2da Missing Items
There are 6 items you can re-enable since they reflect valid saving throws (The game actively has for usual effects and script functions). These are Traps, Spells, Law, Chaos, Good and Evil.
The reasons the Law, Chaos, Good and Evil may not have been enabled is, essentially, no spell uses those saving throw types (So they'd functionally do nothing), but Spells and Traps have valid saves.
Note Backstab and Illusion will do nothing.
The 2da rows are hardcoded but these are helpfully already labelled. Not having a TLK reference means it won't load it properly. To fix it use this example fixed file using existing valid TLK entries.
2da Hardcoded Limitations
Even if more entries are added the engine will essentially ignore them. If you add new rows they might appear and be selectable but they'd only do something if there were scripted elements. So adding a saving throw vs. "Fairy Spells" you'd have to manually code it in somehow (or use NWNX perhaps) if the game loads it at all.
To be honest adding a new item property in NWN:EE is a lot easier with ItemPropertyCustom (if scripted) or in the toolset, and more reliable/safer, and you could even name it the same way for the user.
It is a shame this list doesn't match the default SAVING_THROW_TYPE_* constants allowing manual additions (if the effects to increase/decrease and the saving throw functions also accepted the increased numbers).
|Description and Notes|
|Name||1028||Dialog.tlk string reference|
Shown in toolset and in game. If not present the line is considered invalid and will not be allowed in the toolset.
|Label||Fire||Human readable string||Unused by the game just a label|
|Cost||0.5||Float||See parent page on how costs are calculated|