View Full Version : Neverwinter Nights Forum News (Feb. 01, 05)


chevalier
Tue, 1st Feb '05, 3:58pm
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>

Polish to english translation help (http://nwn.bioware.com//forums/viewpost.html?topic=409472&post=3387726&forum=42&highlight=)
There really is no such thing.

<font size="3" face="Verdana, Arial" color="#cc6600">Rob Bartel, Senior Designer Live Team</font>

When the patches for the premium modules are finished.... (http://nwn.bioware.com//forums/viewpost.html?topic=401169&post=3387599&forum=86&highlight=)
<hr />Will the custom content (new monsters, etc.) found in the Premium Mods eventually be released via patch, so that I can use it (via the Toolset) in my mods? I think BW said it would, but I can't recall <hr />Yes. I believe the current plan is to integrate the most relevant art/audio components of the initial three modules with the upcoming 1.66 patch (i.e. NPC portraits & David John's excellent music). There's no ETA on it at this time, however, and things may yet change but that is the plan.

Note that some components, such as the City/Rural tileset hybrid used in Kingmaker will not be integrated as it was very specific to that area and not a robust implementation by any means. Far more extensive City/Rural combos are available from the Vault.

Due to the project's success so far, we're able to include far more art in the upcoming wave of premium modules than had been possible in our first wave. We're looking forward to being able to show some of it off.

How To Distract The DD/PM Community (http://nwn.bioware.com//forums/viewpost.html?topic=408891&post=3387604&forum=86&highlight=)
Yarrr! That's all I'm willing to say at this point... Yarrr! Analyze that!

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

DestroyObject doesn't work? (http://nwn.bioware.com//forums/viewpost.html?topic=409466&post=3387836&forum=47&highlight=)
The ActionDoCommand is not necessary and can make the script unreliable since it might be possible to sneak in a ClearAllActions from another source (i.e. DetermineCombatRound) before the command has a chance to execute. DestroyObject never runs in-line but at least one ai update frame after the script has finished (hence the fDelay parameter on the function).

<font size="3" face="Verdana, Arial" color="#cc6600">James Henley, Technical Designer</font>

Don't trust the manual? (http://nwn.bioware.com//forums/viewpost.html?topic=409515&post=3388155&forum=42&highlight=)
<hr />Does this mean that if I am a SOR/RDD that I can start taking RDD at level 20 & it won't matter a damn in terms of XP penalty?<hr />
That is correct.