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v2.2.3[]

Type of change Description File(s) affected
CHANGE The include file structure in the Grimoire has been changed significantly. This change should be transparent, except to builders who have altered functions in those include files. Documentation is being added to this site to reflect where everything is. All include files
NEW FEATURE Module switch included ("SG_ENFORCE_DOMAINSPELLS") to check clerics if they have at least one domain spell memorized per level. Must have sg_mod_def_rest as on rest script (or must copy changes to other script). See Grimoire cleric domain check and Grimoire variable settings for details. sg_mod_def_rest.nss (new), sg_i0_deities.nss, sg_spellhook.nss
NEW FEATURE Underwater spell casting rules implementation. See Grimoire underwater rules for details. Most include files, most spell scripts.
BUG See Invisibility - TargetType value was set incorrectly in spells.2da. Should be 0x2B, not 0x3E. spells.2da
BUG Creeping Doom - TMI error corrected sg_s0_crpdoom.nss, sg_s0_crpdoomc.nss
BUG Cloak of Righteousness - was blinding everyone, not just enemies. verified faction check in script, so allies should not be affected by blindness. Made sure to exclude caster from being blinded. sg_s0_clkright.nss, sg_s0_clkrighta.nss
BUG Healing Circle - was healing both allies and enemies. sg_s0_healcirc.nss
BUG Summon spell source files were included in Grim2Cep_2das.hak, which was fine until I changed to erf for source files. sg_inc_summon.nss for CEP has been put into Grim2CepSource.erf (new file). sg_s0_summon.ncs for CEP has been put into file Grim2CepScripts.hak (new file) Grim2Cep_2das.hak, Grim2CepSource.erf, Grim2CepScripts.hak
FIX A non-used file, sg_inc_summon.ncs.nss, was floating in the source erf. It has been removed. Grim2Source.erf
FIX Bioware did not code in the wearing of medium or heavy armor or loads with regard to the evasion and improved evasion feats. This has been added into the checking of whether the feats may be used
FIX Pale Master's Create/Summon Greater Undead Feat - the proper script was missing entirely from source and haks. it has been readded sg_s2_sumgrund.nss
FIX Cure Minor Wounds - The description in the tlk was still reading as curing 4 hp of dmg instead of 1 hp of dmg. tlk files
FIX Aid - The description in the tlk for Aid is missing Rgr 3 and Pal 2. tlk files
BUG Fire Shield - Impact script name in spells.2da did not match actual script name (sg_s0_fireshld vs sg_s0_firshld). This has been fixed. spells.2da
BUG Level 4 orb spells - The check for the fortitude save was being done via a variable which was never set, thus it always failed. This has been fixed. sg_s0_lvl4orbs.nss

v2.2.2[]

Type of change Description File(s) affected
FIX The new entries for deities listed in Complete Divine were causing the deity-enabled version of the CODI/PRC character creator to crash. These lines have been temporarily removed until the tlk entries for everything have been completed. sg_deities.2da
FIX Entries were missing from the ReqAction column in feat.2da. This has been repaired. feat.2da
NEW SPELL Larloch's Minor Drain - Sor/Wiz 1 (from Baldur's Gate) has been activated. spells.2da
CHANGE The script source file is now an erf (Grim2source.erf) instead of a hak (Grim2source.hak). This should allow you to import the erf and make changes to scripts as necessary. Grim2source.hak, Grim2source.erf
BUG Protection from Alignment - damage reduction for Elementals and Outsiders has been removed as it isn't working properly 3.5ed has changed this to "summoned creatures" instead of Elementals and Outsiders, anyway. sg_s0_protalign.nss, Grim2source.erf
FIX Prot Alignment/Magic Circle vs Alignment no longer give general "mind-spell" immunity. They now will give immunity only to spells of the Compulsion or Charm subschools, and spell-like abilities that mimic these effects. sg_s0_protalign.nss, sg_s0_circaligna.nss, Grim2source.erf
BUG The Healing domain was still set to Regenerate at Level 7 instead of Greater Healing Circle. This has been fixed. domains.2da
BUG The Charm domain was still using the Trickery domain icon instead of the Charm domain icon. This has been fixed. domains.2da
BUG Calm Animals had previously been fixed and activated for use, but was not added to the Animal domain at Level 1. This has been updated. domains.2da
BUG Elemental Substitution - name changed Energy Substitution. Grimoire2.tlk, Grim2cep.tlk
BUG Creature hide items providing celestial and fiendish properties for the new summons are missing from the haks. These have been added. Grim2Blueprints.hak
BUG Two files in Grim2Source.erf, spell template.nss and test compile.nss cause NWN to crash when building a module. test compile.nss has been removed from the hak. spell template.nss has been changed to spell_template.nss. spell_template.nss, Grim2source.erf

