Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Ravick's Looting System Enhanced (LSE)
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.
Axer 27 Dec, 2020 @ 11:44am 
Shadowguard also resulted in it's launch script running twice, im not sure if that's because it got interrupted by the dialog popup you run, or a different bug.. (So I got double starting items I had to drop)
Axer 27 Dec, 2020 @ 11:42am 
Playing the premium modules now: The player skin added feat to access settings doesn't work at all in the 2 I've tried so far:
Witch's wake: It features custom subraces.. These are achieve through a player skin, so yea it deletes yours and adds its own, thus no player tool 9.
Shadowguard: This one's even worse, oddly even though it only begins at lvl3, it strips all items, including player skin. Even if you script it back on, it has a custom resting system that deletes the players skin every rest..
It's likely to break with any module PRC is integrating into as well, since it does all sorts of stuff with the player skin item.

So yea, please make the config either a dm_runscript , true/false parameters in a easy user readable script we can recompile, and/or a .2da placed in override the script reads upon load.
Ideally all 3 for the best compatibility.
Axer 23 Dec, 2020 @ 12:53pm 
The cutscene popups are especially breaking when starting the fan made follow up module sands of time, because it starts with a cutscene and has some fast scrolling text, which you can't read at all for several seconds, missing many lines since the pop lasts a long time.
It also has a crime system, so automatically taking everything from containers isn't so good as the NPCs attack you, but ya ofcourse you can turn that off now.
Axer 23 Dec, 2020 @ 12:53pm 
Most notable issue with HoTU is seeing the "this area appears free of treasure and your characters portrait" pops up in cutscenes. Little immersion breaking since in most of them, your character is not meant to be present. I can help you collect the various area IDs for them to add exceptions, but the easier/faster approach would be to give us a toggle to hide that popup text. Perhaps have it only print to the combat log, or not at all. Luckily for HoTU , none of the cutscene areas really contain any treasure so hard disabling it wouldn't hurt.
Other than that, the new version doesn't have any major game breaking bugs as long as you disable the container looting. A few areas it's necessary to do so. As some non empty containers are meant for special functions, EG: creating your own golem in chapter 2, the placeable you put the golem parts in does have a necklace in it to start.

Axer 23 Dec, 2020 @ 12:45pm 
Completed HoTU with 1.1 and started the fan made followup sands of time.
1.1 works really well just needs some little tweaks to make it perfect:
- Restore blood. Either as an option or just always have blood pools since i think most players want at least the default blood under the corpses to stay/match, and as it is now, it doesn't appear in most cases. Recommend the way scrotoks lootable corpses did it, you can view his code here:
ftp://148.251.86.81/rolovault/projects/nwn1/scripts/2037/
- Allow the various pop up text to be disabled. Especially the starting load text (I guess that will have to be a variable we can edit in the script since you cant configure the mod before starting). As yea it messes up modules that start with cutscenes, as well as HoTU.
AEA  [author] 16 Dec, 2020 @ 2:05am 
Hi Axer128, happy to hear that you've managed to solve it! Have fun with LSE and stay tuned ;D

Little teaser on the next version: will contain an option to highlight all useable playeables not yet interacted by visual effect. Playtesting this one at the moment and it's such an ease having finally eliminated the urge to constantly hit the TAB key!
Axer 15 Dec, 2020 @ 2:54pm 
Figured out my bug: Spellpak is really old so it's edited spells.2da breaks the player tools. I thought i had cleaned up all my 2da's by manually importing the mods I wanted to the new EE versions but i guess I missed that one. I corrected it and v1.1 working now.
Axer 14 Dec, 2020 @ 9:38am 
I'lll post a more complete report of some of the problem areas in HoTU ch1/2 later but theoretically this update will allow players to work around them (it does indeed break the game in some areas in chapter 2 as an FYI for any player who wants to try that soon).

And yea i prefer using steam but the 1000 character limit is rather annoying, maybe ill have to put my big report back nexus again after we get the player tool working. PS: I don't think doing it as a feat at all is a great idea, because various mods mess with the player skin, which may delete the feat, and if you uninstall it, chances are that feat will get stuck on the character, which may conflict with future mods, or at least muck up the radial menus with a broken icon. I'd suggest the config be done either thru an item and/or as a backup for advanced players a dm_runscript.
Axer 14 Dec, 2020 @ 9:37am 
Note on the previous version, I did start using it again as I figured out a way to make it work how I like: Seems unlike scrotoks loot system, Hypergore re-revised does not break the loot in HotU. So I combined it with your script and it works pretty nicely, a little random which scripts wins depending on the monsters default scripts/corpse setting, but overall it's a nice combo because your system still fully works, but for most corpses, it overwrites the default with its system, so they are destroyable with a bash / magic missile / sometimes a fireball for easy script fixing that needs stuff gone. Also results in some gore since while the enemies still do not seem to explode, once dead they can indeed, so if i'm spamming lots of fireball, the end results look nice :)
Axer 14 Dec, 2020 @ 9:31am 
Update looks awesome in theory, but just a quick bug report as I can't test it properly: The player tool 9 feat granted does not work. It indeed grants me the feat, and activating it thru the radial menu, or on the hotbar brings up a cursor.. But the cursor remains greyed out no matter what I target. Tried my character, corpses and items. Can't activate it.

Tried on a fairly clean test module i made myself with no haks, and HoTU chapter 3 im on now, which I edited to add spellpak (extra spells for my wizard).
AEA  [author] 12 Dec, 2020 @ 4:14pm 
Latest update introduces configuration panel, bugfixing tools and related tutorial plus greatly improves stability.

I added the announced auto looting thresholds for item weight and value. See change notes for details on the implementation.
AEA  [author] 8 Dec, 2020 @ 11:37am 
I am working on an update providing configurable item price and weight limits for auto looting, next to many other configurable options.

Unfortunately I don't have much time to work on the project at the moment, but I expect a release this weekend at the latest.
de Grizz 4 Dec, 2020 @ 12:23pm 
cool mod, but with one big issue, its loot all books from any bookcase, cluttering up the inventory