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I recently started modding in NWN2 (about 2 weeks ago, when I started playing the game for the first time), but I have been unable to find enough information on the following:

1) Hardcoded numerical limits and workarounds
Specifically Character and Class Level, as well as Ability Scores.
I refer to the global maximum for levels. I know that Campaigns can have their own limits.
What I have found says that the max level is 30, but I can't find anything on successful or failed attempts to bypass the restriction.

2) .2da Files
I've done work modifying .2da files in NWN1, and already done simple additions to the ones found in the NWN2 Data folder (i.e. adding Epic Spells to the list of "Cast Spell: ..." item properties).
However, I recall issues with creating new entries for classes and spells in the classes.2da and spells.2da in NWN1. Are there issues like this present in NWN2?
There also seem to be some .2da files that were taken from NWN1 and brought over to NWN2 (i.e. exptable.2df). Are there files or columns within the files that are not used by the current version of the engine?

I know this is a lot to ask. I'm hoping that as an active board, someone will be able to point me in the right direction.
Thanks in advance.
I'm not a modder & can't help you, but I hardly ever see a NWN2 modding question go unanswered on the Bioware forums.

http://forum.bioware.com/forum/45-neverwinter-nights-ii/

You might try there if you have no luck here.
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vallism2000: I recently started modding in NWN2 (about 2 weeks ago, when I started playing the game for the first time), but I have been unable to find enough information on the following:

1) Hardcoded numerical limits and workarounds
Specifically Character and Class Level, as well as Ability Scores.
I refer to the global maximum for levels. I know that Campaigns can have their own limits.
What I have found says that the max level is 30, but I can't find anything on successful or failed attempts to bypass the restriction.

2) .2da Files
I've done work modifying .2da files in NWN1, and already done simple additions to the ones found in the NWN2 Data folder (i.e. adding Epic Spells to the list of "Cast Spell: ..." item properties).
However, I recall issues with creating new entries for classes and spells in the classes.2da and spells.2da in NWN1. Are there issues like this present in NWN2?
There also seem to be some .2da files that were taken from NWN1 and brought over to NWN2 (i.e. exptable.2df). Are there files or columns within the files that are not used by the current version of the engine?

I know this is a lot to ask. I'm hoping that as an active board, someone will be able to point me in the right direction.
Thanks in advance.
Checking the specific forums may give you a more in depth answer, but what i found when modding the game is:

1) The Ability score limit of 50 is a (stupid) measure implemented in the game engine, you cannot remove it, despite a character can theoretically accept any 1 byte value (0-255)

The level limit of 30 is too hard-coded, in the executable as well if i remember correctly as in the engine

Without source code i am not sure it can be bypassed, maybe disassembling the executable, but the engine restriction will still apply

Campaign limitation are easily removed in the editor, in the campaign property if i remember correctly. This will allow you to play a level 20+ character in the main campaign for example, but the level limit is still 30

2) There are no issue in trying to make new spells for NWN2, making new feat has it's own limitation but spells and spell-like abilities are working fine

Making new classes is however more problematic. Making new Fighter like classes is easy, making new spellcaster class seems to not be possible, as attempting to do so will result in a class that cast only unassigned class spells, like monster abilities and such, despite putting the class in either arcane/divine or both 2da class table

The only mod that i know is succesful at this is the Mystic Theurge class reimplementation, note the word reimplementation, it's because it was already in the source code but apparently disabled, that's the only successful mod that add a new spellcasting class that i know of

Yes, a few tables come from NWN and do nothing, a few column in certain 2da as well are doing nothing, but one of the most annoying thing in NWN2 is that there a LOT of class and generic feats that are Disabled, despite functioning correctly

For example the Arcane Archer main feat stop at level 5 in the vanilla game, but with modding it's possible to restore the 5 missing levels, not only that but the game actually posses 20 magical arrow feats, and they all seems to work correctly if reactivated

Same thing for a feat that make a character immune to diseases, or many more sneak attack feat for advanced classes, plus unlimited shapeshifting for druids, all functional but disabled. In the shapeshifting case, mostly functional, the new shape added in the expansion do not cover this special transformations, can be fixed with a modified script i guess but still

If you are asking how to extend an "Elite" class over level 10.....another delusion, as doing so cripple the class functionality, like the Eldritch Knight, in the table you can extend the class to go over level 10, but as soon as it reach 11 the class stop working correctly, and no bonus either

Do feel free to add anything you may found here, gog players will surely find the info useful, or if after i stopped playing the game the community actually managed to find a workaround these issues
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vallism2000: I know this is a lot to ask. I'm hoping that as an active board, someone will be able to point me in the right direction.
Thanks in advance.
AS the last poster said, get yourself to the bioware forums and all this and more will be answered.

Welcome to the modding community :)

PJ
First, thanks for the quick replies.

Second, great to know there is an active modding forum. Probably would have never found it on my own. Never thought to look in the BioWare forums.

Third, that's what I expected about the .2da files.

I plan on working heavily with the .2da files, so I'll be sure to post any solutions I find. I will also mention that I found some partial documentation within the Data/2DA.zip.