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Submitted by System on 09/03/2006, 09:50. Print file.
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Properties] (DR 15/+2; DI acid 100%; Immune: Mind Spells, Paralysis, Sneak
Attack; SR 26; True Seeing)
Spell 798 = Green Dragon Breath
Spell 412 = Dragon Fear Aura

(C.4.14) Ancient Blue Dragon

Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing
(20/x2))
Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2))
Skin nw_it_creitemdre [Creature Items->Skin/Hide->Ancient Blue Dragon
Properties] (DR 15/+2; DI elec 100%; Immune: Mind Spells, Paralysis, Sneak
Attack; SR 26; True Seeing)
Spell 796 = Blue Dragon Breath
Spell 412 = Dragon Fear Aura

(C.4.15) Ancient Red Dragon

Claw nw_it_crewpsp027 [Creature Items->Claw->Claw2d8] (2d8 slashing/piercing
(20/x2))
Bite nw_it_crewps020 [Creature Items->Bite->Bite4d6] (4d6 slashing (20/x2))
Skin nw_it_creitemdro [Creature Items->Skin/Hide->Ancient Red Dragon
Properties] (DR 15/+2; DI fire 100%; DV cold 50%; Immune: Mind Spells,
Paralysis, Sneak Attack; SR 28; True Seeing)
Spell 797 = Red Dragon Breath
Spell 412 = Dragon Fear Aura

(C.5.16) Chicken From Hell

Claw x2_it_crewpsp033 [Creature Items->Claw->Raven Familiar Claw Level 30] (1d4 monster (20/x2), Bonus +5, OnHit: Slow DC=26 5% 5 rounds, OnMonsterHit: Poison
Shadow Essence)
Peck x2_it_crewps019 [Creature Items->Bite->Dire Rat Animal Companion level 30
Bite] (1d10 monster (20/x2), Bonus +5, OnHit: Disease DC=22 Filth Fever)
Skin x2_it_creitem030 [Creature Items->Skin/Hide->Raven/Faerie FM HD 35
Properties] (DR 5/+2, Immune: Mind Spells, SR 18)
Spell 267 = Cluck Of Death
Spell 271 = Cluck Of Concussion
Spell 269 = Cluck Of Fear

(C.5) Iznoghoud's Greater Wildshape script

The script which controls your Greater Wildshape Shifting in the game has a couple of bugs, and some "features" which many players don't agree with.  Forum participant "Iznoghoud" has posted a script which fixes these items and makes some enhancements to the Shifting of your items & armor.  You can read what it does by reading the comments in the code.

If you choose to use this script, it will override the existing script.  You have two options:

1) Use the script in your own module, or a someone else's module you modify.

This is easily accomplished by copying the script into the script editor in the Aurora toolset and saving it as "x2_s2_gwildshp" as a module script.

2) Use the script in all modules, including the Official Campaigns.

This is accomplished by copying the script into the NWN "override" directory as "x2_s2_gwildshp.nss" and compiling it with the command line compiler provided by BioWare.  Open up a DOS window in the
[NWN install directory]\override directory and type the following:

..\utils\clcompile x2_s2_gwildshp.nss

If it compiles without errors you'll see two new files, x2_s2_gwildshp.ncb and x2_s2_gwildshp.ncs, and you're good to go.  If for some reason it doesn't compile it will simply be ignored.

Iznoghoud's script modification can be found here: http://nwvault.ign.com/Files/scripts/data/1074511167078.shtml

(C.6) Rod Of The ArchShifter hak pak

After creating the instructions to modify Shifter Shapes in Appendix D, I decided to make it a little easier on everyone and configurable during game play.  Thus was forged the (drumroll, please)

Rod Of The ArchShifter

This is a hakpak consisting of an item (you can guess the name), a dialog, and over 250 scripts to completely control your Shifter experience.  Using the Rod
Of The ArchShifter, you can:

* Override Shapes to use Polymorph Self, Shapechange, and any other Shape listed in the polymorph.2da file.  In addition, I've added the alternate
Shapes in Appendix C.3 and several others.
* Control whether to use Iznoghoud's modifications or not.  I do.  They're awesome.
* Control whether to require a Concentration check to use the new merging power from Iznoghoud.  This tries to balance the huge additional power granted by Iznoghoud's modifications by requiring you to spend Skill points where you otherwise might not.  Fail your Concentration check, and maybe your belt doesn't merge correctly.
* Control the difficulty of the Concentration check.
* List currently overridden Shapes.
* Reset all Shapes to original.
* Override groups of Shapes as a package.  Packages include
+ Unarmed Frenzy (Monks will love it)
+ Weaponmaster (most Shapes now have a weapon)
+ Dragon (replace the nerfed Adult dragons with Ancient ones)
+ Disguise & Infiltration (not big on combat, but great for roleplaying)
+ Elementals (replace some higher level Shapes with Elementals)
+ My personal favorites (hey, I created the thing for me, not for you!)
* Does not allow access to higher level Shapes until you've earned them (so, for example, you can't override Red Wyrmling with Balor until you've gained the Outsider Shape Feat, since a Balor is a high-level Outsider creature).

All of this can be done without exiting the game, simply by activating the Self
Use Unlimited power of the item.  Due to game engine limitations, you can't use the Rod while Shifted, but when in human form you can use it as often as you want.

