Neverwinter Nights In-game Cheating Utility
You can find more information on the Spells and Abilities page which will outline how to use this 2da file.
- Kotli Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 577 March 2013 edited March 2013 Well IMO its fine if no 3rd party software or automation is used at all, IE your characters dont do a thing without you pressing the in game key for it.
- Neverwinter Nights. My changes seem to be being undone when I load the saves in-game (tested with gold and feats) #6.

Spells.2da Columns
Neverwinter Nights In-game Cheating Utility Mod

In the neverwinter nights directory there is a file called nwnplayer.ini Open the file and find the line that says 'CODEWORD XP2=' or some variation thereof. Change it to: CODEWORD XP2=barkeater If there isn't a 'CODEWORD XP2=' line then just add it somewhere between the 'Game Options' and 'Control Options' lines. Neverwinter Nights: Enhanced Edition - Neverwinter Nights: Enhanced Edition adds all-new enhanced features to the content of Neverwinter Nights Diamond Edition.Slink through the shadows as a deadly half-elven rogue, wield fearsome magics as a powerful gnomish sorcerer, vanquish your foes as an armor-clad dwarven paladin. Whatever hero you create, incredible adventures await.Discover magic.
The spells.2da file has all the non-script information for setting up a spell, casting animations and so forth.
There are a handful of unused columns and almost all of them are not needed for a functional 'spell'.
Neverwinter Nights Download
Note: This is one of the only 2da files you can add additional valid columns - specifically columns that are like 'Bard, 'Cleric' which list the spell level of the entry for spell books, referenced in classes.2da in NWN:EE.
Neverwinter Nights In-game Cheating Utility Support
| Column Name | Type | Example value | Default Options | Any Known Limitations | Notes and Usage |
|---|---|---|---|---|---|
| Label | Text | Acid_Fog | N/A | Not used by the game as such, a human-readable name | |
| Name | TLK Integer | 750 | TLK entry | Can be an entry in dialog.TLK or a custom TLK, shows up in game as the spell title, and in feedback messages such as when casting unless overridden by AltMessage column. Feats being 'cast' should use feat.2da names instead. | |
| IconResRef | Text | is_AcidFog | Unknown | Icon name, minus the .tga extension | |
| School | Text | C | A, C, D, E V, I, N, T | spellschool.2da values, but really just hardcoded | G is unused would need testing. Even monster abilities have this set (usually just to Evocation, V) To test: Having additional spell schools or this as invalid |
| Range | Text | L | P, T, S, M, L | ranges.2da values | To test: Is the ranges.2da references hardcoded? can more be added? |
| VS | Text | VS | V, S, VS | Only V (Verbal) and S (Somatic) supported | Verbal or Somatic components needed. Verbal needs the caster to be able to speak (Eg; not silenced, deafened imposes 20% failure check). Somatic requires them to be able to use their arms (eg; not being Paralyzed) and is affected by armour failure chance. |
| MetaMagic | Bitwise Hex Integer | 0x38 | Recognized values are: None = 0x00 Empower (1) = 0x01 Extend (2) = 0x02 Maximize (4) = 0x04 Quicken (8) = 0x08 Silent (16) = 0x10 Still (32) = 0x20 (see also Notes and Usage) | Some of this happens entirely in engine (Still Spell, Silent Spell and Quicken Spell). The remaining (Empower Spell, Maximize Spell, Extend Spell) are captured in the spell script To calculate the cost of multiple allowed Meta Magic feats, add the decimal values together. For example: 0x38 = Quicken+Still+Silent 0x3F = All metamagics | |
| TargetType | Bitwise Hex Integer | 0x09 | Recognized values are: self (1) = 0x01 creature (2) = 0x02 area (4) = 0x04 items (8) = 0x08 door (16) = 0x10 placeable (32) = 0x20 trigger (64) = 0x40 (see also Notes and Usage) | This primarily affects players - monsters seem to be able to ignore it, causing some 'interesting' issues. Some standard spells also are problematically miscoded, eg; having a Self Only target type, but a range higher than Personal. To target more than one type, add the decimal values together. Note: ALL spells must include the decimal value for Items (8) - 0x08 - in their calculated value or else Item Crafting will not work. | |
| ImpactScript | Text | nw_s0_light | Script name limit (16 characters) | Script name minus the .nss extension that fires on the impact. Will only fire when successfully cast - ie; not interrupted by a concentration failure. Note, Bioware naming convention reserves S0 for spell scripts, S2 for feat abilities, and S3 for creature abilities. | |
