This thread is part of the Resources Compilation
.0 PaladinFullCaster 0
This option allows for a Paladin to receive their full class level when determining spellcaster level (spell effects and duration) instead of the official half-level value.
Example: A level 20 paladin is a level 10 caster in NWN2.
Setting this option to 1 causes the Paladin to get the full 20 levels for determining spell effects and duration.1 SneakAttackSpells 1
This option allows for casters to gain sneak attack damage on ranged and melee touch attack spells when appropriate. This bonus is only applied when a sneak attack would be valid.
Setting this option to 0 disables sneak attack on all spells.2 TouchofHealingUse50PercentCap 1
This option allows for the Touch of Healing Reserve feat to use the 50% cap on healing. When this option is on if a target is at or above 50% health then feat will have no effect.
Setting this option to 0 allows for the target to be healed regardless of their current health.3 TouchofHealingUseAugmentHealing 1
This option allows for the Augmented Healing feat to affect the Touch of Healing Reserve feat. Touch of Healing gains +2 points per level of the triggering spell (18 points for a level 9 healing spell trigger).
Setting this option to 0 disables the bonus from Augmented Healing.4 UseAlternateTurnUndeadRules 1
Setting this option to 1 causes the turn undead ability to deal 1d6 damage per turning level in a 20' burst.
Setting this option to 0 uses the standard turn undead rules for causing fear.
More details on this option can be found here:http://nwn2forums.bioware.com/forums/vi ... m=109&sp=05 PaladinOnlyAlternateTurnUndeadRule 1
Setting this option to 1 causes the turn undead ability to deal 1d6 damage per turning level (to undead) in a 20' burst for the Paladin only.
Setting this option to 0 uses the standard turn undead rules if UseAlternateTurnUndeadRules is 0.
Setting this option to 0 uses the Alternate Turn Undead rules for all classes if UseAlternateTurnUndeadRules is 1.
More details on this option can be found here:http://nwn2forums.bioware.com/forums/vi ... m=109&sp=06 AmmoStacksToCreate 1
This option allows for more than stack of ammo to be crafted per attempt.7 TempestStackWithRanger 0
This option allows for the Tempest levels to count as Ranger levels for determining when the character gets the Ranger's melee feats (16 Ranger/5 Tempest would get Perfect Two-Weapon fighting)8 ElaborateParry 2
This option causes the Duelist with Elaborate Parry to get a bonus to their AC equal to their class level while they are in parry, expertise, and improved expertise modes.9 UseSacredFistFix 1
This option causes the OEI version of Sacred Fist to be removed from the character and a new feat added with the same name. My version of the feat allows creature weapons to be used with a Sacred Fist (druids) without the -8 AB penalty they currently suffer.10 UseTwoWpnDefense 1
This option doubles the ac bonus of Two-Weapon Defense feats while the character is in Parry, Expertise, or Improved Expertise modes.11 HolyWarriorCap 4
This option caps the divine damage bonus granted by the Holy Warrior feat.12 Stormlord24HrBuffDuration 1
This option allows the Stormlord's buffs to last for 24 hours instead of 20 rounds per cast.13 ArcaneShapesCanCast 0
This option allows for spellcasting when using arcane shapeshifting forms (Tensers transformation, Word of Changing, Shapeshift). You need the Natural Spell feat to make it work though. If there is enough interest I can add the feat to the shape's hide.14 UnarmedPolymorphFeatFix 0
This option adds the Creature version of any Unarmed feat the character has when using any shapeshift spell or ability.15 DaringOutlawCap 0
This option caps the number of Swashbuckler levels that counts as a Rogue for determining the number of sneak dice the character has. A value of 0 indicates there is no cap in place.16 DivChampSpellcastingProgression 0
Setting this to 1 adds the spellcasting progression feats for Ranger and Paladin (if appropriate) to the character if they have Divine Champion levels. This is a 5/10 progression (even levels) advancement.17 EldGlaiveAttackCap 3