The latest version of the hak pak can always be found on NWVault: http://nwvault.ign.com/Files/hakpacks/data/1074938871476.shtml

The only game resources overridden by this hak pak is the Greater Wildshape script, x2_s2_gwildshp.nss, and the Polymorph data file, polymorph.2da.  If
BioWare chooses to modify either of these files as part of a game update, it is likely the Rod will malfunction.  Use at your own risk.  All other scripts and item templates are new.

There are two ways to use the Rod:

(C.6.1) Using the Rod in a user module

If you're comfortable with creating and editing modules, it's as simple as adding the hak pak to the module and providing the Rod to your player characters.  Hak paks are added to modules like this:

Edit->Module Properties->Custom Content

You must also make sure that the OnActivateItem event (also in Edit->Module
Properties) is set to use the "x2_mod_def_act" script.  This script looks for a script with the same name as the item activated, and runs it if found.  Pre-HOTU modules from BioWare and user-created modules may not have this set correctly to use the Rod.

(C.6.2) Using the Rod in all modules

This will enable your Rod Of The ArchShifter to be used in any module, even the
Official Campaigns.  Simple use the hak pak utility, nwhak.exe, located in the "utils" directory, to open up the Shifter Rod hak pak.  Then choose

Resource->Export All and export them into the "override" directory.  In order to create a Rod Of The
ArchShifter to use, you'll have to resort to Debug commands.  In the game, type the following:

`DebugMode 1 `dm_runscript get_shifter_rod (it will say "Entered Target Mode" -- target yourself) (the console should say "acquired Rod of the ArchShifter")
`DebugMode 0

Examine your inventory to see if you have it.

(C.6.3) Uninstalling the Rod

If you chose to export the Rod into your "override" directory, but don't want it any more, delete the following items from "override": shifter_rod.*              (item template, item activation script, dialog) shft_*.*                   (scripts used by the dialog) x2_s2_gwildshp.*           (overrides the default Greater Wildshape script) polymorph.2da              (overrides the Polymorph Self/Lycanthrope/Shifter data file)

NWN should now revert to original behavior.

/*--------------------------------------------------------------------------*/

(D) Some options for alternate Shapes

Bored with your early-career Shapes?  Wish you could truly Shift into *any*
Shape you desire?  It's possible, but not for the faint hearted.  You'll need to get into the raw data guts of the NWN engine, but you can do it (UPDATE: see
Appendix C.6 for a game item which makes this *much* easier).  I have faith in you.  Ready?

Open up the following file in a text editor (if you insist on using Word or some other word processing program, make sure you save as file type "plain text"):
[NWN_install_directory]\data\polymorph.2da

You may have to extract this file from the [NWN_install_directory]\data\2da.bif file.  This is not for the faint of heart.  But if you're feeling adventurous, here's how:

1. Make a copy of [NWN_install_directory]\data\2da.bif.
2. Edit the copy in a text editor.  I use TextPad; you can't use Notepad due to file size, but you could use WordPad as long as you remember to save as file type "plain text".
3. Search for "POLYMORPH_TYPE_".
4. Copy the block of text from "2DA V2.0" all the way down to the last
"POLYMORPH_TYPE_" line.  Save it in the [NWN_install_directory]\override directory as "polymorph.2da".  Make sure to save as type "plain text".
5. Continue with the modifications listed below.

I've heard rumors of programs which will extract resources from BIF files, so if you have one, more power to you.

If your text editor has an option to not wrap long lines, make it do so.  Now you should see some data with column headings like this:
Name                                   AppearanceType   RacialType   (...)

Your task, should you choose to accept it, is to modify certain lines to change the Shape you Shift into.  For example, if you choose to switch Minotaur to
Gelatinous Cube, change the line that starts like this:

66    POLYMORPH_TYPE_MINOTAUR

Your radial Shifter menu will still list it as "Minotaur" but now you should
Shift into a Gelatinous Cube instead.  Following are several suggestions to spice up your Shifting experience.

Alternately, you could download my hak pak, Rod Of The ArchShifter, from
NWVault.  See Appendix C.6 for details.

(D.1) Gelatinous Cube

This is one of the more visually stunning Shapes to take.

Suggested replacement: Basilisk

ST:15  DX:    CN:19  IN:    WS:    CH:
AC: 10 (+0 Natural)
HP: +30
To Hit: BAB+2
Attacks: Slam 1d6+6 (20/x) +1d6 acid
OnHit: Gelatinous Cube Poison, level 6
Special: DI 100% elec
Immune: Critical Hits, Knockdown, Mind Spells, Paralysis, Poison,
Sneak Attack; True Seeing
Paralyzing Touch [Fort DC=14], unlimited use, like Pale Master
Unarmed: Yes
Merge: Armor, Items

Spell# 625 = Paralyzing Touch x2_s2_undgraft1.nss (like Pale Master)
Spell# 282 = Disease Spores nw_s1_pulsspore.nss (Large radius, Soldier Shakes)
Spell# 524 = Acid Skin x2_s0_acidshth (Mestil's Acid Sheath) polymorph.2da:
201   POLYMORPH_TYPE_GELATINOUS_CUBE         470              29           365 po_jelly        x2_it_cregelcslm   ****               **** x2_it_oozeprop     ****               15     19     ****   0                30
35         625      ****     ****     ****     1        1
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