v2.2.1[]

Type of change Description File(s) affected
CHANGE Circular includes have been removed. The scripts will once again compile in the toolset. nw_i0_spells.nss, x0_i0_spells.nss, x2_i0_spells.nss, sg_i*.nss
BUG FIX Delayed blast fireball was not taking into account Elemental Substitution feats. sg_s0_delfirebal.nss
BUG FIX Fire shield never made it through my rewrite process for the Elemental Substitution feats, among other things. It is now working properly. sg_s0_firshld.nss
BUG Fire storm script name and 2da file were not in agreement. spells.2da
BUG SG_DEITIES.2DA - the line for XAN YEE was missing the underscore in the name (XAN_YEE). This has been fixed. sg_deities.2da

v2.2[]

Type of change Description File(s) affected
BUG Improved invisibility - I had tried using the BW INVISIBILITY_TYPE_IMPROVED option instead of concealment. Obviously, this option doesn't work. I have fixed the spell to work as intended. You will lose invisiblity when you attack, and it will be reapplied so long as there is duration remaining on the spell. sg_s0_impinvis.nss

v2.1g[]

  • ** NEW FEATURE ** SUMMON CREATURE SERIES - expanded list of summons (ie more random choices). Druids/Rangers get separate lists. If used with the CEP, there are even more choices.
  • ** NEW FEATURE/FIX ** TRUE SEEING - now supports a module int variable "SG_L_TRUESEE_FIX" (values 0 or 1). If 0 (or not set), works as original BW True Seeing, if 1, provides See Invisible and Ultravision instead of the BW True Seeing effect so that you can't see people hiding by stealth automatically, per PHB.

v2.1f[]

  • ** FIX ** BALAGARN'S IRON HORN - school changed to TRANSMUTATION, per MoF
  • ** FIX ** Paladin and Ranger CASTER LEVELS will now be correctly reported as HALF their CLASS level, per PHB
  • ** FIX ** Multiple typo corrections to tlk files
  • ** FIX ** PROTECTION FROM SPELLS - range changed from (P)ersonal to (T)ouch in 2da
  • ** FIX ** ISSAC'S LESSER/GREATER MISSILE STORM - TargetType changed to self, Range (P)ersonal. Targets are picked out of area around the caster, the spell itself is not "targeted"
  • ** BUG FIX ** FORCEWARD - was never supposed to be available at Sor/Wiz 4 (and in fact was not listed in the description). This has been removed in the 2da.
  • ** BUG FIX ** Spell Turning effects - the "return" spell was being cast at the caster level of the orignal target, not the original caster. The save DC was also that for the target casting the spell, not the caster.
  • ** BUG FIX ** ELEMENTAL SUBSTITUTION FEATS - while trying to prevent items from being affected by the elemental substitution feats, I inadvertantly broke the feat so that it didn't work at all. It also now will disipate after casting a spell.

v2.1e[]

