Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Level Scaling and Extra Effects Challenge
20 Comments
Fatality 30 Aug @ 1:47pm 
Otherwise mod is amazing. It makes me feel I'm playing a new game.
The original balancement was ridiculously easy.
Fatality 30 Aug @ 1:46pm 
Crashes at Githianky Base, had to disable it to proceed.
Pratapana 22 Aug @ 11:46pm 
Same crash when reached Blacklake. Looks like because when the scale is applied to the wizard class characters
Jam 22 Aug @ 4:42pm 
I've noticed this made my game crash when I reached Blacklake in the main campaign - it's possibly just the sheer amount of NPCs getting scaled as I enter the area - if I disable the mod I can still progress
Clangeddin.86  [author] 22 Aug @ 8:58am 
Version 2.0 uploaded
Read change notes for details.
Никто 7 Aug @ 10:26pm 
Большое спасибо за проделанную работу. Мод потрясающий!
pjgarner 26 Jul @ 12:40pm 
Fair enough, I did have a look at the files after I posted and when I saw that there were modified .exes in there I thought that that might be a problem. Oh well, guess I could just pick up the GOG Complete Version or dig out my discs :)
Clangeddin.86  [author] 26 Jul @ 11:31am 
If you use the files from the Vault, not only it will not unlock the hardcoded level cap (which will stay at 30), but it will also cause a new bug that will crash your game every time you load a saved game in Original Campaign or Westgate, because campaign.cam modified by the toolset now apparently cause this bug as well in the Enhanced Edition. (I managed to find a workaround for that via hex editing, but that only unlocks level 30 in OC and Westgate...)
Clangeddin.86  [author] 26 Jul @ 11:29am 
Unfortunately for the level cap mod, at the moment I'm stuck with that as my understanding of assembly is... limited to say the least. (I'm not a programmer, I'm an accountant at work).

The long story short is that the mod on the vault is for the GOG complete edition only, because it uses an entirely different .exe to launch the game (an exe that doesn't exist in the Enhanced Edition) and it involved modifying a bunch of HEX values via HEX editing to unlock the hardcoded level cap.

Suffice to say I had no such luck with the Enhanced Edition, I even made a thread about it, if you want to help or know someone that could help: https://gtm.steamproxy.vip/workshop/discussions/18446744073709551615/599658601186920943/?appid=2738630
pjgarner 26 Jul @ 10:42am 
Speaking of the level cap mod, would you be bringing that over to the workshop or could i just use the file from the neverwintervault site?
XiDragon 25 Jul @ 1:15pm 
That would be great! Deleting some files or renaming them is no problemo.

When it comes to configuration via 2da, wouldn't it be possible to make the 2da file optional like if it is there you use it otherwise you use the values defined in the script?
Clangeddin.86  [author] 25 Jul @ 8:24am 
As for compatibility scripts... I'll try to see what I can do, but NWN2 is not exactly conflict-friendly, you can't have both mods and give priority to one or the other, even if I made a compatibility script, you would have to delete the same script on the other mod.
XiDragon 25 Jul @ 8:20am 
Great mod

I would lve to see two things implemented:
1. Configuration via 2da so that we do not have to recompile the script after every change.
2. Compatibility scripts for the two mods "Personal Impossibility Adjustment" and "Companion & Monster AI".
Clangeddin.86  [author] 25 Jul @ 8:19am 
Hello there, comments are only 1000 words long so I try to be brief:

About 2DA configuration, I underatand that 2da config would be easier for players to change, but I decided against it for two reasons:

1) II affects performance and require server restage in case of application to PW, whereas script change does not. (2da files are not cached and require to be cached and the call to retrieve values from 2das apparently it's very intensive).

2) In case of application to Persistent Worlds, it would require a server restage to redistribute the files. With script you just drop it in the module folder and restart the server.
XiDragon 25 Jul @ 8:17am 
@User
The "Personal Impossibility Adjustment" mod can make the game much harder and the "Companion & Monster AI" mod helps as well.

You can find them both at https://neverwintervault.org
Clangeddin.86  [author] 16 Jul @ 8:40am 
To reduce the exp earned, you can also open the campaign with the Plugin provided in the Toolset and reduce the exp scaler modifier from 10 to 9 or 8 or something like, that would apply a -10%, -20%, ecc... cut to all exp gains from kills. So maybe it would compensate, but it's not something I wanted to distribute with the mod because it's outside of its scope and this setting would require to be manually checked for every single module or campaign out there anyways.
Clangeddin.86  [author] 16 Jul @ 8:37am 
Still, if you have access to Toolset you can modify the parameters of scaling as in the description, to better match your preferences, you can even scale enemies above your level if you feel they are not challenging enough.

The default values are a compromise from two issues I had from earlier versions: 1 to 1 scaling was too harsh in early level fights, such as the first fight against the Batiris in SoZ or the Tavern Brawl in OC, and it also gave really too much experience, with these values the two problems were curbed down a little and appear less severe than before.

Obviously nothing is perfect, I worked with the limitations the toolset and the game gave me.
Clangeddin.86  [author] 16 Jul @ 8:32am 
Heartbeat was necessary because OnPerception event is not triggered by Stealthed creature or creatures that are very far, in earlier versions there was no HeartBeat, but ranged and stealthed players basically either didn't trigger this at all or they triggered it after the first attacks (in some cases enemies would die before the scaling, in others they would heal back to full after the first attacks if they survived).

As for the additional exp, that cannot be avoided, unfortunately, this mod was originally meant to be used in conjunction with the level cap raise to 160 for the GOG complete edition. I'm aware that without the other mod, this will make players hit the cap sooner, still the enemies that scale up don't just get extra HP, but they also get additional BAB, saves and feats. If they are casters they also get additional spells.
User 16 Jul @ 12:14am 
I played with this mod once. Sadly it does not really makes the game challenging as you would recieve lots of XP for higher level mobs and level up much faster while the enemies would mostly just get extra HP from additional levels.
Virake 15 Jul @ 10:42pm 
that's a cool idea, but why on heartbeat? isn't that going to negatively affect performance?