Player Reward Items?
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Player Reward Items?
Last Updated: September 1, 2014
For those that have selected or been given a *** Custom Item "voucher", here's the information you'll need to get it into the game:
1. Open the NWN Aurora Toolset. Open the latest Player Building Module (the most recent is dated July 10, 2014). This module already has all the proper custom content associated with it (so you don't have to worry about which hak and tlk files to add, and in which order).
2a. Create a new custom item. Customize the appearance and add properties. The following item types are unsupported or unused for PC-made items in Aenea:
2b. There are several item appearances that I am reserving for specific items in the game (ones already in or ones I have plans of adding). If you have picked one of these appearances, I'll let you know (generally in a PM here on the forum) so that you can pick a different appearance. Most of these will be ones that feature a built-in visual effect (such as the flaming blade of a soulfire warrior's sword) or will have a white distortion/smudge in the item icon in the toolset.
For some item types (such as shields or wands), you might want to use the "guide" images I use in building. They help to speed up making appearance choices.
2c. Certain properties are not used in PC custom items due to: a) similar effects being used in certain game mechanics coding, b) are considered too powerful, c) should be class abilities only (my opinion), d) are used only by the game for NPCs or default BioWare items (not intended for use by PCs), or e) used only by certain Aenea-specific systems. Some cause a big drain on the server processor or add too many resources to the module.
2d. Some properties, while allowed, are limited for game balance reasons:
2e. I may, at times, say no to other properties/combinations not on this list (ones I didn't think of when I made this list, or ones I have reconsidered) for game balance reasons. If that's the case after I have your .erf, I'll contact you to offer suggestions for changes before adding the item.
2f. There are several On Hit Cast Spell: Material * properties that are allowed on custom items. If making a weapon with the standard (aka, Reforged) parts, there are in most cases appearances that would match up.
2g. There are a few "Aenean item properties" that people have requested pricing/availability for. Below are the ones that I will consider adding to a custom item. These are more expensive (4x-8x as expensive as the standard item), since they require that I alter module scripts to accommodate them. If you pick one of these, be sure to figure the cost into your calculations, since these don't show up in the toolset. Your item can have only 1 of these properties on an item, and you must record the property and cost in the Comments tab for the item.
2h. Note that "negative" properties do not decrease the value of an item, so there's really no reason to add them to your item (unless you just want to have such a drawback for roleplaying purposes).
3. The item can be worth a "Total Cost" of up to the limit in the item voucher/coupon name (20,000, 40,000, etc.).
4. On the 1st tab ("General"), set the item's Category to Special > Custom 1 (the palette already has a lot of items, and I do not have time to hunt through every category). [Screenshot]
5. In the Comments section of the item itself, you must include your full username and full character name (with proper spelling, capitalization, spacing, and punctuation)...the script that gives you the item needs this information to be correct). Characters with names that contain special letters or symbols will likely need a DM's help to get you the item in-game after I add it.
Also handy to have in this section is the value of the voucher(s) being used, if this is an upgrade with a later voucher, and anything else you want me to know. I read the emails the files are attached to once (when I first download the attachments), referring to notes in the item Comments for clarification (so I don't have to track down emails with generic subject lines).
If this is an upgrade or a redesign, you must include this information in the Comments section, and you need to include the original item's name (so if you change it, I can still locate the original).
6. Export your item:
- Right click on your item in the palette and select "Export"
- Change the file name to your character's name (letters/numbers, up to 16 characters)
- Click on Save
- Click OK
7. Email the .erf file as an attachment to: nwn@amethyst-dragon.com
8. I will add the item to the game, making necessary edits to the item (after consulting with you about major changes).
9. After I add the item to the game module and update the server version, it will be given to you when you use the green "item updating" anvil in the Astral Conjunction. This adding process may take up to a week since real life prevents me from spending 100% of my day focused on NWN.
