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>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4233696&forum=42&highlight=)
Just to be clear, you must e-mail bugs to:
nwbugs@bioware.com
nwtoolsetbugs@bioware.com
for them to be properly tracked by us. Don't think we have your bug? Send it again! (Its not my in-box. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif ) Posting the issues in this thread is fine to read, but when we go to bug investigation and evaluation, we do it from nwbugs, not from forum threads.
And we are glad you like the cloaks!
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4233423&forum=42&highlight=)
<hr />What exactly are the DLA cloaks? I only know the CEP cloaks. Any screenshot? CEP compatible? When you add a cloak to the inventory slot, directly you got the visual os a cloaked PC?<hr />Well, Lisa did make a number of CEP cloaks and did the textures for the DLA ones that are in 1.68.
They're dynamic, fully backwards compatible, animated cloaks and yes, will reflect what's in your cloak slot and you can dye them. They are also set to hide wings, tails, and shoulders as listed in the cloakmodel.2da. And swap textures around while reusing the existing model itself, I'll post a How-To in the CC forum later and see about providing the cloak PLT templates for people.
Unfortunately, it seems that the updated crafting dye script didn't make it into this beta, but in the meantime you can just paste this into your mod as "x2_s2_dyearmor" and compile it: View Post/Code in separate window (http://nwn.bioware.com//forums/viewcodepost.html?post=4233423)
More: <hr />A possible solution would be be to modify all the standard belt models to snip out a V-shaped part at the back. Is this something that is already in the pipeline, or should the community have a go at doing it?<hr />It's not something I'd recommend that anyone deal with, as there's far too many variations to deal with reanimating the cloaks, or having to put in checks to modify the belt to a cut one based on if the cloak is equipped or not.
Too many zots to allocate for a trivial issue, when the easy, instant solution would be to remove the belt from the armour. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: And since I handle the art, I don't have any bug reports of missing peg legs in my inbox either. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: I blame it all on Stan even though he had nothing to do with this. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Derek French, Live Team Producer</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4233696&forum=42&highlight=)
Just to be clear, you must e-mail bugs to:
nwbugs@bioware.com
nwtoolsetbugs@bioware.com
for them to be properly tracked by us. Don't think we have your bug? Send it again! (Its not my in-box. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif ) Posting the issues in this thread is fine to read, but when we go to bug investigation and evaluation, we do it from nwbugs, not from forum threads.
And we are glad you like the cloaks!
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4233423&forum=42&highlight=)
<hr />What exactly are the DLA cloaks? I only know the CEP cloaks. Any screenshot? CEP compatible? When you add a cloak to the inventory slot, directly you got the visual os a cloaked PC?<hr />Well, Lisa did make a number of CEP cloaks and did the textures for the DLA ones that are in 1.68.
They're dynamic, fully backwards compatible, animated cloaks and yes, will reflect what's in your cloak slot and you can dye them. They are also set to hide wings, tails, and shoulders as listed in the cloakmodel.2da. And swap textures around while reusing the existing model itself, I'll post a How-To in the CC forum later and see about providing the cloak PLT templates for people.
Unfortunately, it seems that the updated crafting dye script didn't make it into this beta, but in the meantime you can just paste this into your mod as "x2_s2_dyearmor" and compile it: View Post/Code in separate window (http://nwn.bioware.com//forums/viewcodepost.html?post=4233423)
More: <hr />A possible solution would be be to modify all the standard belt models to snip out a V-shaped part at the back. Is this something that is already in the pipeline, or should the community have a go at doing it?<hr />It's not something I'd recommend that anyone deal with, as there's far too many variations to deal with reanimating the cloaks, or having to put in checks to modify the belt to a cut one based on if the cloak is equipped or not.
Too many zots to allocate for a trivial issue, when the easy, instant solution would be to remove the belt from the armour. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: And since I handle the art, I don't have any bug reports of missing peg legs in my inbox either. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: I blame it all on Stan even though he had nothing to do with this. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif