Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Otillräckligt med betyg
Overview of the most essential mods that significantly improve gameplay
Av EtOpIST
I've made this overview of the most essential mods to help players not spoil the impression of this great game. The difference between playing the game with and without mods is HUGE.

Unfortunately, like some other great games, this game becomes great only with mods, and the original is very dull and broken in many ways...

Particularly, half the spells/abilities are bugged and do not work as intended, and the official campaign difficulty plummets to near-zero by the finale. The final battle and other "challenging" enemies are laughably easy, completely ruining the playthrough and all efforts toward "grand preparation for an epic battle"...

So, the original game without these mods is too boring, too easy, and too buggy, especially if you play magical classes. Unfortunately, nothing has changed in this regard in the EE version yet – none of the fixes and improvements from these mods have been implemented...

Therefore, I highly recommend playing NWN 2 at least with this minimum set of essential mods.

Hopefully I'll be updating this guide further while mods being tested and adapted for EE.
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Important info! Please take note.
PLEASE NOTE: The mods from this overview have been thoroughly tested only NWN 2 Complete – compatibility with EE has not yet been fully verified, as EE has been released recently and there've been not enough time.

From what I've discovered so far regarding mods for pre-EE versions of NWN 2:

Mods that affect the UI – DO NOT WORK (either partially or completely).

Mods that do not affect the UI – WORK.


The issue is that the EE version overhauled the UI logic, making it partially incompatible with previous game versions and consequently with UI-altering mods.

Therefore, if you're eager to play Neverwinter Nights 2 right now, I currently recommend playing with mods on the Complete version. This will prevent a disappointing experience with the unmodded EE version.


PLEASE NOTE: Mods for both Complete and EE versions require MANUAL compatibility configuration by the mod authors or the player themselves if the mods modify the same shared game files (so-called "merging" of shared game files). If you install multiple mods without merging of the shared game files, ONLY ONE version of shared files will be used, causing other mods to lose their version of shared files and malfunction.

Therefore, carefully read mod descriptions and check their compatibility with other mods. The mods listed below are generally compatible with each other but still require proper merging of shared files for 100% correct operation.

Hopefully I will finally release all those mods as a pack with all necessary files merged.
Overview of the most essential mods that significantly improve gameplay
NWN 2 fixes[github.com]
ЕЕ launches OK with this mod. Currently no compatibility issues detected.
The largest community fix pack for Neverwinter Nights 2. Includes fixes for numerous dialogues, items, quests, recipes, Nasher item set, Construct upgrades, Deekin's store upgrades in Crossroad Keep, and more.

Companion and Monster AI[neverwintervault.org]
ЕЕ launches OK with this mod. Currently no compatibility issues detected. Author recently mentioned that character and examine screens may be laggy and there may be problems using controller.
Significantly improves the AI of companions and enemies. You can configure many different aspects, even auto-pause every round if a companion has no active actions. Auto-pause alone is a fantastic feature, as you don't have to count 6 seconds and remember who you've given commands to and who you haven't. Additionally, in smart mode, companions and enemies make more logical decisions, avoids AoE spells with friendly and enemy fire and so on. You can configure various actions for party and enemies under different conditions, such as enemies drinking potions in advance, casting buffs, opening doors, and patrolling areas.

Spell Fixes and Improvements[neverwintervault.org]
ЕЕ launches OK with this mod. Currently no compatibility issues detected.

I've also made a workshop-version of this mod for EE and detailed guide - enjoy and feel free to give feedback :-)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528333981

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3529073189

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528377136

Fixes and improves hundreds of spells and abilities. For those playing wizards, druids, clerics, and other magical classes, this is an absolute must-have, as in the original, half the spells and abilities have serious bugs or simply don't work. I was shocked when I dug into the original code of many spells – it really seemed like no one tested half of them... With this mod, most spells work as they should, plus there are many improvements towards original D&D balance. Descriptions of all spells and abilities are also fixed, so you'll see accurate, correct information in-game. With this mod, playing magical classes becomes genuinely interesting and, most importantly, PREDICTABLE. You know exactly what a chosen spell will do, instead of guessing how it will work or if it will work at all, as happens in the original without the mod...

The Complete Craftsman Reboot[neverwintervault.org]
ЕЕ launches OK with this mod. Currently no compatibility issues detected.

I've also made a workshop-version of this mod for EE and detailed guide - enjoy and feel free to give feedback :-)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528904990

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528932481

A comprehensive overhaul and expansion of the crafting system. It systematizes, expands, and makes the entire crafting system integral and logical. For example, it allows salvaging items and essences into components, creating custom item sets with varying numbers of pieces, fixes bugs in the original crafting system, and more.

Companion multiclass[neverwintervault.org]
ЕЕ does not launch with this mod. This mod affects UI and currently doesn't work.
I think there's no need to explain why it's awesome to be able to multi class your companions instead of being restricted to a single base class.

Level Scaling Challenge[neverwintervault.org]
Personal Impossibility Adjustment[neverwintervault.org]
ЕЕ launches OK with these mods. Currently no compatibility issues detected.
Two great mods for dynamic auto-leveling and enemy enhancement, adjusting to the player's level. Without these mods the original campaign is VERY easy and dull even on the official very difficult rules. Very easy I mean actually ZERO challenge especially on high levels.