--------------------------------------------------------------------------------------------------------
Frequent Questions:
Q: Can I use my 40k voucher to upgrade the item I got with my 20k voucher to get a 60k item?
A: Yes. Just be sure to include in the .erf you send (in the Comments tab) the fact that you are doing that, and make sure the upgraded item has the same name as the original custom item.
Q: Can I use my 80k voucher to get two custom 40k value items?
A: No. Each voucher is for a single item (although upgrading an existing custom item is allowed).
Q: Can I use my 40k voucher to upgrade this sword I found in-game that's worth 23,574 gp, to add properties to make it worth up to 63,574 gp?
A: No. The vouchers are not used to upgrade items already found in the game. They are only for custom items nobody else can get.
Q: Can I give my item voucher to another of my characters?
A: No. That voucher and the custom item that gets traded for it is only for the character that received it. Besides, your characters really don't know each other, and would never consider just giving a prized possession to a complete stranger.
Q: Can I change the properties or type of my custom item?
A: Yes and no. You have several options: A) purchase a "redesign" voucher from the innkeeper at the Sleeping Dragon then send a new .erf to The Amethyst Dragon (in the comments tab, be sure to include the name of the original item, even if changing the actual item type), or B) use the services of the Maker or dwarf wizard (when they are DM-possessed) to add additional properties to the existing item. A redesign allows an item type change, using the Maker or dwarf wizard does not.
Q: I've never used the toolset. Can you tell me how I use the it to make my item?
A: I could, but RustyDios already made a handy Step-by-Step Guide for creating such items.
For those that have selected or been given a *** Custom Item "voucher", here's the information you'll need to get it into the game:
1. Open the NWN Aurora Toolset. Open the latest Player Building Module (the most recent is dated July 10, 2014). This module already has all the proper custom content associated with it (so you don't have to worry about which hak and tlk files to add, and in which order).
2a. Create a new custom item. Customize the appearance and add properties. The following item types are unsupported or unused for PC-made items in Aenea:
- Spoiler:
- - Unsupported/Unused Item Types for Custom Items:
- - Amulet 2*
- - Amulet 2, Armor*
- - Amulet 2, Deflection*
- - Amulet 2, Shield*
- - Amulet 3*
- - Amulet 3, Armor*
- - Amulet 3, Deflection*
- - Amulet 3, Shield*
- - Amulet, Armor*
- - Amulet, Shield*
- - Assassin Dagger*
- - Basic Crafting Component
- - Beer Mug - Social Pheno
- - Belt, Armor*
- - Belt, Natural*
- - Belt, Shield*
- - Bracer, Shield*
- - Brewed Potion
- - Buckler*
- - Cestus * (new item type, requires scripting on the server for proper functioning)
- - Cestus, Female * (new item type, requires scripting on the server for proper functioning)
- - Cloak, Armor*
- - Cloak, Dodge*
- - Cloak, Natural*
- - Cloak, No appearance (this includes the "invisible" cloak appearance for normal cloaks)
- - Cloak, Shield*
- - Coins*
- - Crafted Wand
- - Crafting Base Material
- - Creature Bludgeon Weapon
- - Creature Item
- - Creature Pierce Weapon
- - Creature Slash Piercing Weapon
- - Creature Slash Weapon
- - Dye
- - Enchanted Scroll
- - Forageable, Small*
- - Forageable, Thin*
- - Gauntlet, Bladed*
- - Gauntlet, Spiked*
- - Gem 2*
- - Gem 3*
- - Goad*
- - Granted Spell *
- - Grenadelike
