View Full Version : Neverwinter Nights Forum News


chevalier
Sat, 4th Sep '04, 1:11pm
Here are today's Neverwinter Nights 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">Derek French, Live Team Producer</font>

1.64 Beta 2 available. (http://nwn.bioware.com//forums/viewpost.html?topic=378167&post=3131167&forum=77&highlight=)
<hr />Is it related to the animation-related crashes that this file (http://nwvault.ign.com/Files/hakpacks/data/1070646386264.shtml) (pre-HotU animations) fixes?<hr />No, and that file doesn't solve the issue for some people, so that is not a definate cause.

More: <hr />Does this mean that we 'll have to wait for the Linux Versions..? http://forums.bioware.com/_global/images/smiles/icon_frown.gif <hr />We are still working on the Linux version, but unfortunately running in to some major issues at this time. We don't have an estimate as to when it will be available.

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

Expertise, casting and 1.64b (http://nwn.bioware.com//forums/viewpost.html?topic=379761&post=3132524&forum=77&highlight=)
<hr />I was under the impression that 1.64 was going to fix mages being able to cast in expertise and improved expertise mode. Nothing in the beta2 readme indicates that fix is in, though. Would someone who's installed the beta please tell us if expertise casting has been fixed or not?<hr />It's interesting what "impressions" people get over time http://forums.bioware.com/_global/images/smiles/icon_smile.gif. But yes, a switch to turn it off has been in the game for quite a while, check x2_inc_switches.

Continual Flame doesn't work! (http://nwn.bioware.com//forums/viewpost.html?topic=379349&post=3132528&forum=77&highlight=)
<hr />There's a bug in the HOTU version of the script that stops it being cast on about 90% of valid items. I blame Georg. http://forums.bioware.com/_global/images/smiles/icon_razz.gif Just edit the script to remove the defective test (CIGetIsCraftFeatBaseItem) and recompile it.<hr />No bug there. CIGetIsCraftFeatBaseItem isn't causing trouble for this spell as it is marked as casteable on other items.

AI problems (http://nwn.bioware.com//forums/viewpost.html?topic=379587&post=3132537&forum=77&highlight=)
All cases of reports of henchmen becoming unresponsive I have investigated so far were releated to negative effects like blindness on them.

Keyword Driven Dialogue (Alpha Version) (http://nwn.bioware.com//forums/viewpost.html?topic=379709&post=3133087&forum=47&highlight=)
I'd load the patterns from a .2da, Click Here (http://nwvault.ign.com/Files/other/data/1082251684000.shtml)

Player crafted items, fix this? (http://nwn.bioware.com//forums/viewpost.html?topic=379475&post=3133091&forum=47&highlight=)
the real problem is that there is no way to set the casterlevel of these properties. There are only 1-3 versions of each property, usually something like FireBall(level 5, 10, 15). There is no solution to this, it's a limitation of the current rules implementation.

<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>

AI problems (http://nwn.bioware.com//forums/viewpost.html?topic=379587&post=3132475&forum=77&highlight=)
If your henchman starts to stand around and do nothing, check to make sure that he hasn't become permanently blinded by some sort of spell. Your henchmen don't react very well to approaching enemies when they can't see.