I've customized, improved and merged both these mods into a single mod Ultimate Difficulty Scaling, uploaded it to the Workshop and made a detailed guide. Enjoy and feel free to give feedback :-)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3527530349

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528815356

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3527836064

With this mod every battle turns into a real fight, not a slaughter of helpless infants. You need to plan proper builds for the whole party, carefully select spells and abilities, pre-buff before every fight, plan your actions 3, 5, 10 moves ahead.

The result is a completely different experience from the original campaign – it's like playing a different game with real opponents, not a leisurely stroll where all enemies die in one hit...

With this mod, enemies scale up to the player's current level, plus or minus a few levels. You can configure it so they even scale above the player's level for hardcore enthusiasts.

Plus, you can precisely customize the enhancement of specific enemy stats: attack, damage, armor class, abilities, hitpoints, saves and so on.

Moreover, you can even configure enemies to be pre-buffed with various spells on them depending on their level and class.

MetaPrepa[neverwintervault.org]
ЕЕ launches OK with this mod. Currently no compatibility issues detected.
Autobuffing using special rod and books for each companion. You may customize a list and an order for auto buff spells for each companion. There is a quick cast option. First you have to understand how to configure everything but will be very useful after.

Kaedrin's Prestige Classes Pack[neverwintervault.org]

According to the mod author's comment this mod should work in EE but only if you don't install other incompatible mods. Custom races do not work due to EE issue. There is some fix already. The mod author plans to publish new Workshop version of the mod in near future.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531898085
Significantly expands the selection of prestige classes. For those who find the existing classes insufficient. The work done in this mod it is colossal, and the mod is unique in its own right.

Too many changes so better not to install blindly with other mods - may be compatibility issues.
23 kommentarer
Royal Raven 26 jul @ 21:22 
I also tested Less Obtrusive Spell Buffs really quick on my old save file, it seems to work.
https://neverwintervault.org/project/nwn2/other/visual-effect/less-obtrusive-spell-buffs

This mod could be necessary for players who get annoyed by all the spell buffs on characters. This can get crazy later game fights when there is a lot of spell casters.

For me, I have not played in many years, so I might not use it, but I know later on in the game I might want to add it in.
Royal Raven 26 jul @ 20:54 
I was looking through the changes in NwN2fixes, there seems to be a few UI fixes and tweaks in there. I hope it does not cause any issues with EE, since they done UI changes and UI mods need to be fixed to run with EE.
EtOpIST  [skapare] 21 jul @ 16:26 
Ok, I see, thx for the great testing work!
Hermit 21 jul @ 15:32 
I didn't try only those two, but this time, I installed everything from Vortex and checked conflicts 1 by 1. When I check Kaedrin's, there were 2 files conflicting with NWN2 Fixes. I override NWN2 Fixes to use Kaedrin's files, but this time, some spells (summon familiar, etc), didn't have vfx -- it had that 4 colored "No 3D Textures" image. This was for OC, and DLCs.

However, the PRC pack within Baldur's Gate Reloaded 1.3 worked perfectly. The difference was, BGR also included the previous version files with Dialog.TLK within.

I also tried 3 approaches:
1) Don't use those 2 dialog.TLKs together: No vtfx.
2) BGR dialog.TLK before Spell fixes tlk: Only worked in BGR. OC and DLCs were the same.
3) Spell fixes Dialog.tlk before BGR tlk: I can't remember but this didn't work in OC/DLCs either.

Note: Other than missing vfx, all spells were working but I only tested up to level 3 spells.
EtOpIST  [skapare] 21 jul @ 15:23 
Thx for the info! That's great news! I've already seen that Kaedrin's PRC discussion and added link to his comments here.

Does "NWN 2 fixes" cause only Axle house bug? Are you sure it's caused exactly by NWN 2 fixes?
Hermit 21 jul @ 15:11 
@EtOpIST: Disregard my old reports (Hexblade spellbook) because I was mixing too many mods (NWN2 Fixes were the biggest problem). In Kaedrin's PRC Pack topic my latest test was with fewest mods possible and they all work except for the custom races.

Also, in the same topic, Kaedrin said that he will make a new version of the PRC Pack and bake what's in your Spell fixes dialog.TLK into his own.
EtOpIST  [skapare] 20 jul @ 11:49 
Kaldor and Alhazard, thx for the info!

Kaeldrin's PC still gets very contradictive reports from various players about what's working and what's not in EE...
Alhazard 20 jul @ 11:26 
From my experience, parts of Kaedrin's Prestige Class packs work (some prestige classes, some feats, some spells). I say some because I have not tested them all obviously.
Kaldor Silverwand 19 jul @ 21:02 
Using the console blocks achievements, but it seems that editing the globals.xml file of your saved game can unblock.
EtOpIST  [skapare] 19 jul @ 1:31 
Yes, while AI mod is not ported to Workshop it should be installed the old way. It currently has some issues with EE though

If mod is working you should get extra AI options on your character screens like auto-pause.