- - Healer's Kit
- - Helmet, Armor*
- - Katar
- - Kukri 2*
- - Lance
- - Large Shield 2*
- - Longsword 2*
- - Mace 2*
- - Maug Doublesword*
- - Mercurial Greatsword*
- - Mercurial Longsword*
- - Moon-on-a-Stick
- - Pelt, Large*
- - Pelt, Thin*
- - Potion Bottle
- - Ring, Shield*
- - Ring 2*
- - Ring 2, Armor*
- - Ring 2, Natural*
- - Ring 2, Shield*
- - Ring 3*
- - Ring 3, Armor*
- - Ring 3, Natural*
- - Ring 3, Shield*
- - Runestone*
- - Sap*
- - Scroll
- - Small Crafting Component
- - Small Shield 2*
- - Stackable Large 1*
- - Stackable Large 2*
- - Stackable Large 3*
- - Stackable Large 4*
- - Stackable Medium 1*
- - Stackable Medium 2*
- - Stackable Medium 3*
- - Stackable Medium 4*
- - Stackable Small 1*
- - Stackable Small 2*
- - Stackable Small 3*
- - Stackable Small 4*
- - Stackable Thin 1*
- - Stackable Thin 2*
- - Stackable Thin 3*
- - Stackable Thin 4*
- - Standard Equipment
- - Thieves' Tools
- - Thin Container*
- - Torch/Flags/HolySymbols, Shield*
- - Tower Shield 2*
- - Trap Kit
- - Trumpet
- - Wand (not enchanted)
- - Widgets*
- - Wind Fire Wheel*
- - Wood
2b. There are several item appearances that I am reserving for specific items in the game (ones already in or ones I have plans of adding). If you have picked one of these appearances, I'll let you know (generally in a PM here on the forum) so that you can pick a different appearance. Most of these will be ones that feature a built-in visual effect (such as the flaming blade of a soulfire warrior's sword) or will have a white distortion/smudge in the item icon in the toolset.
For some item types (such as shields or wands), you might want to use the "guide" images I use in building. They help to speed up making appearance choices.
2c. Certain properties are not used in PC custom items due to: a) similar effects being used in certain game mechanics coding, b) are considered too powerful, c) should be class abilities only (my opinion), d) are used only by the game for NPCs or default BioWare items (not intended for use by PCs), or e) used only by certain Aenea-specific systems. Some cause a big drain on the server processor or add too many resources to the module.
- Spoiler:
- - Additional Property
- Bonus Feats:
- - - DM Tools
- - - Player Tools
- - - Hide in Plain Sight
- - - Sneak Attack ( +5d6)
- Cast Spell:
- - - Activate Item
- - - Activate Item (Long Range)
- - - Activate Item (Touch)
- - - Activate Item (Portal)
- - - Activate Item (Self)
- - - Add Item Property
- - - Aura of Glory - Cursed
- - - Capture Enemy
- - - Chickenegg
- - - Contingency: Cancel
- - - Craft Armor
- - - Craft Armor Component
- - - Craft Weapon
- - - Craft Weapon Component
- - - Crashing Wave
- - - Create ShadowFiend
- - - Cure Critical Wounds - Others
- - - Destruction
- - - Divine Might
- - - Divine Shield
- - - Dragon Breath (any)
- - - Draw one card
- - - Draw three cards
- - - Draw two cards
- - - Dye (any)
- - - Epic Spell (any)
- - - Epic Spell Slot (any)
- - - Evil Blight
- - - Flame Twin
- - - Flameberry
- - - Haste/Slow (an odd item property, not the actual spells)
- - - Geyser
- - - Harm
- - - Heal
- - - Heart of the Beast
- - - Herb, Belladonna
- - - Herb, Garlic
- - - Holy Water
- - - Iceberry
- - - Identify
- - - Implosion
- - - Intelligent Weapon
- - - Ioun Stone Power (any)
- - - Legend Lore
- - - Lyrics of the Lich
- - - Magical Electrifier - Charge
- - - Magical Electrifier - Destroy
- - - Manipulate Portal Stone
- - - Manticore Spikes
- - - Mass Heal
- - - Negative Plane Avatar
- - - Power Stone
- - - Protection From Alignment (use specific one instead)
