Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

61 ratings
Ravick's Looting System Enhanced (LSE)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
418.914 KB
3 Dec, 2020 @ 1:06pm
12 Dec, 2020 @ 6:01pm
3 Change Notes ( view )

Subscribe to download
Ravick's Looting System Enhanced (LSE)

Description
This project provides a set of scripts which extends your looting experience in NWN EE with several new quality-of-life or immersion features:

- Auto looting of corpses
- Lootable corpses with decay time
- Auto looting of treasure
- Tracking of already looted treasure
- Notification for lootable treasure when entering an area
- Notification after looting last treasure in an area
- Displaying name and area an item was last acquired from in description window
- All features fully customizable using a simple configuration panel
- Contains a set of troubleshooting tools for possible issues with some module scripts

The scripts make extensive use of the newest scripting features available only in the Enhanced Edition (like iterating area objects and dynamically assigning event scripts at runtime).

This should be a game changer to everyone looking for a way to reduce time spent for repetitive looting of containers or enemy remains and spend more time fighting and exploring instead. The notification features should also come in very handy for any dedicated completionists like I am. Last but not least, you will finally see corpses of your dead enemies lying all around the area, no matter which module you are playing!

--- Installation ---

Requires NWN Enhanced Edition on minimum version "1.74.8164".

Simply subscribe to the mod and have fun!

After installing or upgrading, a short tutorial conversation will teach you how to use and configure LSE.

--- Detailed Feature Descriptions ---

... Auto Looting of Corpses ...

Never loose time again waiting for your dead enemies to disappear so that you finally know whether there is some loot bag left and having to grab your loot manually on top of all that! The auto looting mechanism transfers all the droppable inventory/equipped items from your enemies right after you killed them! This feature also works for enemies killed by henchmen, companions and companions of your henchmen. You will see a notification for every item looted, including stack size and name of the creature it was taken from. Uses configurable thresholds for item weight and value to prevent cluttering up your inventory.

... Lootable Corpses with Decay ...

Never see the corpse of an enemy strangely fading away into the void again! The configurable decay time defaults to 10 minutes (600 seconds). You can now have fun roaming through an area you just cleared while considering the bloody work that you have just done!

... Auto Looting of Treasure ...

Just close a container or move away from it after opening to take all the items found in there. After unlocking a container, it also gets opened automatically now. You will see a notification for every item looted including stack size. Also uses configurable thresholds for item weight and value.

... Treasure Tracking ....

After all treasure was looted from a container, it becomes unuseable so that you never need to ask you again if you probably forgot some loot in some chest you come across by for maybe the tenth time. Excluded of course are special containers which are used in quests or puzzles. Empty containers in general will not become inactive.

... Area Treasure Notifications ...

After entering an area, you will be notified if there is any treasure with relevant items in its inventory. You will also see a notification after taking the last relevant item left within treasure of an area.

... Displaying Last Acquired ...

Upon opening an item description, you will see name and location the item was last acquired by and in.

--- Stability ---

I tested the whole thing while playing the NWN main campaign with version "81.8193.16" up to the start of Chapter 2. I already implemented several security mechanisms and exceptions for objects and areas to ensure proper functionality of related scripts or events while using this mod. Such special handlings are needed in some cases where features of this mod would prevent story or gameplay features to work. But as far as concerning the first chapter of the main campaign, there really were only just a few interventions necessary, as my scripts are designed to integrate with existing base or module scripts as non-intrusive as possible. The latest version includes further consistency and stability improvements.

A great role in terms of integrity plays my so called Event Script Injector library (ESI). This library allows to dynamically assign one or many scripts to a single object event at runtime, which results in custom scripts injected this way being executable before or after any original script that was statically assigned when developing the module in the toolset. This is the whole reason why I managed to implement the features of LSE for almost each and every relevant object in any module... dynamically and without any manual change required in the toolset! Please note that this is also the reason why this project is only applicable for the Enhanced Edition starting from version "1.74.8164", as this was the point the godly function "SetEventScript" was implemented by Beamdog.

--- Important Notes ---

The mod makes use of the script named "default" which is fired on heartbeat of PC creatures to seamlessly integrate into modules without any installation activities required by the user or the module author.

Further scripts from NWN base game used in override are the following:
- nw_c2_default1 (Creature->OnHeartbeat)
- nw_c2_default5 (Creature->OnPhysicalAttacked)
- nw_c2_defaultb (Creature->OnSpellCastAt)

--- Known Issues ---

- After loading a module for the first time, the starting area sometimes will not be correctly initialized to apply some features like treasure auto looting. To solve this issue, simply leave the area and enter it again.

