Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Kaedrin's PrC Pack v1.42.1b
Nomphosumus' Fix
Nvm, fixed it. There was a 49 in "racialtypes.2d".

I tried to do the changes Nomphosumus mentioned.

All the subraces before Fey and Dragon is showing, but none after those. And even though there's no higher value than 48 in racialtypes.2da, it still crashes when clicking Fey / Dragon.

The problem is, Fey & Dragon is set to 0 under PlayerRace column but AFAIK they were PC races in GOG version?

But I even made the Ghostwise Halfling work. It is before Fey & Dragon.

Star Elf Bard (ingame):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532298733

Deep Imaskari:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532298641

Half Celestial problem:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532298551
Last edited by Hermit; 22 Jul @ 11:49pm
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Showing 1-4 of 4 comments
Hermit 22 Jul @ 11:54pm 
It would be great if we could play as Undead but I couldn't make it work.

Fixed it But Dragon looks like this now:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532308284

And Fey:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532308266

At least it doesn't crash anymore :D

Both of Fey subraces have the right character models.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532308332
Last edited by Hermit; 23 Jul @ 1:39am
Chance (Kaedrin)  [developer] 23 Jul @ 2:07am 
All blueprints that use those original subtypes would need to be updated though. It's not a easy/simple fix.
Can you explain exactly what you did? The race entries only go up to 46 in my files.
Hermit 24 Jul @ 2:47pm 
Originally posted by Þe Paradoxigm:
Can you explain exactly what you did? The race entries only go up to 46 in my files.

It's easy. You just copy / paste all player races within the first 48 lines. Give them new numbers at the beginning for reference in racialtypes.2da.

Originally posted by Nomphosumus:
(PART 2)The fix I did (and it works) is to move in "racialsubtypes.2da" all subraces that are player selectable in the upper part of the 2da to make sure all of them are in the first 48 entries.

After that just go to "racialtypes.2da" and make sure to put the new line number of all subrace lines from the other 2da in the column DefaultSubRace.. the entries that are beyond number 48 put it -1 just in case.

I was checking in toolset and in test modules and it is running just with that. I hope this helps to the modders that want to restore extra subraces in their haks or PW.

Check the first image: https://imgur.com/a/BBDZQvC
1 in red circle is the number that means it is a player race.
72 is the number of which you should reference in racialtypes.2da But there can not be a number more than 48 in racialtypes. For everything else, you should add "-1" to the appropriate column.

Check racialtypes.2da image: https://imgur.com/a/nP3CKCn
Default Subrace is the column you should reference the new number of your rearranged racialsubtypes.2da.

Example: https://imgur.com/a/qysfL0K
Default subrace of Dwarf in char gen is Shield Dwarf.

Hope this helps. But remember:

Originally posted by Chance (Kaedrin):
All blueprints that use those original subtypes would need to be updated though. It's not a easy/simple fix.

So this is just a temporary solution. More power to Kaedrin :)
Last edited by Hermit; 24 Jul @ 7:56pm
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