- - - Restoration - Other
- - - Rod of Wonder
- - - Silvania's Nova of Life
- - - Spell Trigger: Release
- - - Spellstaff
- - - Summon Air Elemental
- - - Summon Earth Elemental
- - - Summon Fire Elemental
- - - Summon Water Elemental
- - - Talk to
- - - Tempest's Stormshield
- - - Thunderblade
- - - Tide of Battle
- - - Tornado
- - - Transmogrifying Wand
- - - Tripgust
- - - Unique Power
- - - Unique Power Self Only
- - - Water Throw
- - - Earthen Fist
- - - any cast spell property that begins with "Cast Spell: zzz "
- Damage Resistance: Magical (several behind-the-scenes events use this damage type, so no resisting it)
- Haste
- Holy Avenger (these are special weapons that must be found via quest)
- Immunity: Damage Type:
- - - Magical
- Immunity: Miscellaneous:
- - - Critical Hits
- - - Knockdown
- - - Sneak Attack
- Immunity: Spell School
- - - Divination
- Improved Evasion
- On Hit: Cast Spell (big drain on server resources) (see 2f for an exception)
- On Hit: (those properties that duplicate spells, since they run spell scripts)
- On Monster Hit (these are meant only for monster special abilities)
2d. Some properties, while allowed, are limited for game balance reasons:
- Spoiler:
- - Ability Bonus - limited to + 6 to a single ability score, or a total combination of +10
- AC Bonus - limit of +5 on a single item
- AC Bonus vs. Alignment Group - limit of +5
- AC Bonus vs. Damage Type - limit of +5
- AC Bonus vs. Racial Group - limit of +5
- AC Bonus vs. Specific Alignment - limit of +5
- Attack Bonus: limit of +5
- Attack Bonus vs. Alignment Group: limit of +5
- Attack Bonus vs. Racial Group: limit of +5
- Attack Bonus vs. Specific Alignment: limit of +5
- Cast Spell: Barrier of Force (limit of 5 Uses/Day)
- Cast Spell: Barrier of Ice (limit of 5 Uses/Day)
- Cast Spell: Barrier of Iron (limit of 5 Uses/Day)
- Cast Spell: Barrier of Stone (limit of 5 Uses/Day)
- Cast Spell: Cure X Wounds (limit of 5 Uses/Day)
- Cast Spell: Divine Power (limit of 3 Uses/Day)
- Cast Spell: Greater Spell Breach (limit of 5 Uses/Day)
- Cast Spell: Haste (limit of 5 Uses/Day)
- Cast Spell: Healing Circle (limit of 3 Uses/Day)
- Cast Spell: Lesser Spell Breach (limit of 5 Uses/Day)
- Cast Spell: Sequencer (limit of 1 Use/Day)
- Cast Spell: Summon Ally (limit of 5 Uses/Day)
- Cast Spell: Teleport (limit of 5 Uses/Day)
- Cast Spell: Transference (limit of 5 Uses/Day)
- Cast Spell: Offensive/Disabling Spells of Level 3 or higher (limit of 5 Uses/Day)
- - This includes Acid Bomb and Fire Bomb "item spells"
- Enhancement Bonus - limit of +5
- Enhancement Bonus vs. Alignment Group - limit of +5
- Enhancement Bonus vs. Racial Type - limit of +5
- Enhancement Bonus vs. Specific Alignment - limit of +5
- Immunity: Damage Type
- - limit of 50% for one physical damage type on a single item (bludgeoning, piercing, or slashing)
- - limit of 50% for one "energy" damage type on a single item (acid, cold, electricity, fire, sonic, divine, negative, positive)
- Immunity: Spells by Level (limit of Level 2 or lower)
- Massive Criticals - limit of 4dX (X being the base damage dice of a weapon type, use d12 for greatswords)
- Regeneration - limit of +2
- Regeneration: Vampiric - limit of +3
- Skill Bonus - limit of +10 to any one skill, or a total combination of +30
2e. I may, at times, say no to other properties/combinations not on this list (ones I didn't think of when I made this list, or ones I have reconsidered) for game balance reasons. If that's the case after I have your .erf, I'll contact you to offer suggestions for changes before adding the item.