This setting controls how many attacks the Eldritch Glaive invocation is allowed to make (which is still limited by BAB). A 0 value will allow the character to make one blast for every 5 BAB as if they were making a melee attack.18 EldGlaiveAllowEldMastery 1 Undocumented19 EldGlaiveAllowEssence 1
This setting controls whether or not Eldritch Glaive is allowed to use an essence. Setting it to off will disable any essence used and stick with a standard eldritch blast for the attack cycle.20 EldGlaiveAllowCrits 1
This setting controls whether or not Eldritch Glaive can critical hit.21 EldGlaiveAllowHasteBoost 0
This setting controls whether or not Eldritch Glaive gets a free attack due to haste at the characters highest BAB. For example, a hasted level 10 Warlock would get 3 attacks (+7/+7/+2) instead of the normal two (+7/+2).22 HealingHymnCap 0 Undocumented23 CrossbowSniper50PercentDexCap 0
This setting controls whether or not the Crossbow Sniper feat damage bonus is capped at half of the character's dex modifier or not.24 WintersBlastUsesPiercingCold 0
This setting controls whether or not the Winter's Blast reserve feat should ignore cold resists and immunity if the character has the Frost Mage prestige class (and the Piercing Cold feat).25 UseSRFix 0
This setting controls whether or not the OnEquip/OnUnEquip scripts will scan the player for items with spell resistance. If this is turned on, it will add a spell effect to the character for the highest SR found which will fix the bug with spell resistance on items breaking after the first use. This needs some more testing as the engine may choose to use the item based SR over the effect base SR in which case I'll need to make the Effect version have a slightly higher SR to compensate.26 UseDmgResFix 0 Undocumented27 UseEnhancedBGPet 1
This setting controls whether or not the Blackguard gets the Improved Fiendish Servant at 8th level. This is essentially a free feat to make up for the missing spells and smites that the Blackguard should have. The servant is a Nessian Hound (hellhound).28 UseWildshapeTiers 3
This setting controls whether or not the wildshape forms get the item properties the player has on their equipped items. Tier 1 (a setting value of 1) allows the rings, amulet, and bracers to be added to the form. Tier 2 (a setting value of 2) allows the gauntlet, belt, and boots to be added to the form. Tier 3 (a setting value of 3) allows the cloak to be added to the form. Tier 3 allows the player the benefit of all their items except for equipped weapons. The AC stacking issue inherit with polymorphing is still an issue.
Note: I may add a value 4 option that only allows Tier3 to work with DragonShape so that this addition will match PnP exactly.29 LoadCMIOptions 1
This option indicates if the cmi_options.2da should be loaded and the module updated each time the PC is loaded. If it is set to 0 the options will not be updated except for when the Module is started (k_mod_start and cmi_pw_mod_start).30 FreeEmberGuard 1
This setting controls whether or not Druids get the Ember Guard elemental shape as a free upgrade.31 PlanetouchedGetMartialWeaponProf 1
This setting controls whether or not Planetouched Races (Aasimar, Tieflings, and Genasi) get the Martial Weapon proficiency as a free feat.32 FangLineExceeds20 0
This setting controls whether or not the Greater Magic Fang spell will exceed the standard +5 cap (caster level 20) and scale based on caster level / 4. This was added to allow epic wildshapers access to +7 weapons on their forms.33 SpellSpecAdds1PerDie 0
This setting controls whether or not the Spell Specialization (Melee Touch) and Spell Specialization (Ranged Touch) feats grant a bonus of +1 per damage die instead of a flat +2 bonus on touch spells. This will allow the feats to scale with spell power (polar ray would get a +15 instead of a +2).34 SonicMightAffectsClapofThunder 1
This setting controls whether or not the Sonic Might ability of the Lyric Thaumaturge affects the reserve feat Clap of Thunder. This was added as a way to beef up the spell damage of "caster bards." This essentially doubles the damage of the Clap of Thunder feat for mid to high level bards (capped at 16d6).35 ArcaneShapesUseWildshapeFixes 0 Undocumented36 UnlimitedWildshapeUses 0