- When using lootable corpses, remains which were not collected stay existing even after the belonging corpse deyaced. Those are visible as blue lights in the ground when pressing TAB. This should be no problem though, just try to always collect the loot you need (using "Corpse Auto Looting after killed" works wonders) and simply ignore anything else. I still have to figure out the best way to handle uncollected loot from enemy remains.

- Some scripts out there implement logics which rely on creatures existing or not existing. A creature that leaves a lootable corpse will "exist" until it decays. So it IS possible that such scripts will not trigger the right actions, which are intended to trigger if a creature is DEAD (which is why a script should much better rely on a local variable set on death of a creature for example). To work around such issues, try one of the "destroy corpse" option from the Tools Panel accessable after applying Special Ability "Player Tool 9" to your character.

Should you experience any other issue with a module you are currently playing, I would be very happy if you contact me and tell me about your case so that I can hopefully integrate a suitable correction or workaround.

--- Planned Features ---

1. Visual effect for lootable treasure to avoid the urge to press TAB all the time
2. Further area notifications for...
- unkilled enemies
- NPCs not yet interacted with
- encounters not yet activated
- doors/transitions not yet passed through
3. On demand visualisation of the area checks noted above
4. Displaying gold piece value in item descriptions
5. Independent release of my own NWScript libraries used for this project

--- Closing Words ---

Much support for Surazal and his awesome "Neverwinter Nights Mod Installer Tool". Really recommending it to everyone! You will never find an easier way to maintain your mod files for NWN.
https://neverwintervault.org/project/nwn1/other/tool/neverwinter-nights-mod-installer-tool-nit
https://www.nexusmods.com/neverwinter/mods/824

I hope you all enjoy my work!
Feel free to comment or contact me on Steam/Neverwinter Vault/Nexus.
Popular Discussions View All (1)
0
22 Sep, 2021 @ 5:14am
Popup
Nebgama
23 Comments
Brikinhos 9 Mar @ 2:56pm 
It's doesn't work when I kill Loxar
k33pu2 5 Oct, 2023 @ 5:54pm 
It does work with the PRC, if you manually add the feat(Player_Tool_9) for it using CCOH:EE and then do:
DebugMode 1
dm_runscript lse_ev_crthrtbt

This was discovered by Dannyboy0101 on nexusmods, I don't want to take credit, I'm just reposting the info here.
Warin 20 Jul, 2023 @ 4:22pm 
No player tool #9 and
##x3_pl_tool09 doesn't do anythin
Warin 20 Jul, 2023 @ 4:21pm 
Can't get this to work with PRC it seems.
projectmayhem 18 Dec, 2022 @ 4:29am 
I have enjoyed this mod, but it does cause a lot of headaches. Some are mentioned below, sometimes key items dont register as being looted, sometimes key items just dont appear when killed by someone other than you (I had this problem a lot in HOTU as a wizard after making a golem in the Maker's area)
projectmayhem 27 Nov, 2022 @ 8:54am 
@DeMOiX works for OC fine

On second campaign, when you are in the wizards tower with portals that need the dark gems to use... I never get any gems. I've been trying to tinker with the settings to see if LSE is causing it. Anyone else run into this?
Warrun 30 Apr, 2022 @ 2:40pm 
The mod doesn't work for me, the dialog box doesn't appear
vikingdeireland 26 Dec, 2021 @ 8:35am 
Does anyone have an issue with it some reason refusing to pick up Fire Beetle bellies? I mean it is not a big deal but it is a little weird. I set my parameters to min value zero gold and it still won't pick them up.
DeMOiX 27 Oct, 2021 @ 5:01pm 
Is this an override and works for OC?
miked2681 2 Feb, 2021 @ 11:43am 
First off, I'd like to say that this mod is a great quality of life improvement for the game. I did find a bug that this mod causes in the Chapter 2 Epilogue of the original campaign. In Baram's Lair, when the skeletons are killed, it won't spawn the expected creature if the corpses have not decayed. I verified this by first unsubscribing to this mod and testing in-game (the creature spawned correctly) then by subscribing to the mod again and this time removing the skeleton corpses after killing them (again, the creature spawned correctly). I wanted to draw attention to this because if using the mod, and leaving corpses so they won't decay, it will not allow continuing the game from that point.