chevalier
Sun, 3rd Sep '06, 1:05pm
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 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=494845&post=4292807&forum=42&highlight=)
I think a null cloak option is a great idea for the 1.69 update. Its too bad that noone suggested that during the three betas.
<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>
"Commercial Exploitation" (http://nwn.bioware.com//forums/viewpost.html?topic=494345&post=4291449&forum=56&highlight=)
If you do not charge access fees to your server, do not require people to pay or 'donate' in order to play or gain special benefits in game, you are fine.
1.68 Cloaks (http://nwn.bioware.com//forums/viewpost.html?topic=494920&post=4292125&forum=42&highlight=)
Cloaks are working and have been tested to work correctly.
However, as said before, using any hak or files in override WILL break them, as with any new material introduced through patches.
As for being unhappy about cloaks or not liking how they look ... that's fine, and you are welcome to voice your opinion, however, if you do it in an insulting or disrespectful way, we will remove you from these forums as this kind of participation is not needed or wanted here.
I am wondering tho, if people really 'get used to how things are', what point would it there be for us to release anything further for the game at this point. Thankfully, game development is benelovent dictatorship, so we don't really care all that much if a couple of people don't like some of the content we put into the game http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif
More: <hr />i dont have any haks installed an theres nothing in the over ride folder
an my cloaks are still brown<hr />The standard cloaks from your savegames are brown by default.
In order to get colored cloaks, you need to replace your cloak with a new one (the dm_spawnobject cheat works fine, so does creating a short cloak module in the toolset).
More: <hr />I just had a thought. On the multiplayer server I play on, Itropa, it just uses CEP. For whatever that information's worth.
Anyway, all the cloaks use either the CEP designs, or the old-style non-visible cloak bases. The ones made for the module, which, from what I've seen, all use CEP parts, just don't show up, and it's the old ones that are brown and flat.
So, here's what I think. I think the old cloak bases will create a visible cloak, but the colors and animations won't work on them because they're designed for the new cloak bases.
Hence, brown cardboard cloaks.<hr />I think it has been said numerous times now: CEP is currently not compatible with patch 1.68 and the cloaks contained within. Therefore the unexpected results.
More: <hr />Oh give me a break, this game has been out for how long and the designers still can't take any criticism? Is there nothing in this forum but a bunch of yes-men? Don't answer that. *Bows to the almighty Designer Gods* I will refrain from speaking my blasphemous thoughts ever again, please forgive me almighty ones.
But seriously, I'm done posting, Cheers!<hr />That comment is funny coming from someone calling himself Jesus http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif
Of course we got a god complex, all designers do - that's why we do this job, we like to create things from the primordinal mass of bits and bytes..
More: <hr />...
cloakmodel.2da
View Post/Code in separate window (http://nwn.bioware.com/forums/viewcodepost.html?post=4292742)<hr />Constructive criticism and, more importantly, solutions. Thank you!
More: <hr />1) How do I tell if a file is overridden?
2) How do I override/un-override a file?
3) Is NWNExplorer an application I need to find/load?
4) If I delete everything in my override folder will that be enough?<hr />NWN Resource 101:
Load Priority:
Hakpak > Override Directory > Module > Game Resources (patch.bif) > Game Resources (original)
Meaning, if you put a file into override, it will trump whatever is whatever is in the game resources.
1) A file is overridden if it exists either in a hakpak or in the override directory or both. This is why CEP overrides patch 1.68 and the cloaks.
2) Two options:
2a) Remove the file from the override directory and any hakpaks
2b) Put the new file from the patch into override and, to be sure, create a new hakpak, put the file into that one and put it above any other hak in the module load order (module properties).
3) NWN Explorer is an application originally written by Tim Smith (aka Torlack). It has been updated and maintained by DLA_Robius and can be found and downloaded on NWVault. It is able to open the NWN resource files and extract files from it so you can put them into a hakpak or override
4) Yes, unless it exists in a hakpak as well (CEP).
More: yea, I made a mistake there, module > override, through that seldom applies since you rarely override scripts.
