NEXUS: http://www.nexusmods...ter2/mods/1020?
VAULT: http://neverwinterva...angeddins-fixes
This mod will fix the following bugs:
1) Spell Resistance from items firing only the first time.
2) Damage immunities from items turning into a vulnerability if it surpasses 100%.
3) Improved Uncanny Dodge not working (takes a change in equipment to trigger the first time).
INSTALLATION:
Extract the contents in MyDocuments\Neverwinter Nights 2\
Also included an .erf for importing to your modules for multiplay or persistent worlds.
ADDITONAL NOTES:
1) The fix to Improved Uncanny Dodge is also a buff to the feat. It will now grant a full Sneak Attack immunity no matter the level. I figured out that it's fairer to give something stronger than intended than something that does not work at all. In my opinion this also contributes to make certain classes that I personally deem as underpowered (Dwarven Defender, Shadow Dancer) to fare a bit better.
2) This mod will not work in modules that have different "OnEquip" script in their properties. If you are using scripts different than "x2_mod_def_equ" and "x2_mod_def_unequ" then you will need to add this line of code to your custom OnEquip script, right under the void main():
ExecuteScript ("clangeddin_custom_equip", OBJECT_SELF);
3) The damage immunity fix will only trigger if the sum of your immunities minus your vulnerability are higher than 99%, granting a 9999 damage resistance in that element. This means that if you have two items that grants 75% immunity and one item that grants a 100% vulnerability, the fix will not trigger.
COMPATIBILTY:
This mod will not work with any other mod that modify the "x2_mod_def_equ" and "x2_mod_def_unequ" scripts.





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