kevL / TccScripts

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Neverwinter Nights 2, The Complete Craftsman Reboot Formerly known as Neverwinter Nights 2, The Complete Craftsman MotB Patch + Rebalance [Reboot] Game Version: 1.23 Complete from GoG.com (tested), but probably works on other versions as well. Patch Version: 2.06 Original The Complete Craftman Mod By: ChainsawXIV Previous Patch Credit: Jake Zahn/Offkorn Current Patch by: Vandervecken Smith & KevL Date: July 1st 2020

NOTE: This new version (2.0 onwards) is fully self-contained and should not be installed on top of the original TCC. It repackages many original elements of the TCC, but the code has been majorly overhauled, primarily by KevL. HTML documentation from the original TCC is included with ChainsawXIV's permission. You can also find this documentation online at completecraftsman.com

NWN2FIXES MOD: At least one of the fixes in this mod is complementary to the nwn2fixes mod, which can be found here: https://neverwintervault.org/project/nwn2/other/patch/nwn2-fixes https://github.com/nwn2fixes/player The nwn2fixes mod is highly recommended by the authors kevL and Vandervecken.


Installation

  1. Extract the 'TCC' folder contained in this archive into the Override folder located within your 'My Documents/Neverwinter Nights 2' directory. 'The Rebalanced Crafting Recipes.txt' file lists the available recipes. If you wish to use the area_override file, you must extract it too.

  2. If you want to use the original TCC recipes, as closely as possible, remove the crafting.2da and crafting_index.2da files, and rename the crafting_original.2da and crafting_index_original.2da to crafting.2da and crafting_index.2da respectively. You can find the original recipes here: http://completecraftsman.com/, or in the included 'The Complete Craftsman - Original Recipe List.htm' file

Installing in mid-game: I don't think there is any risk to installing this in mid-game, as long as there are no other mods that change the same scripts. A word of caution about item blueprints: Item blueprints are used at the moment an item is created, so the item blueprint overrides in this mod will not replace existing items. Items are created through crafting, but also at the moment you first enter any area. So if you install these item overrides they will only affect newly forged items, and items found in areas you have not yet visited.


Known Bugs


Description

This mod overhauls and reboots the Complete Craftsman Mod, by ChainsawXIV, to work correctly with Mask of the Betrayer installed (as well as many other fixes). 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 regular 1.13 version of the Mod.

The Complete Craftsman Mod v1.13 can be found here:

https://neverwintervault.org/project/nwn2/hakpak/complete-craftsman

The 2.0 version of the mod contains major reorganizations and streamlining of the code in the TCC. It maintains the core concepts and structure and functionality of the TCC, but with much improved internals.

You can find the source code for this mod on GitHub at: https://github.com/kevL/TccScripts

The base version of this mod is the "Rebalanced" edition, which contains the many recipe changes made by Jake Zahn in the original "Complete Craftsman MotB-SoZ Patch and Rebalance" mod, as well as a few of my own. See the Rebalanced Recipe Changelog for details. If you wish to use recipes that adhere most closely to the original TCC, you may use the original crafting.2da and crafting_index.2da files. See the Installation section of this Readme for more details. We recommend the Rebalanced version.

NOTE: All the standard MotB recipes from the vanilla game are included. One new MotB-specific recipe has been added, using Gnarlthorn's Essence.

To install this patch, you do not need to download the original TCC, or Jake's "Complete Craftsman MotB-SoZ Patch and Rebalance" mod. This mod is a complete re-release.

The code is now threaded through with detailed debugging output to the ingame chat window. To turn on detailed debugging to the ingame chat window, go into "ginc_crafting.nss" and set the TELLCRAFT constant at the top of the file (line 37). After this, you will need to recompile the TCC .nss scripts in the NWN 2 toolset.