  • ** BUG FIX/NEW SPELL ** DIVINE INTERDICTION now works properly. It has been activated for general use.
  • ** BUG FIX ** HEALING DOMAIN - the description was displaying as the Strength Domain. This has been fixed in the 2da.
  • ** FIX ** LUCK/MAGIC DOMAINS - now that the spell turning spells are working, these domains have been updated to include those spells. Magic gets Minor Spell Turning at lvl 4, while both Luck and Magic get Spell Turning at lvl 7. Updates to both tlk files have been made.
  • ** NOTE ** Domain section of readme concerning domains updated.

v2.1d[]

  • ** BUG FIX ** CONE OF COLD - the script disappeared from the hak somehow. I rewrote it and added it back in.
  • ** BUG FIX ** wallplaceables.erf - had been left out of the download file again. It is once again back where it belongs. If you haven't done so before, you will need to import the file and verify that the appearances for the 3 wall placeables are correct.
  • new Readme file completed

v2.1c[]

  • ** BUG FIX ** IRON BODY - the spellhook script now correctly intercepts casters trying to drink potions while under this effect. A floating message will appear stating that you can't use potions.
  • ** BUG FIX/NEW SPELL(s) ** SPELL TURNING/MINOR SPELL TURNING now work. They are now activated for general use. In order for them to work, you will need to set a global int variable on your module, SG_L_ALWAYS_ALLOW_NPCS, to TRUE.
  • ** BUG FIX/NEW SPELL ** CALM ANIMALS now works. It has been activated for general use.
  • ** BUG FIX/NEW SPELL ** THE SIMBUL'S SYNOSTODWEOMER now seems to work. I've run across an issue where it doesn't if Cone of Cold is the spell used after casting this, although no damage was done by the cone either. I think it has to do with the TargetType of the spell being cast, so there may be other spells that won't work correctly with this. I'll keep looking into it, but I have activated the spell for general use.
  • ** BUG FIX ** DARKBOLT - fixed the way the spell worked vs undead to match FRCS
  • ** BUG FIX ** FLASH - the save dc was never gotten prior to checking the saving throw.
  • ** BUG FIX ** FEEBLEMIND - changed to supernatural effect so it can't be affected by dispels
  • ** BUG FIX ** FEEBLEMIND - still set as a Divination spell in 2da. Changed to Enchantment, per PHB.
  • ** BUG FIX ** AID - was missing the +1 per caster level (max +10) bonus piece of the temporary hitpoints. This has been fixed.
  • ** BUG FIX ** TURN UNDEAD - script was using wrong variable for determining max possible HD affected.
  • ** BUG FIX ** LIGHT - for some reason was not casting properly
  • ** BUG FIX ** The good domain had aid included in the domains.2da, doubling it in the spell listing for clerics since it is already available at level 2.
  • ** BUG FIX ** BLACKLIGHT - added an Ultravision effect for the caster since they are supposed to be able to "see" while in the effect.
  • ** SCRIPT-ONLY FIX ** somehow I missed rewriting my copy of Dismissal to store the spell school, etc. Earlier version of spell still worked properly.
  • ** Attempted Exploit Plug ** GATE. Now summons new balor blueprint if caster is not properly protected. Stores caster and attempts to determine pvp setting info and set this on the balor. New balor should check if in non-pvp area. If so, if caster is invalid, it should destroy itself. If caster is not invalid, it should set itself to attacking the caster. In a PvP area, it should just act as normal.
  • ** FIX ** Once again, sg_deities.2da is included for use with my "concept" version of the CC. I don't know if the PRC incorporated my changes permanently, so it may not work with their latest version. You can find my version on the vault. Basically it allows clerics to choose their deity based upon alignment restrictions, per the PHB, and it restricts domain choices based upon the deity they chose.
  • ** FIX ** LESSER ORB SPELLS - adjusted 2da so that the visuals look "less" than the visuals for the Orb spells at lvl 4.
  • ** NEW ** Changed x2_inc_spellhook to allow for a global switch (SG_L_ALWAYS_ALLOW_NPCS) to allow for NPCs to use the spellhook scripts without having to set that other stupid variable on EVERY AREA in the module