Nwn2 item templates




















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Post a Comment. Tuesday, 4 September Item - create special item with script on activate. You would not believe how tortuous this process is!!! Someone told me that NWN2 had 2 expansions I hadn't played, that came out years ago, so I bought the platinum edition with both xpacs and just started playing.

I rolled a fighter, but I want him to use a bastard sword. But they don't sell a bastard sword in the first market, there is no recipe in the first market to make it. I wanted to use the "giveitem" command in the DebugMode console, to just give him a bastard sword, but I can't find a list of the item ID numbers anywhere. When I search for Neverwinter Nights 2 item id number, I just get a bunch of pages listing all the commands and telling me I need the "id number" for the giveitem command, without listing the nmbers.

The Bioware NWN2 forum won't let me post for 24 hours. Do any of you guys know where I can get a list of items and their id numbers for the giveitem command? Showing 1 - 4 of 4 comments. Nice list but incomplete. Items can also be set to give effects in both situations equipped and unequipped.

Pickpocketable — whether or not an item can be pickpocketed default set to false — usually handled on a case-by-case basis when an item is placed on an NPC. Plot — whether or not an item is vital to the Plot of the game such as a quest item.

Stack Size — how many items of that type appear at once when the item is placed in game a stack size of 1 for an item means only one of that item will appear at once, while a stack size of 50 means that 50 of that item will appear at once Stolen — whether or not the item is stolen, and thus cannot be sold to merchants who are not tagged as Black Market vendors default set to false — usually handled on a case-by-case basis when an item is placed on an NPC Blueprint.

How the toolset is able to track the item. Comment — basic field to jot down comments. This information is never visible to the player within the game. Template Resref — resref of the blueprint that an instance came from key for placed instances within modules. Each item must have a unique resref.

How the item is categorized and described. Classification — how the item is ordered within the toolset Localized Description — base descriptive text for the item: this appears on normal items, or unidentified items before they have been identified. Localized Description when identified — descriptive text for the item after it has been identified. Localized Name — the name of the item. Resource Name — the name of the actual file on disk the official filename of the item Tag — name by which an object can be referred to in script [Note: the tag, Resource Name, and Template Resref are all usually the same name, to keep things simple].

It is generally best to use unique tags, but unlike resrefs, two items can have the same tag. Additional scripts attached to an item beyond the standard ones. For example, taking gem bag could trigger a script that causes its owner to attack you. Material — what the item is made of, which is used for weapons and armor in order to determine its effect on certain monsters, and vice-versa.

Now that the terms have all been defined, you have the foundation you need to create items. Now that you have completed this HowTo, you should know: Some of the various properties that can be assigned to items. How to create new equippable and unequippable models. How to customize specific weapon and armor appearances. A Dance with Spies Developer Zone A Symphony of Horror. The Lunar Shard. Age Of Mortals 2. The Shadows Below The Ruin of Tyrbas. Beckons From The Deep. Boots and Blades.

A Dance with Spies Developer Zone. Honor Among Thieves. Tales of Arterra - The Lost. The Fate of Daggerdale.

Snow Hunt. Desert of Desolation Series: I3 - Pharaoh. Lords of Darkness 3 - Alanya's Secret V2. Lankhmar Nights. Madness and Magic. Bloodright - The Blood Royal. Aribeth's Redemption - Chapter One. The Wink and Kiss Part 2. The Cursed Land. Vordan's Hero Creator. Night Howls in Nestlehaven V1.



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