Bard Cleric Druid Range Wiz_Sorc Innate | Integer | 6 **** denotes the spell is unusable by that class. | Integer, 0+ - unknown maximum but 9 is likely for usual spells and 10 for anything else. | The only one that is required is Innate. The defaults are 0 (cantrips) through 10 (Epic spells). However the 10 value won't show up in usual spell books so would only affect item-cast, cheat-cast or feat-cast things. 10 is likely the usual maximum for the game anyway, due to how 'talents' work (CR for talent functions is double spell level). You should always at least put an innate spell level. Blanking it out is not recommended, it can highly mess up a variety of in-engine things otherwise (and yes Bioware forgot it on some abilities making them bug out in certain circumstances, mainly related to Dispel Magic). You can add more columns (anywhere in the 2da, but usually at the end) to add more spellbooks. For instance you could create one headed 'Assassin' and have Assassin spells, with the relevant changes in classes.2da allowing that spellbook to be used. Note: The spell lines for Dispel Magic spells are hardcoded into the engine assuming certain spell levels (the 'Innate' column) for such things like Counterspelling. | |
| ConjTime | Integer (miliseconds) | 1500 | Usually 1500 or 900 for normal spells Mostly 0 or 1 or 500 for abilities although Dragons Breath uses 2000 | None? (Needs testing) | The amount of time spent 'Conjuring' the spell in milliseconds, applying the 'Conj' animations, sounds, and VFX. Once this number is passed the CastTime and Proj fires if appropriate. For spells this is the duration that can cause concentration checks. The default is 1500 but 900 is used for spells like Phantasmal Killer which has a slow 'projectile'. Monster abilities vary (and don't matter as much - no concentration!) eg; gazes, bolts are 500, auras are 1, cones are 100 or 500. Dragon breath is 2000. I think the number is halved for hasted spells (needs testing!). Using values above 2000 may cause issues from past experience. Game expects people to cast spells within 3 seconds. |
| ConjAnim | Set values | hand | hand or head | hand or head See also for pictures/info: Animations | Hands usually are spinning hands around, head means spinning hands over the head. This is where the 'Hand' visual will be attached as well. If ConjTime is blank or 0 this effectively shouldn't be used. If an item is used the 'ConjAnim' is effectively replaced as per Animations for each item type, such as reading a scroll animation for a scroll item. Annoyingly there is no way to set any custom animations using this column. |
| ConjHeadVisual | Model resref | vco_mehedelec01 | Resref of visual effect model | Head based conjuring visual effect (attached to the head node). Resref of visual effect model. 'vco' = 'visual conjure' | |
| ConjHandVisual | Model resref | vco_smhanfire01 | Resref of visual effect model | Hand based conjuring visual effect (attached to the hand node). Resref of visual effect model. 'ConjAnim' alters where hands are by default. | |
| ConjGrndVisual | Model resref | vco_lgrinevil01 | Resref of visual effect model | Ground based conjuring visual effect (at the casters feet). Resref of visual effect model. Higher level spells tend to have this to differentiate them from lower level versions. | |
| ConjSoundVFX | Sound resref | sco_mehannatr01 | Resref of visual effect model | Sound used when conjuring. This is useful to always have because non-PC races don't get casting chants (next two lines). | |
| ConjSoundMale | Sound resref | vs_chant_ench_lm | Resref of sound effect file | Sound used if the caster is Male (or not-Female) and a base race. Bioware included variants for 'high' and 'low' magic, of each spell school. vs_chant_XXXX_YZ - XXXX = 4 letters of school, Y = 'l' (low) or 'h' (high) and Z = 'm' (male) or 'f' (female) If a non-player race it seems to ignore playing this. | |
| ConjSoundFemale | Sound resref | vs_chant_ench_lf | Resref of sound effect file | Sound used if the caster is Female and a base race. As above variants are included for high/low magic and each school. If a non-player race it seems to ignore playing this. | |