Destroy LocalInt (http://nwn.bioware.com//forums/viewpost.html?topic=494781&post=4292870&forum=47&highlight=)
yepp, since you really just want to save flags, the best way to do this is to use bits, meaning you got 32 bits available per int, so you can use two ints.
check nw_io_spawncond or x2_inc_flags for details on how to do that, it's easy and much more resource efficient.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>
1.68 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=494845&post=4291876&forum=42&highlight=)
<hr />Has anyone else noticed that the fourth default chair on the palette, x0_bigchair is the resref, is now backwards in all modules?<hr />Actually it's facing forwards - just all the time previous it was facing backwards. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: <hr />Ok cloaks aside for now what about the other bugs that have come up? From what I have heard several NWN chairs and stools are now facing east no matter what. Those are not haks they are part of the game. What gives with that? While it's all good to say don't update or you don't have to still your going to get the constant "Do you want to update" flag every time you play the game as well as most players play on several PWs and at some point they are going to give in and update.<hr />None of the placeables, chairs or stools or benches were touched other than "Chair, Large" (plc_x0_chb) which was to flip around so it would point in the direction of the arrow and adjusted to resolve some clipping for the short races, and moving the use node of the invisible placeable so sitting wouldn't face east all the time (apparently the node had to be >39cm before it took effect).
If you are experiencing issues with stools facing east, it's unlikely to be a result of the patch.
30 Aug 2006 - NWN 1.68 Update Released (http://nwn.bioware.com//forums/viewpost.html?topic=494991&post=4292123&forum=41&highlight=)
<hr />I appreciate your patience if my inability to locate useful information means I missed somebody else's post on the subject, but is there currently anything I can do to remedy this? Or shall I just have to wait for another patch?<hr />The CEP has its own baseitems.2da file that you need to update the cloak line to reflect the changes needed to have them work with 1.68, otherwise it will revert to the old style cloaks.
More: You want to change line 80 for cloaks, and set ModelType from "0" to "1" and ItemClass from "it_cloak" to "cloak" in baseitems.2da to enable the new cloaks.
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
1.68 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=494845&post=4291579&forum=42&highlight=)
<hr />Elo Devs,
Ok update, but..
I can't seem to find a way to prevent cloaks from showing.
Is there a null visual option on the cloaks?
It would've been nice to have it set to not display cloaks by default.
Atm, our entire playerbase will be wearing carpets on their back, which'll look kinda silly.
---
kung<hr />Unfortunately there is no NULL cloak option available in the 1.68 update.
Fortunately it is really easy to add one (if you know how to modify a 2da file).
Open up the cloakmodel.2da (you can find it in your 2dasource.zip file in the NWN install directory, or you can export it from the HotUPatch.bif using a tool like nwnexplorer).
Add a new "Invisible" or "NULL" cloak row and set all the data entries to 0 (except for the ENVMAP column which should be left as "default")..
Save your changes to the cloakmodel.2da.
Now put the new cloakmodel.2da in your module's hack pak (or throw it into override for testing).
Launch the toolset and select the new "Invisible" cloak model for your cloaks. When equipped the cloak wont show up on the creature.
Game Crashes when Create/Premade Character is pressed! (http://nwn.bioware.com//forums/viewpost.html?topic=494491&post=4291720&forum=49&highlight=)
Its possible that you may have a corrupted/invalid character file in your localvault folder.
Try moving all the *.bic character files out of your localvault folder and then restarting NWN to see if the problem goes away.
1.68 Cloaks and the Toolset (http://nwn.bioware.com//forums/viewpost.html?topic=494963&post=4291742&forum=46&highlight=)
<hr />I'm not sure whether this is a problem with the patch or my own end -- when adding cloaks on dynamic models that aren't humans (elves, dwarves, halflings..) the cloak that appears on their model is that of a human size -- in fact, it floats over their heads.
They appear fine, ingame, however.
Did the patch come with this problem?<hr />This is a known issue with the way non-human cloaks appear in the toolset. The cloaks will appear correctly in the game.
We hope to have this issue fixed for the 1.69 update.
Door respawns as plot (http://nwn.bioware.com//forums/viewpost.html?topic=494812&post=4291758&forum=46&highlight=)
<hr />Doors can't respawn, there are no functions to create door objects, so not too sure whats going on here at all... Using any haks on this module?<hr />While you can't respawn a door, you can fake a door being destroyed and respawned.
You can fake destorying/respawning a door by using
SetIsDestoryable() on the door in its OnDeath script (to make it non-destroyable).
Then you can make it reappear later by using PlayAnimation() on the door.
