View Full Version : Neverwinter Nights Forum News (Jul. 28, 06)


chevalier
Thu, 3rd Aug '06, 12:20am
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>

personal messages being deleted (http://nwn.bioware.com//forums/viewpost.html?topic=490300&post=4231378&forum=23&highlight=)
Once you are looking at the actual message, there is an option to forward the message to your registered e-mail address.

1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4231894&forum=42&highlight=)
Greetings! 1.68 Beta 1 is now available for your testing pleasure for Win32 in English, French, German, Spanish, and Italian. The Server patch is also available. Mac and Linux versions are coming next week.

http://nwn.bioware.com/support/patch.html

So, as it turns out, 1.68 is not the final patch. There will be a 1.69.

Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.
IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.
- Added visible cloaks to the game.
- Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).

Script-specific:
=-=-=-=-=-=-=-=-=-=
- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).
- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fix to CopyObject() so that copied creatures now run their OnSpawn script.
- Enabled PLT support for visible cloaks.
- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.
- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.
- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.
- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.

Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
// Set oPlaceable's useable object status.
// Note: Only works on non-static placeables.
void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
[Game Options]
Log Model Errors=0
If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory). This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.


<font size="3" face="Verdana, Arial" color="#cc6600">Chris Priestly, Quality Assurance</font>

CD-Key Help (Won't let me post elsewhere for similar issues) (http://nwn.bioware.com//forums/viewpost.html?topic=486267&post=4232208&forum=23&highlight=)
<hr />Wow! More evidence for the incompetence of Atari. They can't even distribute a game properly with CD keys?.....<hr />In fairness to Atari, they don't actually print the manuals. Publishers have print companies that they deal with and mistakes happen.

And I think it's great that Atari, who are in some financial trouble, are helping out as best as they can. I know there are some companies out there who would just say "We've already got their money, what do we care" and that'd be that. To me, it still shows devotion to their customers that they'd help out at all.

26 Jul 2006 - Last Week to Enter Computer Giveaway (http://nwn.bioware.com//forums/viewpost.html?topic=490183&post=4232213&forum=41&highlight=)
<hr />I can see such computers only in dreams... http://forums.bioware.com/_commonext/images/smiles/icon_sleep2.gif http://forums.bioware.com/_commonext/images/smiles/icon_frown.gif http://forums.bioware.com/_commonext/images/smiles/icon_cry.gif<hr />Not true, enter the contest. If memory serves, we sent one of the last 2 major prizes to a central European country. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif

26 Jul 2006 - Last Week to Enter Computer Giveaway (http://nwn.bioware.com//forums/viewpost.html?topic=490183&post=4233123&forum=41&highlight=)
It is part of Canadian contest law. We do not announce what the question will be and it is only given if you are the winner. It is usually a maths formula along the lines of 7x5- 2(8/4)=? or something similar. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif

<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>

Newb needs help with tile retexture (http://nwn.bioware.com//forums/viewpost.html?topic=490234&post=4232080&forum=48&highlight=)
<hr />I did it with a TGA only and it worked in the toolset for me, but now that you mention that, I'm not sure why http://forums.bioware.com/_commonext/images/smiles/icon_confused.gif

Does putting a .tga into the override folder override .dds files also?<hr />DDS will always override TGA, so putting a TGA into /nwn/override/ won't work if there's an existing DDS in another BIF somewhere. T_chess01.dds exists in the Textures_TPA.ERF pack, so I'm not sure why the new TGA was being seen in the toolset, unless the toolset uses override over BIFs. I'll have to look into that some more.

<hr />Quote: I always start looking in any of the patch directories, then I'll move to the expansion directories and lastly I will look in the NWN Main directories for any .set files or .mdl files I want to change. You always want to change the most recent file so as to avoid any conflicts or cause anything to go missing.<hr />Whoops, yup, check the patch BIFs first then expansions then the original NWN resources for the most recent tileset .SET file, so you know it's up to date for new features and such (like the boats from PotSC).