This project replaces the stock NWN2 magic system with a version entirely rewritten by me, Rasael. The link below will let you download a module containing a set up and working version of the system. I am releasing this now to satisfy popular demand. I have not yet had the time to write an extensive documentation or to assemble a bare bones version without the BGTSCC content attached. Documentation and a bare bone version are forthcoming however!
The showcase version is a copy from my BGTSCC public testing environment with the majority of scripts redacted to avoid exploits and hacks, as well as to hide the logging methods used to detect such things.
The conditions and requests I want to attach are that credit should be given to me and any future contributors, and that improvements to the system be shared publicly and entirely so that the community as a whole can benefit from them.
Naturally you can contact me if you have any questions. For the future I am looking at refining AI use of the new magic system, and to test how it works in singleplayer modules and campaigns.
That's all - I wish you happy tinkering!
Ongoing development topic:
http://neverwintervault.org/forums/neve ... ook-rework
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Features:
- New real spell books for custom classes, fully customizable. See the included Archivist base class. Including metamagic options.
- Real spell books for classes like the Assassin, Blackguard. Including metamagic options.
- Learnable and memorizable spells are regulated via script per class. Make deity, or alignment, dependent spells, anything you can think of.
- Introduce new metamagic kinds, such as Heighten Spell, Sacred Spell, Corrupt Spell, Reach Spell, and Shadow Weave Magic.
- The AI is able to make use of the replacement magic system, companions and henchman can learn, memorize, and cast through it.
- Metamagic is now more readily accessible from the quickcast interface, you no longer have to switch to different lists.
- Spells now support a vastly expanded radial sub-option menu. Add infinite options per spell.
- Warlocks choose from different pacts and have a pact dependent series of invocations available to them.
- Spirit Shamans memorize spells on rest as a druid, but cast them like sorcerers. As in D&D.
- Clerics must memorize one domain spell each spell level, if one is available at that level.
- Wizards must memorize one specialist school spell each spell level, if a specialist school was chosen.
- Wizards may freely select their opposition spell schools, unlike the hardcoded ones in stock NWN 1 & 2.
- Dispels use the correct casterlevel value that the target spell was cast at, not the target's hit die.
- Learned and Readied spells can now be adjusted via script. Want to increment a readied spell without forcing a rest? Now you can.
- NWN 2 will no longer crash if a player character learns more than 255 spells.
- Character spell slots will no longer errenously stack up because of a bug when repeatedly logging on to an online server.
- Pre-existing characters are not messed up when this system is adopted, they get to pick new spells with this system.
Notes on the showcase module: Not everything will work because of the mentioned security redaction, and you need certain feats to access the custom classes.
Feats:: Order of the Bow Initiate (feat req: 2767), Silverstar (feat req: 2652), Techsmith of Gond (feat req: 2582), Archmage (feat req: 2798), Other custom PRCs (feat req: 2609).
To get the showcase module's scripts working in your own modules you will need to copy the spellhook and rest script from the showcase working (until the barebones version is assembled). You can do this by copying the .ncs versions of the pc_on_rest and mod_on_cast_spell scripts. The barebones package will contain the necessary code and documents on how it all works together.
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I want to offer a big Thank You for all the testing assistance the people at BGTSCC have been able to give me. In particular Ecypticon, IvanRus, Karond, Chambordini, Deathgrowl, and DM Mouse.