View Full Version : Neverwinter Nights Forum News


chevalier
Tue, 10th Aug '04, 1:39pm
Here are today's BioWare forum highlights, collected by NWVault (http://nwvault.ign.com). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>

1.63 and 1.64 news (http://nwn.bioware.com//forums/viewpost.html?topic=372957&post=3073414&forum=77&highlight=)

<hr>GZ, the link in your sig isnt working, so i will ask: any truth to the rumors that the human/.5 elf issue with prc become the favored class being changed?<hr>
Click Here (http://www.gulbsoft.de/phpBB2x/g_viewcat.php?t=959&f=23)
works just fine for me

More:
<hr>Did HotU really break the SoU campaigns? I finished SoU before I installed HotU and I never played it again. Sounds like those are some pretty serious issues. I will not ask why those are not fixed.<hr>
SoU works fine on my machine with HotU installed.

Will Save vs. Mind Spells : *failure* : (1 + 17 = 18 vs. DC 15) (http://nwn.bioware.com//forums/viewpost.html?topic=373573&post=3074343&forum=77&highlight=)
Not a bug. A 1 on a saving throw always fails.

x0_inc_henhai compile errors (http://nwn.bioware.com//forums/viewpost.html?topic=373599&post=3075096&forum=47&highlight=)

<hr>Hey Georg, wanna bet? Try compiling a script including nw_i0_assoc ...<hr>
Ok, let's put it this way - there are some script that are no longer used and have not been updated once they were dropped (i.e. the associate system has been replaced both in SoU and HotU). I recompiled all scripts that shipped with hordes before release to make sure all scripts vital to the game compile fine. All AI includes compile fine. The problem that makes 99.9% of all "I can not compile because of this include file" problems are caused by overridden dependent scripts in the module or the override directory. Once a single script somewhere down the list of dependencies has been overwritten in the module, it will not update when we patch the game unless you manuall remove it and it will cause all parent scripts to break from there on. In general, you should stay clear of modifying any BioWare include file unless you are completely aware of all implications and dependencies (in case of the AI this can take several days) If you insist on using old sets of scripts (i.e. the old henchman/associate AI), you need to overwrite all dependend scripts in the module as well.