Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Clangeddin's Utilities (Respec tool, Autobuff, Autoloot, Recall Companions and Bugfixes)
133 Comments
Seldomar 30 Sep @ 12:07pm 
Thx for answer
Clangeddin.86  [author] 30 Sep @ 10:34am 
The mod had some changes in latest versions that are not reflected in the screenshots.

The UI can no longer be changed because the custom style has been removed entirely, for both the Party Bar and the Target Window. This had to be done, unfortunately, because in EE they were causing crashes.

As for the amount of health, it was removed from the target window, but it was added to the Creature Examine screen. Select your target, hold right click and press examine. The Description should be preceded by the stats, you will see, Levels, HP, AC, Saves, Ability Scores, ecc...

In Next versions I will update the screenshots as well.
Seldomar 30 Sep @ 10:20am 
Hi. Sorry to disturb. My friend bought the NWN2EE GOG version and tried to install your mod. The preset of GUI don't work for him, There is no item about changing the UI style in the mod settings window and he don't see amount of health and armor on enemy in UI, but the whole mod (autobuff etc.) work very well. Maybe he made a mistake during the installation?
mundanethings 30 Sep @ 4:14am 
I apologise, maybe I'm just dumb today
Clangeddin.86  [author] 29 Sep @ 10:41pm 
The screenshots you posted has nothing anomalous in it, it seems to be working as intended.
Just push the next button and select one of the deities, then press confirm.
Other mods have nothing to do with that because they do not affect the specific custom xml UI I made for this mod.
mundanethings 29 Sep @ 7:51pm 
Hey there,

I think it's probably related to the UI. Might be something else I have installed.

https://ibb.co/Cp04RQvb
https://ibb.co/5hCtC3gY
https://ibb.co/DfnNTm2p
Clangeddin.86  [author] 29 Sep @ 10:08am 
The Character Essence has been removed in previous patches as it no longer has any practical function. It was replaced by UI buttons that handle the autobuff feature (quickspell UI for keyboard and mouse and Context UI for Gamepad). The screenshot is simply from old versions of the mod.

As for the Deity list, it can be browse with the use of the Next Page and Previous Page buttons as shown in the screenshots in the following links:

https://ibb.co/ZpkhM3j1
https://ibb.co/4n1jT5Rj

It's the same as with Backgrounds.
mundanethings 29 Sep @ 3:42am 
I'm running into an issue where when rebuilding, I cannot scroll or browse the Deity list. I also don't see essences in the UI like in the screenshot. Might be UI related bug.
Niallkalipe 28 Sep @ 8:29pm 
How do i use this mod?
Daimon D. Heart 18 Sep @ 6:52am 
Finally got to MoTB and I tried to relevel Safiya and ran into a slight problem. Safia has a special familiar (Kaji), that is supposed to have Construct and Rogue levels. (He's essentially like Pixie familiars from NWN with skill points to open locks and disable traps.)

Safiya starts at level 17 as a 7 Wiz/10 RW. I decided to keep her mostly the same but swapped 2 Wiz levels for 1 EK and 1 PM. Once I was done, I had her summon Kaji and he was now only a level 1 Construct. I'm guessing he doesn't have the normal progression system as other familiars and releveling Safia messes things up.

It's possible his rogue abilities are tied to Safiya having at least 7 Wizard and 10 Red Wizard levels. I'll try again once I get her to 20 just so I have more room to play with her build.
krispykremeguy42 1 Sep @ 4:14pm 
Okey dokey, thanks for checking into it!
Clangeddin.86  [author] 1 Sep @ 7:12am 
I just tested Rebuild with Rinara.
You cannot get her below level 8 (as it appears that she has a locked package in that sense, but it depends on the cmompanion blueprint, not on the mod)

Full rebuild does change her alignment /ablity scores and deities. and partial relevel allows her to releve from level 9 to 8 or 10 to 8, basically anything down to level 8 works.

No sign at all of the 30000 skill points, I can level her up just fine.

It did crash the game after a few rebuilds though...
krispykremeguy42 1 Sep @ 6:57am 
There are some bugs in the Respec Tool when applied to the companions in Mysteries of Westgate. When I try to respec Rinara, it doesn't actually respec her - she just levels up again with the same choices. However, on the next level up, she has 30,000 skill points to distribute, which soft locks her progression. Doing a full rebuild, saving, closing, and reloading resets her as if she had the first level up's worth of skills, plus the points from that level up, which at least lets her level up, even if I'm down 80 skill points or so (but considering the vast majority of the pre-allocated ones were wasted, that's not such a big deal).

Other companions properly delevel and let me re-level them up, but they likewise have thousands of skill points which cannot be fully allocated and thus lock the leveling process.