2f. There are several On Hit Cast Spell: Material * properties that are allowed on custom items. If making a weapon with the standard (aka, Reforged) parts, there are in most cases appearances that would match up.
- Spoiler:
On-Hit: Cast Spell: Material, Adamantine (weapon only) (black, usually color 4)
- adds damage based on the size of the weapon
- - - tiny: 1d2
- - - small: 1d3
- - - medium: 1d6
- - - large: 1d8
On-Hit: Cast Spell: Material, Cold Forged Iron (weapon or armor) (grey or black, usually color 1 or 4)
- on a weapon, adds damage based on target race
- - - celestial: 1d6
- - - demon: 1d6
- - - fey: 2d6
- on armor, damages creatures that hit wearer
- - - celestial: 1d4
- - - demon: 1d4
- - - fey: 2d4
On-Hit: Cast Spell: Material, Dark Iron (weapon or armor) (black, usually color 4)
- on a weapon, adds damage based on target race
- - - animal, beast: 1d8
- - - humanoid: 1d6
- on armor, damages creatures that hit wearer (also damages wearer!)
- - - animal, beast: 1d4
- - - humanoid: 1d3
On-Hit: Cast Spell: Material, Dead Wood (weapon only)
- 25% chance to add 25% spell failure effect to target for 1d6 rounds
On-Hit: Cast Spell: Material, Firegold (weapon only) (gold, usually color 2)
- 25% chance to add fire damage based on the size of the weapon
- - - tiny: 1d2
- - - small: 1d3
- - - medium: 1d6
- - - large: 1d8
On-Hit: Cast Spell: Material, Red Steel (weapon or armor) (red, usually color 7)
- on a weapon, adds damage based on target race
- - - construct: 1d6
- - - elemental: 2d6
- on armor, damages creatures that hit wearer
- - - construct: 1d4
- - - elemental: 2d4
On-Hit: Cast Spell: Material, Silver (weapon or armor) (silver, usually color 5)
- on a weapon, adds damage vs. silver-vulnerable creatures (based on individual creatures)
- on armor, damages silver-vulnerable creatures that hit the wearer
On-Hit: Cast Spell: Material, Sky Metal (weapon or armor) (blue, usually color 6)
- on a weapon, may add damage and visual effects based on the time, phases of the moons, and size of the weapon
- on armor, may damage attackers based on the time and phases of the moon
2g. There are a few "Aenean item properties" that people have requested pricing/availability for. Below are the ones that I will consider adding to a custom item. These are more expensive (4x-8x as expensive as the standard item), since they require that I alter module scripts to accommodate them. If you pick one of these, be sure to figure the cost into your calculations, since these don't show up in the toolset. Your item can have only 1 of these properties on an item, and you must record the property and cost in the Comments tab for the item.
- Spoiler:
- - Worn items:
- - Hat of Disguise functionality: Helmet item only, +10,000 gp ( +20,000 if item has any other properties)
- - Soul Anchor Boots functionality: +32,000 gp, ( +64,000 if combined with other properties)
- - Binding Boots of Bellaruskima functionality: Boot item only, +20,000 ( +40,000 if combined with other properties)
- - Boots of Striding and Springing functionality: Boot item only, +6,000 gp, ( +12,000 if combined with other properties)
- - Amulet of the Wanderer "arrow" function (not portal activation): Amulet item only, +10,000 gp ( +20,000 gp if combined with other properties)
- - Aquatic (water breathing function): +30,000 gp ( +60,000 gp if combined with other properties)
2h. Note that "negative" properties do not decrease the value of an item, so there's really no reason to add them to your item (unless you just want to have such a drawback for roleplaying purposes).