This setting controls whether or not the Druid is refunded the feat use when they change shapes (granting them unlimited use of the forms). They must have one use remaining to get this benefit. Using wildshape uses to power abilities such as Elephant's Hide STILL decreases the uses normally. This ONLY allows the Druid unlimited changing of forms and does not alter balance. This was added to counteract the INSANE frequency that polymorph is stripped from characters by cutscenes. PnP has a variant rule that allows unlimited shifting but imposed limits on the forms (such as no supernatural abilities, which players can't use anyway due to the featbar being disabled.37 FrostMageArmorStacks 0
This setting controls whether or not the Frost Mage's natural armor bonus will stack with other natural armor bonuses. In PnP this is supposed to improve Natural armor and not be an enhancement bonus like NWN2 forces it to be. This setting scans for natural armor bonuses (spell and item based), adds the Frost mage's bonus to that, and applies it as a much larger AC bonus to the player. This will cause a "you already have an item with that bonus type" message but the AC increase will happen.38 EnableReserveMeta 0
A value of 0 is off.
A value of 1 allows Empower.
A value of 2 allows Maximize.
A value of 3 allows Empower AND Maximize (maximize first, then empower).
This setting controls whether or not all reserve feats that deal damage gain a bonus from having the empower and/or maximize spell metamagics. A character must have the metamagic feats for these bonuses to be added and they only gain the bonus for feats they have (a setting of 3 will only empower a reserve feat if the character has empower but does not have maximize). Since all reserve feats cap at 9d6 (or 9d4, depending on the feat), this was added as a way to boost their power and scaling. The max theoretical damage is 81 pts in a round (still much weaker than high level spells, but not a paltry 31pt avg).39 GrantSerenasCoin 1
This option causes a coin to be given to players that brings up a store when used. This store sells my custom blueprints for new items added such as ammo molds, chasubles, new armors, etc.40 RangerFullCaster 0
This option allows for a Ranger to receive their full class level when determining spellcaster level (spell effects and duration) instead of the official half-level value.
Example: A level 20 ranger is a level 10 caster in NWN2.
Setting this option to 1 causes the ranger to get the full 20 levels for determining spell effects and duration.41 AllowWildshapeHeal 1
This option controls if the druid is healed when they wildshape.
A value of 0 is off.
A value of 1 is on.42 TreatHellfireBlastSeparate 0
This option controls if Hellfire Blast should be included into the base blast dice of Eldritch Blast when determining criticals, maximize, and empower. If set to on, the hellfire blast is a flat +xd6 after all other calculations have been done.
A value of 0 is off.
A value of 1 is on.43 AllowEldBlastToStackMaxEmpower 1
This option controls if Eldritch Blast should allow both Maximize and Empower to stack.
A value of 0 is off.
A value of 1 is on.44 CapIntuitiveIfNotPureMonk 0
This option controls if Intuitive Attack should cap at a certain value if a character is not a pure monk.
A value of 0 is off.
Any non-zero value is a hard cap on the value that Intuitive Attack can grant.45 UnequipLosesTempProperties 0
This option controls if temporary item properties are removed when an item is unequipped.
A value of 0 is off, a value of 1 is on.46 UncannyDodgeImprovement 1
This option controls if players with Uncanny Dodge receive a +1 Reflex save bonus (+2 if they have Improved Uncanny Dodge) when they rest.
A value of 0 is off, a value of 1 is on.47 UseConFix 1 Undocumented48 UseDeathwardFix 0
This option controls if Death Ward, Mass Death Ward, Undeath's Eternal Foe, Deathless Frenzy, and Negative Energy Protection won't block ability drain.
-References:http://nwn2customcontent.wikidot.com/cm ... umentationviewtopic.php?f=11&t=693