowsIPRP_SAVINGTHROW0.652****550614411
41711 ImprovedSavingThrowsSpecificIPRP_SAVEELEMENT****2****550614401
I have also discovered a bug that means that at least one Mold Spirit recipe (the Golem's Spirit Core) requires Craft Wondrous Items even though it shouldn't. No fix for that yet.
The Shape of Fire Essence recipes require Craft Magical Arms & Armor. No fix for that either.
EDIT: For the fix to this issue, see my other main post on this thread.
Another thing that does not work is multiple "bonus spells" on one item. I agree that one should not be allowed to put multile of the same level, but several with different levels should be allowed, for intance: Grand ring of sorcery (only usable by sorcerer, bonus 5,4,3,2 level spells). All that happens is that crafting materials are eaten, crafting successful, but any bonus spells beyond first are not added (same as the one above). Crafting gear like that really should be possible (they exist in game, you know).
EDIT: I had a look at the scripts. Did not understand how property magnitude is determined and compared. But it seems to me that when trying to add a bonus spell slot, it checks for the following:
- Type (is of course the same)
- Subtype (is the same, that is, the class "sorcerer", "druid" etc)
- Ignores duration (as it is permanent)
- Does not check magnitude (third entry in the effects column, an in this case, is about the spell level)
By the way, we have recipes with winter wolf, fire mephit, ice mephit and ironwood planks but these elements are missing ; only wyvern hide file is present.
Is it possible to add them in a future update ?
Edit : Forget what I said : I believed winter wolf, fire and ice mephit hides and ironwood planks were separated elements from the vanilla items ^^
I don't really understand how enchantment slots are supposed to work. From the readme, as I understand it, Masterwork items are supposed to give 1 additional enchant slot, as are items that use top tier materials(like adamantine). I tried a normal masterwork iron greatsword, but could only give it 2 additional enchants. I then tried it with a masterwork adamantine greatsword and could still only give it 2 additional. Any normal greatsword I could give 3.
I checked the tcc_config.2da and the GrantMasterworkBonusSlot and GrantMaterialBonustSlots were set to 1. I tried setting BasePropSlots to 20 and even LimitNumberOfProps to 0, but I'm still limited to 3 enchants on a normal item.
Anyone know what the deal is?
For some reason, my Masterwork armor items are all screwy. "armorrulestats.2da" looks fine, but weird things happen.
For example:
- Masterwork Full Plate (Basic Iron) weighs 225 lbs.
- Masterwork Chain Shirts (Basic Iron) provide negative AC. (Its light armor, but Neeshka goes from 13 AC naked to 10 AC with a M-Chain Shirt.
Now, from looking at the file more... odds are full-plate is pulling the stats from "Mountain Plate" which explains the stats. That is a jump down of 15 rows.
If you make the same jump of 15 rows from the masterwork chain shirt, it lands on a blank row of "padding"..which could explain its issue... but why is it jumping 15 rows?
Edit: Note, grabbing the rebalance and installing it fixed the issue...so whatever was wrong must be in the basic updat.=e.