The PC comes across some weapon racks! Maybe they will contain something useful?
Thankfully, I was still able to make use of many lines from the existing nw_o2_coninclude script that comes with the game, even if I ended up changing many of the items that can be dropped. Furthermore, I have redesigned the way the script works from the base up, as its probabilities are rather convoluted and are strongly tied into items that I do not want to include in the drops. The main thing I wanted was a script that could be made to randomise the chances, quantities and types of drops subject to parameters I set at build time. And while I have not yet completed (made use of) class related code, it is place to make use of if I ever want to come back and do so.
Crafting Reference Lines
Fellow builders may be interested to know that I discovered one needs to add a line to the crafting_index.2da if one is adding recipes to the crafting.2da. You need to add a line to the former 2da file to inform the latter which line the associated crafting item reference starts from. If you do not do this, then the ginc_crafting script will not work properly and always return a failed recipe. This module, The Scroll, makes use of all the crafting systems that have ever come with the NWN2 games, but this is referring to the earlier original system. Hopefully, the compiled image below will help explain.
Make sure you add the starting line for any new craft recipes required in the crafting_index.2da
Build It Or Loot It?
Now, you may be asking why was I editing crafting systems while writing a loot script? The answer is because I have added/edited in items to the loot script that reflects what players can also craft. This includes the various forms of splint mail (darksteel, mithral and adamantine), which I have found missing in the original campaign, but have added back for my own modules. In fact, the whole crafting system has undergone quite an overhaul over the years, which I hope will give the game a fresh feel for players when the time comes.