| CastAnim | Set values | area | area attack out self touch up creature | See also for pictures/info: Animations area - Hands are placed up and apart. EG: Acid Fog. attack - Attack animation is used. Used for Arcane Archer feat-spells. out - Hands are placed together and forwards, for cones. EG: Burning Hands self - Hands together, touching chest. EG: Ghostly Visage. touch - One hand is placed out and one to the side. EG: Aid up - Hands are placed up and together. EG: Call Lightning creature - A special animation used only for Mind Flayers - 'Suck Brain' - so probably unavailable for other creatures. | Animation to use for the casting (once conjuration animation is complete). Most are obvious, and fit for instance 'out' being a cone spell (Holding hands where the cone will appear). If the creature casting the spell has limited animations this may not be fully adhered to. Annoyingly there is no way to set any custom animations using this column. |
| CastTime | Integer (milliseconds) | 1000 | Usually 1000, but 1700 for cones | Not sure | Milliseconds holding the CastAnim pose. Most are 1000 (1 second). Cones benefit from more 'hold out hands' time to match the spell visuals, although 1700 pushes these spells over a 3 second cast time which is odd. |
| CastHeadVisual | Model resref | vca_dragbreath | Resref of visual effect model | Head based casting visual effect (attached to the head node). Resref of visual effect model. Occurs in the direction of casting. Example: Dragon Disciples Breath. 'vca' = 'visual cast' | |
| CastHandVisual | Model resref | var_conefire | Resref of visual effect model | Hand based casting visual effect (attached to the hand node). Resref of visual effect model. Occurs in the direction of casting. Example: Cone spells. 'var' = 'visual area' | |
| CastGrndVisual | Model resref | Resref of visual effect model | Ground based casting visual effect (at the casters feet?). Resref of the visual effect mode. No default Bioware spells use this. | ||
| CastSound | Sound resref | sar_conefire | Resref of sound effect file | Sound used when casting. This is mainly used to have the visual such as a cone match with an appropriate sound. | |
| Proj | Boolean | 1 | 0, 1 | 0 or 1 are accepted | Ftl game cheats ipad. Does this have a projectile? activates the next 5 columns. It fires a single projectile model towards the target location (if ground) or object (if a object is selected). A projectile will fire a VFX and will affect when the ImpactScript is run, with it waiting until the impact has occurred. Note progfx.2da can now mimic some of these as MIRV style objects with EffectVisualEffect. |
| ProjModel | Model resref | vpr_ectoacid01 | Resref of visual effect model | Projectile visual effect (See ProjSpwnPoint for where it appears) 'vpr' = visual projectile. | |
| ProjType | Set values | homing | homing, ballistic, highballistic, burst, accelerating, spiral, linked, bounce | homing - Example: Fireball. Straight line and homes in on a target even if moving, reasonably slow projectile. ballistic - An arced object, again homing so will always hit. Giants Hurl Rock when polymorphed as a Giant uses this (and a lot of special cutscene/ballista style things) highballistic - Not used by any spell by default, presumably an even higher arc. burst - Not used by any spell by default. Needs testing. MIRVS use 'BURST_UP' so similar perhaps. accelerating - Example: Dispel Magic. Goes to the point in a straight line and homes in on the target, but accelerates so quite fast. spiral - Example: Hellball. Does a weird spiral around the target until it hits, takes a reasonably long time even if the target stands perfectly still linked - While some with Proj set to 0 (Lightning Bolt) probably are nonfunctional, the Trap_Arrow and others are set to this, and send a projectile (ie an arrow). bounce - Example: Grenades. Bounces a projectile object a few times on the ground before hitting the target location/object | The projectile type. Also note this can be altered using the parameter 'nProjectilePathType' in ActionCastSpell functions, although several are missing from the parameter. Note that progfx.2da can now mimic these - although possibly not perfectly (although there are more options - like miss options) - with the options including all of these as integer values instead of names. |
| ProjSpwnPoint | Set values | hand | hand monster0 monster1 monster2 monster3 monster4 | hand monster0 monster1 monster2 monster3 monster4 | Spawn point on the caster that the projectile leaves from. Values are: hand (used for 99% of spells), and monster0, monster1, monster2, monster3, monster4 (used for Beholder rays from eyestalks). |
| ProjSound | Sound resref | spr_ectoacid01 | Resref of sound effect file | Sound of the projectile | |
| ProjOrientation | Set values | path | path target | path target | Orientation of this spell's projectile while it is in flight. All standard spells use path (projectile faces the direction it is traveling), but target is another supported value (projectile faces the target). |