There are a few threads about this approach in the scripting forum:
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=479680&forum=47&sp=15)
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=484808&forum=47&highlight=playanimation)
<font size="3" face="Verdana, Arial" color="#cc6600">Derek French, Live Team Producer</font>
1.68 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=494845&post=4292807&forum=42&highlight=)
I think a null cloak option is a great idea for the 1.69 update. Its too bad that noone suggested that during the three betas.
<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>
"Commercial Exploitation" (http://nwn.bioware.com//forums/viewpost.html?topic=494345&post=4291449&forum=56&highlight=)
If you do not charge access fees to your server, do not require people to pay or 'donate' in order to play or gain special benefits in game, you are fine.
1.68 Cloaks (http://nwn.bioware.com//forums/viewpost.html?topic=494920&post=4292125&forum=42&highlight=)
Cloaks are working and have been tested to work correctly.
However, as said before, using any hak or files in override WILL break them, as with any new material introduced through patches.
As for being unhappy about cloaks or not liking how they look ... that's fine, and you are welcome to voice your opinion, however, if you do it in an insulting or disrespectful way, we will remove you from these forums as this kind of participation is not needed or wanted here.
I am wondering tho, if people really 'get used to how things are', what point would it there be for us to release anything further for the game at this point. Thankfully, game development is benelovent dictatorship, so we don't really care all that much if a couple of people don't like some of the content we put into the game http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif
More: <hr />i dont have any haks installed an theres nothing in the over ride folder
an my cloaks are still brown<hr />The standard cloaks from your savegames are brown by default.
In order to get colored cloaks, you need to replace your cloak with a new one (the dm_spawnobject cheat works fine, so does creating a short cloak module in the toolset).
More: <hr />I just had a thought. On the multiplayer server I play on, Itropa, it just uses CEP. For whatever that information's worth.
Anyway, all the cloaks use either the CEP designs, or the old-style non-visible cloak bases. The ones made for the module, which, from what I've seen, all use CEP parts, just don't show up, and it's the old ones that are brown and flat.
So, here's what I think. I think the old cloak bases will create a visible cloak, but the colors and animations won't work on them because they're designed for the new cloak bases.
Hence, brown cardboard cloaks.<hr />I think it has been said numerous times now: CEP is currently not compatible with patch 1.68 and the cloaks contained within. Therefore the unexpected results.
More: <hr />Oh give me a break, this game has been out for how long and the designers still can't take any criticism? Is there nothing in this forum but a bunch of yes-men? Don't answer that. *Bows to the almighty Designer Gods* I will refrain from speaking my blasphemous thoughts ever again, please forgive me almighty ones.
But seriously, I'm done posting, Cheers!<hr />That comment is funny coming from someone calling himself Jesus http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif
Of course we got a god complex, all designers do - that's why we do this job, we like to create things from the primordinal mass of bits and bytes..
More: <hr />...
cloakmodel.2da
View Post/Code in separate window (http://nwn.bioware.com/forums/viewcodepost.html?post=4292742)<hr />Constructive criticism and, more importantly, solutions. Thank you!
More: <hr />1) How do I tell if a file is overridden?
2) How do I override/un-override a file?
3) Is NWNExplorer an application I need to find/load?
4) If I delete everything in my override folder will that be enough?<hr />NWN Resource 101:
Load Priority:
Hakpak > Override Directory > Module > Game Resources (patch.bif) > Game Resources (original)
Meaning, if you put a file into override, it will trump whatever is whatever is in the game resources.
1) A file is overridden if it exists either in a hakpak or in the override directory or both. This is why CEP overrides patch 1.68 and the cloaks.
2) Two options:
2a) Remove the file from the override directory and any hakpaks
2b) Put the new file from the patch into override and, to be sure, create a new hakpak, put the file into that one and put it above any other hak in the module load order (module properties).
3) NWN Explorer is an application originally written by Tim Smith (aka Torlack). It has been updated and maintained by DLA_Robius and can be found and downloaded on NWVault. It is able to open the NWN resource files and extract files from it so you can put them into a hakpak or override
4) Yes, unless it exists in a hakpak as well (CEP).
More: yea, I made a mistake there, module > override, through that seldom applies since you rarely override scripts.
