View Full Version : Neverwinter Nights Forum News (Sep. 08, 06)


chevalier
Fri, 15th Sep '06, 2:16am
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">Georg Zoeller, Designer</font>

1.68 Cloaks (http://nwn.bioware.com//forums/viewpost.html?topic=494920&post=4303782&forum=42&highlight=)
It should be relatively trivial to write an update script to update most cloaks to a new version on Acquire or OnEquip after updating the template. Using the 'update all instances' function in the toolset should help reducing time as well.

Updating existing NPCs can be done through script immediately (OnAcquire works for that) and you can add a log statement to that script to print out the resref of every NPC affected so you can later make a targeted change in the toolset.

There are a couple of examples already in the scripting forum of how to do such a script.

The whole problem comes down to technical design mostly - the fewer templates your are using the less work you have updating and dynamic treasure systems (that spawn treasure/loot rather than placing manually) help as well as they will not need any kind of manual pass to pick up changes to the template.

If someone wanted, it would be doable to write a generic cloak updater in letoscript or C# modifying the .uti and .utc files in the toolset temp0 directory.

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

Help!! We're being murdered by the unclearness of the toolset!!! (http://nwn.bioware.com//forums/viewpost.html?topic=496193&post=4304531&forum=46&highlight=)
I learned from these (http://nwn.bioware.com/builders/), and countless hours spent tinkering on my own.