| ImmunityType | Text | Acid | Unused doesn't matter | This is entirely unused by the game and may just be a developer-left-in notes field or a pre-nwscript way of doing immunities | |
| ItemImmunity | Boolean | 1 | Unused doesn't matter | Unused by the game, item properties are controlled through the itemprops.2da, itempropdef.2da, iprp_costtable.2da and iprp_paramtable.2da - specifically IPRP_SPELLCOST in this case lists what direct spell immunities can be on items. | |
SubRadSpell1 SubRadSpell2 SubRadSpell3 SubRadSpell4 SubRadSpell5 | Integer spells.2da line reference | spells.2da line | The spells on a radial, such as when Polymorph has different options available. | ||
| Category | Integer spells.2da line reference | categories.2da entry | This is the category as checked by the Talent script system. New cateogries can be defined in category.2da, although some are hardcoded (eg potion ones which overlap the usual ones). Is buggy if a spell level is not set in the Innate column. Frankly it's also buggy overall. | ||
| Master | Integer spells.2da line reference | spells.2da line | The master of this spell if it is a subradial spell. It should be left blank if it is not a subradial spell. Note: This is buggy, and some spells have it set even if they're not a radial spell (copy and paste errors on Biowares part!). This causes GetHasSpell to perform incorrectly, but the game still works correctly otherwise - very frustrating! | ||
| UserType | Integer | 1 = spells 2 = creature power 3 = feats 4 = item power | This both categorises them in the toolset and has several in-game effects on the use of abilities/casting of spells. 1 is for general use spells, they can be assigned as special abilities with a caster level on a creature template even if no class can cast them. Needs the 'Innate' column setting (which should typically always be set!). If a spell is set to 1 then these also apply:
2 is for Creature Powers. They appear in the toolset and can be assigned as Special Abilities. There is no caster level associated with them only uses/rest.
3 is for Feats. These do not appear in the toolset, and should be linked to a feats.2da line.
4 is for item powers or 'not any of the above'. Use it for hidden super cool cutscene spells, ballista shooting spells with high projectile arcs, and so forth. They don't intrinsically just appear on items - they need to be linked in the iprp_ 2da files.
Note: Values higher than 4 are ignored. | ||
| SpellDesc | Integer | 113002 | TLK entry | Can be an entry in dialog.TLK or a custom TLK, shows up in game | |
| UseConcentration | Boolean | 1 | 0, 1 | 0 or 1 are accepted | This stops concentration checks for this ability. Usually all monster abilities. Note that it does not stop attacks of opportunity. |
| SpontaneouslyCast | Boolean | 1 | 0, 1 | 0 or 1 are accepted | If the caster has the 'Can cast spontaneous spells' (usually only Clerics) this applies (usually only 'Cure' and 'Inflict Wounds' spells), and the spell is marked with a 1, then they can cast it and lose a different spell that is memorised of the same level. Note: Domain spells memorised cannot be used to cast spontaneous spells. |
| AltMessage | TLK Integer | 53231 | TLK entries only | TLK reference to replace the 'CREATURE casts SPELL NAME' text. This is recommended to use on non-spell abilities. EG: Bolts use 53231 which is: <CUSTOM0> uses bolt attack. <CUSTOM0> is the name of the spell caster (or 'Someone' if you can't detect them), so the above would become 'Lich uses bolt attack.' in the feedback. You can't specify the Name field so you must code a single TLK line per different ability if you want them to be different. Minor notes:
| |
| HostileSetting | Boolean | 1 | 0, 1 | 0 or 1 are accepted | Value 0 (false) or 1 (true). Determines whether a spell is considered hostile when being cast on other creatures. |
| FeatID | Integer feat.2da line reference | feat.2da line reference | Fead ID reference. Must be filled in for spells.2da lines attached to feats. There is a 1:1 mapping. | ||
Counter1 Counter2 | Integer spells.2da line reference | spells.2da line reference | These are 2 columns that say 'This spell specifically can be used to counterspell these:'. It has nothing to do with anything else. When in counterspell mode, rather than using Dispel Magic, if either of these are known by the counterspeller they instantly and always work. | ||
| HasProjectile | Boolean | 1 | 0, 1 | 0 or 1 are accepted | If 1 then the spell has a projectile - the spell script will not fire until the projectile has reached its target if it is 1. If 0 it essentially ignores/disables the projectile columns (prefixed Proj) |