Destroy LocalInt (http://nwn.bioware.com//forums/viewpost.html?topic=494781&post=4292870&forum=47&highlight=)
yepp, since you really just want to save flags, the best way to do this is to use bits, meaning you got 32 bits available per int, so you can use two ints.
check nw_io_spawncond or x2_inc_flags for details on how to do that, it's easy and much more resource efficient.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>
1.68 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=494845&post=4291876&forum=42&highlight=)
<hr />Has anyone else noticed that the fourth default chair on the palette, x0_bigchair is the resref, is now backwards in all modules?<hr />Actually it's facing forwards - just all the time previous it was facing backwards. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: <hr />Ok cloaks aside for now what about the other bugs that have come up? From what I have heard several NWN chairs and stools are now facing east no matter what. Those are not haks they are part of the game. What gives with that? While it's all good to say don't update or you don't have to still your going to get the constant "Do you want to update" flag every time you play the game as well as most players play on several PWs and at some point they are going to give in and update.<hr />None of the placeables, chairs or stools or benches were touched other than "Chair, Large" (plc_x0_chb) which was to flip around so it would point in the direction of the arrow and adjusted to resolve some clipping for the short races, and moving the use node of the invisible placeable so sitting wouldn't face east all the time (apparently the node had to be >39cm before it took effect).
If you are experiencing issues with stools facing east, it's unlikely to be a result of the patch.
30 Aug 2006 - NWN 1.68 Update Released (http://nwn.bioware.com//forums/viewpost.html?topic=494991&post=4292123&forum=41&highlight=)
<hr />I appreciate your patience if my inability to locate useful information means I missed somebody else's post on the subject, but is there currently anything I can do to remedy this? Or shall I just have to wait for another patch?<hr />The CEP has its own baseitems.2da file that you need to update the cloak line to reflect the changes needed to have them work with 1.68, otherwise it will revert to the old style cloaks.
More: You want to change line 80 for cloaks, and set ModelType from "0" to "1" and ItemClass from "it_cloak" to "cloak" in baseitems.2da to enable the new cloaks.
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
1.68 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=494845&post=4291579&forum=42&highlight=)
<hr />Elo Devs,
Ok update, but..
I can't seem to find a way to prevent cloaks from showing.
Is there a null visual option on the cloaks?
It would've been nice to have it set to not display cloaks by default.
Atm, our entire playerbase will be wearing carpets on their back, which'll look kinda silly.
---
kung<hr />Unfortunately there is no NULL cloak option available in the 1.68 update.
Fortunately it is really easy to add one (if you know how to modify a 2da file).
Open up the cloakmodel.2da (you can find it in your 2dasource.zip file in the NWN install directory, or you can export it from the HotUPatch.bif using a tool like nwnexplorer).
Add a new "Invisible" or "NULL" cloak row and set all the data entries to 0 (except for the ENVMAP column which should be left as "default")..
Save your changes to the cloakmodel.2da.
Now put the new cloakmodel.2da in your module's hack pak (or throw it into override for testing).
Launch the toolset and select the new "Invisible" cloak model for your cloaks. When equipped the cloak wont show up on the creature.
Game Crashes when Create/Premade Character is pressed! (http://nwn.bioware.com//forums/viewpost.html?topic=494491&post=4291720&forum=49&highlight=)
Its possible that you may have a corrupted/invalid character file in your localvault folder.
Try moving all the *.bic character files out of your localvault folder and then restarting NWN to see if the problem goes away.
1.68 Cloaks and the Toolset (http://nwn.bioware.com//forums/viewpost.html?topic=494963&post=4291742&forum=46&highlight=)
<hr />I'm not sure whether this is a problem with the patch or my own end -- when adding cloaks on dynamic models that aren't humans (elves, dwarves, halflings..) the cloak that appears on their model is that of a human size -- in fact, it floats over their heads.
They appear fine, ingame, however.
Did the patch come with this problem?<hr />This is a known issue with the way non-human cloaks appear in the toolset. The cloaks will appear correctly in the game.
We hope to have this issue fixed for the 1.69 update.
Door respawns as plot (http://nwn.bioware.com//forums/viewpost.html?topic=494812&post=4291758&forum=46&highlight=)
<hr />Doors can't respawn, there are no functions to create door objects, so not too sure whats going on here at all... Using any haks on this module?<hr />While you can't respawn a door, you can fake a door being destroyed and respawned.
You can fake destorying/respawning a door by using
SetIsDestoryable() on the door in its OnDeath script (to make it non-destroyable).
Then you can make it reappear later by using PlayAnimation() on the door.
There are a few threads about this approach in the scripting forum:
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=479680&forum=47&sp=15)
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=484808&forum=47&highlight=playanimation)