It works fine with companions in the OC. I don't think I tried any of the cohorts in SoZ, and I haven't moved on to MotB yet.
Clangeddin.86  [author] 28 Aug @ 10:33pm 
To be fair I never thought much about it, but I'll see if in the next version I can add a way to retrieve the default point buy values of companions, if possible.
Daimon D. Heart 28 Aug @ 10:29pm 
I've been meaning to point this out but kept forgetting. You may not be aware, but all of the companions don't have the same 32 point-buy that the PC starts with at character creation. Most get more and a handful get less. Since your full rebuild always gives characters 32 points, that means most companions loose the boosted attributes they're given and a few gain to become equal to the PC.
Clangeddin.86  [author] 23 Aug @ 4:03am 
You can now delete the file clangeddin_interface.sqlite3 in your database folder, if present, as it's no longer used.
Clangeddin.86  [author] 23 Aug @ 3:59am 
Version 2.3a Uploaded - Read Change Notes for details.

Hopefully this version will finally fix the crashes, most of them at least...

Some files were moved around or deleted with this version, so make sure to unsubscribe and resubscribe if you had previous versions installed, otherwise you might experience more bugs and crashes than intended.
Sabamonster 22 Aug @ 3:56pm 
Does this mod disable achievements? Wanted to do my first run in EE with achievements enabled.
Clangeddin.86  [author] 21 Aug @ 11:44am 
With the exception of the modebar of course, that one will have to stay for the features, as weil stay the characterscreen.xml and the other xml.
I'll remove the partybar.xml and the target_entitty.xml as well, No need to keep it around if the style doesn't match the party bar anyway...
Clangeddin.86  [author] 21 Aug @ 11:39am 
if partybar.xml is the cause of the crashes, then just delete the partybar.xml file, there's no need to delete the whole mod.
Next update (2.4), I will remove the custom legacy Interface, I suppose it's what is causing the crashes after all. A pity that the Enhanced Edition cannot handle it well.
Suiho 21 Aug @ 11:36am 
No, the crashes I'm talking about are caused specifically by your mod. I repeat that I specifically turned your mod on and off MANY times, as soon as my group has more than 4 characters (including PC), then a crash soon occurs, the more characters in the group, the faster. I even conducted a deliberate experiment, if I recruit 10 companions into the group and save with your mod enabled, then the save crashes when trying to load, as soon as I turn off the mod and load THIS SAME save, then there are no problems. partybar.xml is the cause of crashes, I deleted this file and loaded a save with 10 companions AND mod ENABLED, no crash.
Clangeddin.86  [author] 21 Aug @ 10:03am 
I don't think there was a need to delete the whole folder, just those files. The Mod_UI folder has the script for the respec tool as well in the legacy interface.

Can you retry by keeping the Mod_UI folder and just deleting those two .xml files I told you earlier? the partybar.xml and the target_entity.xml? You could even try deleting only one of the two and singling out which xml is causing the crash.

As for the crashes occurring "from time to time" (without a specific cause), those are typical of the Enhanced Edition (there must be memory leaks somewhere), they will happen even without mods installed, maybe less frequently, but they still happen.
Suiho 21 Aug @ 9:23am 
as far as I understand after many turn on and turn off this mod, crashes are caused by a large number of NPCs in the group, if this mod is enabled, then as soon as my group has more than 4 characters (including PC), then crashes in the game occur from time to time (if pets are summoned, etc.)
Suiho 21 Aug @ 8:28am 
Yup, no crashes if i delete Mod_UI folder... Buuut... Your new UI gives me what I'm looking for (respec companion), without Mod_UI folder i can't respec... All that's left is to install the mod only when I hire a new companion and delete it after respec, lol
Clangeddin.86  [author] 21 Aug @ 7:17am 
try the following and tell me if it still crashes:
1) Set texture quality to medium or lower
2) if 1) Doesn't work, go to the mod folder and delete the following files: partybar.xml and target_entity.xml

The filles are found in: "/steamapps/workshop/content/2738630/3528241966/override/Clangeddin_Utilities/Mod_UI"

Then retry and tell me if still crashes.

I cannot test Tavorick Estate myself now because I'm still very far from it (basically I'm only modding and not progressing the story...), so I can't really tell what's happening or what might be causing the crash.
Suiho 21 Aug @ 7:11am 
Tavorick Estate crash when need to go down to the chapel if this mod installed. Please, fix this.
Clangeddin.86  [author] 19 Aug @ 9:01am 
the bigger changes made to the UI can be reversed to the old style (if you are talking about party bar and target window).

Anyways, you can just delete the relevant xml files that you don't like, just remember that characterscreen,xml is needed for both the rebuild and the unrestricted level up.
Daimon D. Heart 19 Aug @ 8:27am 
Mostly to avoid potential conflicts with other mods and partially because I don't like the bigger changes it makes to the UI.
Clangeddin.86  [author] 19 Aug @ 8:01am 
If it's for multiplayer or persistent worlds you can disable those features and prevent players from using then.

If it's singleplayer you can just not use them.

To be honest, I don't see much value in doing that, unless there's a reason that eludes me right now.
Daimon D. Heart 19 Aug @ 7:10am 
Would it be possible for you to upload a version that is only the Respec tool & Unrestricted Level Ups?
Mattkittan 19 Aug @ 4:19am 
Unfortunate update: I recruited Grobnar, and he is unable to multiclass as well. I tried messing around with party size to see if that would have changed anything as well, since that's the only console command I had done before recruiting Qara.
Mattkittan 17 Aug @ 7:45am 
No strange file. Reinstalled the mod, no change. I'll just continue and when I get the next party member, I'll see if it works for them.
Clangeddin.86  [author] 17 Aug @ 6:28am 
Check if in your override folder there isn't some strange file. There could be an older version of this mod as well. I can't think of anything else bar a mod conflict.
It would be really strange that Qara has some kind of hardcoded check that prevents her from being unrestricted...
Mattkittan 17 Aug @ 6:24am 
Kaedrin's PrC pack and inventory Quality of Life is the only other item from the workshop I use
Clangeddin.86  [author] 17 Aug @ 5:17am 
The first time it doesn't work because the levelup screen is faster than the script, for some reason... but after the first push, the second one should definitely work.
Clangeddin.86  [author] 17 Aug @ 5:16am 
That cannot be the source of the issue because the script is called every time you push the level up button, I tested it with both controller and keyboard interface and I don't see why Qara would be excluded...
Are you using another mod lthat modifies the characterscreen.xml ike Tony AI?
Mattkittan 17 Aug @ 5:14am 
Still didn't work. Maybe one issue might be that initially, I didn't do the first levelup to 8 before respec when initially recruiting Qara. If that's the source of the issue, there's probably nothing you can do.
Clangeddin.86  [author] 17 Aug @ 3:38am 
just retry levelling up again, the second time it should work.
Mattkittan 17 Aug @ 3:19am 
I have run into a bug that is preventing multiclassing, but only for one companion, Qara. I had used a console command to increase party limit by 1, but I'm not sure if that would matter.
Clangeddin.86  [author] 16 Aug @ 11:54pm 
@Fatemoe

At the moment there is a way to exclude certain spells from the autobuff, but it requires scripting knowledge on player's end, so for most players the answer would be "no" I suspect.

However I can guide you in disabling the Light spell for your specific request:

You will need to open the toolset and do the following:
1) Open the clangeddin_library..nss script
2) Look for the line GetIsBuffSpell (the second time at line 338)
3) Under //positive exception add two // before case SPELL LIGHT: and return TRUE, if done right, the text will become green for those two lines.
4) save and compile the file
5) open the gui_clang_autobuff script then save and compile the file.

This will exclude the light spell from the autobuff.
I will apply this change to the next version of the file as I realize that the Light spell is not exactly one of those spell that every party member needs and it doesn't provide particular advantages (some players might like it, others might not).
Fatemoe 16 Aug @ 7:45pm 
Is there a way to exclude certain spell from autobuff?
The light spell is too bright that hurts my eyes
Eduardolicious 16 Aug @ 5:25pm 
ohh nevermind, found it literally seconds after i posted lol
Eduardolicious 16 Aug @ 5:24pm 
oh, i was trying to use the item in my hotbar still so i guess thats the issue

i cant seem to find the metamagic entry for it from your video in the controller ui though
Clangeddin.86  [author] 15 Aug @ 10:59pm 
@Eduardolicious

The Autobuff will always cast an animation, however to actually fire those spells there are some requirements:

1) Not all buffing spells present in the game are actually called, some, like Enlarge Person, Reduce Person, or Radial Spells such as Protection from Alignment or Energy Immunity are excluded from the Autobuff feature.

2) the casting character must be actually able to cast those spell.

3) The target character must not be already affected by the spell.

4) Remember that, even if the combat log does not display it, Arcane Spell Failure still applies. Spells in the queue can fail because of it.

5) With the new version you must call with the proper metamagic button. Previous version didn't actually work with any metamagic, but this version does.

I just took a video of the feature with the newest version:

https://streamable.com/09vzqs
Eduardolicious 15 Aug @ 2:37pm 
is autobuff not working for anyone on newest version? caar animation plays but nothing fires off

tries unsubscribe/resubscribe and still nothin
Suiho 15 Aug @ 11:36am 
Thank you!
Clangeddin.86  [author] 15 Aug @ 11:21am 
Well, for single player you could just not use it,., (you have to push a button to start the autolooting process)

The disabling is more meant for Multiplayer or Persistent Worlds.
Anyways to disable it you have to do the following:

1) Go to the clangeddin_library.nss file, open it and change the line CLANG_UI_DISABLE_AUTOLOOT = FALSE; to
CLANG_UI_DISABLE_AUTOLOOT = TRUE

2) Save the fille.

3) Go to the gui_clangui.nss and save AND COMPILE it (you need to use the Toolset for this).
Suiho 15 Aug @ 11:13am 
Hey! How to disable autoloot?
Clangeddin.86  [author] 15 Aug @ 9:28am 
@Solitudewolf in theory this shouldn't disable achievements, but then again I'm not sure if Steam can do something about it and disable achievements with Workshop Items, it may be a temporary oversight.
Solitudewolf 15 Aug @ 8:45am 
Do mods disable achievements?