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Neverwinter Nights: Hordes of the Underdark Hints
How can I remove the limits on weapon upgrades?
1 of 17: These hints refer to Rizolvir, the guy in Chapters 2 and 3 who runs a weapons upgrade service where you can pay lots of gold to get many enhancements made to melee and ranged weapons. The following hints tell how to use the Aurora Toolset to let you upgrade weapons past +10 and put any number of other enhancements on them.
2 of 17: NOTE: If you want to actually change the main game modules for Chapters 2 and 3 instead of making MOD files out of them, you'll have to use a file management program like Windows Explorer to go into the "Neverwinter Nights\NWN
wm" directory and remove the read-only attribute from the "XP2_Chapter2.nwm" and "XP2_Chapter3.nwm" files. Also be sure to back up those files before editing, even though the Toolset makes its own backup. You can never be too careful (or so they say).
3 of 17: Run the Toolset from the NWN game launcher screen and load up the chapter module that you want to edit. (Note that on the "Open" screen, you'll have to click on "Campaign Modules" near the bottom. Also, you need to make sure the chapter(s) you want to edit are unlocked -- see link below.)
4 of 17: NOTE: If you have Shadows of Undrentide installed, too, a screen may come up while the chapter is loading that says something about how it doesn't currently require expansion pack 1. Just click on "Yes" to continue.
5 of 17: Once the chapter is loaded up, go under the "Tools" menu on the main menu bar and choose "Script Editor."
6 of 17: Click on the "Open an existing file" icon near the top of the script editor screen (or press CTRL-O) to bring up a list of scripts that you can load and edit. To find all the ones you need, you'll have to click on the "All Resources" button near the bottom left of the "Select Resource" screen.
7 of 17: Then click inside the "Resource Name:" box and type "x2_con_ws_" (w/o quotes). This will narrow the huge list of scripts down to just a few.
8 of 17: Start by loading the "x2_con_ws_enhaok" script, since it's the one that limits how far you can take the plus-value enchantments on melee weapons.
9 of 17: Once the script is loaded, scroll down to the bottom of it so that you can see the "if" statement (the word "if" will be in blue). It's the thing that keeps enchantments from going past +10, so comment it out.
10 of 17: To do that, put two slash (/) characters in front of each line of the "if" statement, but not the "return FALSE" statement. If you do it right, you'll end up with something that looks like this:
11 of 17: Each line that you properly comment out should turn green. Note that the "return FALSE" line stays blue, showing that it's still active. What you've just done is guaranteed that the function will always return FALSE, which means "no, the weapon isn't at its max plus value."
12 of 17: Once you're through making changes, you need to recompile and save the modified script. To do that, click on the "Save and Compile" icon at the top of the screen (or press F7). If you get a window asking if you want to compile the script as a conditional script, click on "Yes."
13 of 17: You should get a message at the bottom of the screen saying there were zero errors, and that the script compiled successfully. If so, you're done with this one, and can repeat the whole process with the "x2_con_ws_attkok" script if you want to be able to take ranged weapons past +10.
14 of 17: In order to eliminate the limit on the number of enhancement types per weapon, you need to load up the script called "x2_con_maxprops" and eliminate its second "if" statement (leave the first one alone). Once again, this ensures that FALSE will always be returned. And don't forget to save and compile when you're done!
15 of 17: NOTE: Making these changes in one chapter *won't* automatically make them in the other. Whenever you change scripts that are shared by separate modules, the changed scripts become local to the module that was loaded when the changes were made. That means you'll have to make the exact same series of changes for both Chapter 2 and Chapter 3 if you want both chapters to be affected.
16 of 17: Once you're through editing scripts, exit the script editor and save the module. Remember, if you didn't remove the read-only attribute from the main NWM module that you loaded, you won't be able to save over it -- you'll have to instead save it as a MOD file in the Modules directory, then start a new game and look for your edited module on the "Other Modules" menu.
17 of 17: Also note that if you haven't already, you'll want to load up the NWNPLAYER.INI file and set item level restrictions to zero. See the "Cheat Codes" section of the main NWN hint file for info on doing that and on giving yourself lots of gold (which is another something you'll need to do in order to make that wondrous +40 longsword).