Regarding Exotic Materials: In v2.0 we have undertaken a major review and update of the way crafting with exotic materials is treated. We have edited the Item Blueprint files (*.UTI) to make them more consistent, and we have detailed what each material provides in the Recipe Readme. These changes apply to the vanilla and "Rebalanced" versions of this mod, since they are not recipe changes. We have also added Item Blueprints in a "Template Overrides" folder. These items override items found in the base game. For example, Zalantar Quarterstaffs now do +1 Magical damage, like Zalantar Clubs and Spears. In vanilla NWN 2 Zalantar Quarterstaffs added +1 Electrical damage. The Masterwork Zalantar Quarterstaff in the Templates folder is a new item with +1 Magical damage. The Zalantar Quarterstaff in the Template Overrides replaces the vanilla NWN 2 item for consistency.


Exotic Materials

TCC allows you to create a number of items using exotic materials not possible in vanilla NWN 2. There are some important complexities to bear in mind:

In order to rationalize the effects of exotic materials, there are a number of UTIs in the Template Overrides folder that replace item blueprints in the vanilla game. Using these is strictly optional.

The properties of each exotic item is listed below: Fire Mephit Hide - Base Weight Reduction 20%, Fire Resistance 5 Ice Mephit Hide - Base Weight Reduction 20%, Cold Resistance 5 Red Dragon Hide - AC +3 (Armor & Shields) or Fire damage 2 (Gloves), Base Weight Reduction 80%, Fire Resistance 20 Salamander Hide - AC +1 (Armor), Base Weight Reduction 60%, Fire Resistance 10 +1 attack (Slings) Umber Hulk Hide - AC +2 (Armor & Shields), Immunity to Mind-Affecting Spells Winter Wolf Hide - Base Weight Reduction 40%, Cold Resistance 10, +1 attack (Slings) Wyvern Hide - AC +2 (Armor & Shields), Base Weight Reduction 80%, Save vs Poison +4

Duskwood - Base Weight Reduction 40%, +3 attack (Crossbows), Mighty +6 (Bows) Ironwood - Base Weight Reduction 40%, Arcane Spell Failure -5% (Shields), +1 attack (Melee weapons) Shederran - +2 attack (Crossbows), Mighty +4 (Bows) Zalantar - Arcane Spell Failure -10% for Heavy & Tower Shields, -5% for Light Shields. AC +2 for all Shields, +1 Magical damage for Melee weapons +1 attack (Crossbows), +2 Mighty (Bows)

Alchemical Silver & Cold Iron - No specific bonuses Adamantine - Damage Resistance 1/- (Light Armor & Light Shields), 2/- (Medium Armor & Heavy Shields), 3/- (Heavy Armor & Tower Shields) Magical damage 2 (Gauntlets, Melee weapons, Ammunition) Darksteel - Acid Resistance 5 (Armor, Shields, Helms), Electrical damage 1 (Gloves, Melee weapons, Ammunition) Mithral - Base Weight Reduction 60% (Weapons) Mithral Armor & Shields are a special case: Instead of Item Properties they are categorized as completely different armor types. In general, they gain: Weight reduced by ~50% Max Dex Bonus increased by 2 Armor Check Penalties lessened by 3 Arcane Spell Failure decreased by 10% Heavy Armor becomes Medium, Medium Armor becomes Light NOTE: Mithral Armor Masterwork bonuses function correctly, but they are not reflected in the item description text. This is an issue with the dialog.tlk not supporting Masterwork Mithral armor.


Version changes

Version 2.06 Changes:

Version 2.04

Version 2.03

Version 2.02

Version 2.01

Version 2.0

Version 1.19

Version 1.18 (first Vandervecken Smith Version)

Version 1.176

Version 1.175

Version 1.174

Version 1.173

Version 1.172

Version 1.171

Version 1.17

Version 1.168

Version 1.167

Version 1.166

Version 1.165

Version 1.164

Version 1.163

Version 1.162

Version 1.161

Version 1.16

Version 1.156

Version 1.155


Contact

I (Vandervecken Smith) have built upon Offkorn's original mod and am happy to provide further bugfixes if any are needed.

E-Mail: vanderveckensmith@gmail.com