3. The item can be worth a "Total Cost" of up to the limit in the item voucher/coupon name (20,000, 40,000, etc.).
4. On the 1st tab ("General"), set the item's Category to Special > Custom 1 (the palette already has a lot of items, and I do not have time to hunt through every category). [Screenshot]
5. In the Comments section of the item itself, you must include your full username and full character name (with proper spelling, capitalization, spacing, and punctuation)...the script that gives you the item needs this information to be correct). Characters with names that contain special letters or symbols will likely need a DM's help to get you the item in-game after I add it.
Also handy to have in this section is the value of the voucher(s) being used, if this is an upgrade with a later voucher, and anything else you want me to know. I read the emails the files are attached to once (when I first download the attachments), referring to notes in the item Comments for clarification (so I don't have to track down emails with generic subject lines).
If this is an upgrade or a redesign, you must include this information in the Comments section, and you need to include the original item's name (so if you change it, I can still locate the original).
6. Export your item:
- Right click on your item in the palette and select "Export"
- Change the file name to your character's name (letters/numbers, up to 16 characters)
- Click on Save
- Click OK
7. Email the .erf file as an attachment to: nwn@amethyst-dragon.com
8. I will add the item to the game, making necessary edits to the item (after consulting with you about major changes).
9. After I add the item to the game module and update the server version, it will be given to you when you use the green "item updating" anvil in the Astral Conjunction. This adding process may take up to a week since real life prevents me from spending 100% of my day focused on NWN.
--------------------------------------------------------------------------------------------------------
Frequent Questions:
Q: Can I use my 40k voucher to upgrade the item I got with my 20k voucher to get a 60k item?
A: Yes. Just be sure to include in the .erf you send (in the Comments tab) the fact that you are doing that, and make sure the upgraded item has the same name as the original custom item.
Q: Can I use my 80k voucher to get two custom 40k value items?
A: No. Each voucher is for a single item (although upgrading an existing custom item is allowed).
Q: Can I use my 40k voucher to upgrade this sword I found in-game that's worth 23,574 gp, to add properties to make it worth up to 63,574 gp?
A: No. The vouchers are not used to upgrade items already found in the game. They are only for custom items nobody else can get.
Q: Can I give my item voucher to another of my characters?
A: No. That voucher and the custom item that gets traded for it is only for the character that received it. Besides, your characters really don't know each other, and would never consider just giving a prized possession to a complete stranger.
Q: Can I change the properties or type of my custom item?
A: Yes and no. You have several options: A) purchase a "redesign" voucher from the innkeeper at the Sleeping Dragon then send a new .erf to The Amethyst Dragon (in the comments tab, be sure to include the name of the original item, even if changing the actual item type), or B) use the services of the Maker or dwarf wizard (when they are DM-possessed) to add additional properties to the existing item. A redesign allows an item type change, using the Maker or dwarf wizard does not.
Q: I've never used the toolset. Can you tell me how I use the it to make my item?
A: I could, but RustyDios already made a handy Step-by-Step Guide for creating such items.
Last edited by The Amethyst Dragon on Mon Sep 01, 2014 2:27 pm; edited 91 times in total
Re: Player Reward Items?
Bump, with some updated information.
If you haven't read this thread and would like to submit a custom item...I suggest reading from the beginning, just to make my job easier.
The new player build module (with newer CEP 2.3 haks properly associated) will become available tonight or tomorrow.
If you haven't read this thread and would like to submit a custom item...I suggest reading from the beginning, just to make my job easier.
The new player build module (with newer CEP 2.3 haks properly associated) will become available tonight or tomorrow.
Re: Player Reward Items?
Bumping this, because I've changed how the item is given to characters.
No longer done by trigger in the Sleeping dragon, it's now done by using the green glowing anvil in the Astral Conjunction.
No longer done by trigger in the Sleeping dragon, it's now done by using the green glowing anvil in the Astral Conjunction.
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