chevalier
Thu, 1st Mar '07, 1:03pm
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">Stanley Woo, Quality Assurance</font>
On Stealth and Detect... (http://nwn.bioware.com/forums/viewpost.html?topic=549835&post=4839273&forum=42&highlight=)
<hr />I think I may have converted the values incorrectly when I told Stan earlier.<hr />You lied to me! In song! I hate that! http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Brenon Holmes, Programmer</font>
On Stealth and Detect... (http://nwn.bioware.com/forums/viewpost.html?topic=549835&post=4840522&forum=42&highlight=)
<hr />Does "passive active" mode function exactly as Active Mode does (minus the movement penalty, for obvious reasons)? In other words, are there any differences between how Passive Active and Active Mode function other than the need to be still and the movement rate penalty?<hr />Passive Active and Active modes work exactly the same.
<hr />Is there a "radius" for the range of Listen checks? Besides the +1 DC for every 3 ft between the listener and target, is there a (or what is the) range at which Listen checks are no longer made?<hr />Listen checks are done at the standard perception ranges specified in the 2da data. I don't have access to the data offhand though, sorry. The spot check distance is the PrimaryRange value in the ranges 2da data, and the listen check distance is the SecondaryRange. Just as a note, there should be different values for your PC and NPCs (including henchmen).
<hr />"+5 DC for every 40cm of object (including creatures) between listener and target in outdoor areas"
Does the target have to be completely blocked by the object, or does this modifier apply if any part of the target is blocked by an object? For example, the target is behind a thin tree, and thus is not completely blocked off from the detector. Would there by a DC modifier in favor of the target in this case?<hr />It does a collision test from point to point, so you're either concealed or you're not. If you're closer to the edge of something it's more likely that there's less mass between you... but whether or not it's enough to make any kind of significant difference is all going to depend on the size of the object.
In your example, if your position was occluded by their position then there'd be a DC modifier, the second you step out the modifier would no longer be applied.
<hr />On a similar note, a common placeable is are boulders, which are pretty tall and thick. If the detector is on one side of the boulder and the target is on the other, would the target thus get a substantial bonus to a Listen vs. Move Silently check?<hr />If it blocks LOS and the area is set up in the editor as an outdoor area, yep it should.
<hr />1) does the hide/spot check really take tileset trees into account (as an obstacle)?<hr />If it blocks LOS then yes, spot checks will fail.
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
The 1.69 request thread (part 5) (http://nwn.bioware.com/forums/viewpost.html?topic=550398&post=4838424&forum=42&highlight=)
<hr />When you put an item in store it loses all the variables
fix it please<hr />I believe when you add an item to a store that has the same item listed as "Infinite", then the item gets merged into the Infinite stack, thus losing track of the item you sold (and thus the variables on the item as there is only one stack to represent all items of that type).
If that is the issue you are seeing, I believe that is working as intended. You can try making the item not infinite or making you item with variables different than the Infinite item stack in the store and IIRC that should address this issue.
Or is there a slightly different issue that you are encountering with respect to items and stores?
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
On Stealth and Detect... (http://nwn.bioware.com/forums/viewpost.html?topic=549835&post=4839273&forum=42&highlight=)
<hr />I think I may have converted the values incorrectly when I told Stan earlier.<hr />You lied to me! In song! I hate that! http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Brenon Holmes, Programmer</font>
On Stealth and Detect... (http://nwn.bioware.com/forums/viewpost.html?topic=549835&post=4840522&forum=42&highlight=)
<hr />Does "passive active" mode function exactly as Active Mode does (minus the movement penalty, for obvious reasons)? In other words, are there any differences between how Passive Active and Active Mode function other than the need to be still and the movement rate penalty?<hr />Passive Active and Active modes work exactly the same.
<hr />Is there a "radius" for the range of Listen checks? Besides the +1 DC for every 3 ft between the listener and target, is there a (or what is the) range at which Listen checks are no longer made?<hr />Listen checks are done at the standard perception ranges specified in the 2da data. I don't have access to the data offhand though, sorry. The spot check distance is the PrimaryRange value in the ranges 2da data, and the listen check distance is the SecondaryRange. Just as a note, there should be different values for your PC and NPCs (including henchmen).
<hr />"+5 DC for every 40cm of object (including creatures) between listener and target in outdoor areas"
Does the target have to be completely blocked by the object, or does this modifier apply if any part of the target is blocked by an object? For example, the target is behind a thin tree, and thus is not completely blocked off from the detector. Would there by a DC modifier in favor of the target in this case?<hr />It does a collision test from point to point, so you're either concealed or you're not. If you're closer to the edge of something it's more likely that there's less mass between you... but whether or not it's enough to make any kind of significant difference is all going to depend on the size of the object.
In your example, if your position was occluded by their position then there'd be a DC modifier, the second you step out the modifier would no longer be applied.
<hr />On a similar note, a common placeable is are boulders, which are pretty tall and thick. If the detector is on one side of the boulder and the target is on the other, would the target thus get a substantial bonus to a Listen vs. Move Silently check?<hr />If it blocks LOS and the area is set up in the editor as an outdoor area, yep it should.
<hr />1) does the hide/spot check really take tileset trees into account (as an obstacle)?<hr />If it blocks LOS then yes, spot checks will fail.
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
The 1.69 request thread (part 5) (http://nwn.bioware.com/forums/viewpost.html?topic=550398&post=4838424&forum=42&highlight=)
<hr />When you put an item in store it loses all the variables
fix it please<hr />I believe when you add an item to a store that has the same item listed as "Infinite", then the item gets merged into the Infinite stack, thus losing track of the item you sold (and thus the variables on the item as there is only one stack to represent all items of that type).
If that is the issue you are seeing, I believe that is working as intended. You can try making the item not infinite or making you item with variables different than the Infinite item stack in the store and IIRC that should address this issue.
Or is there a slightly different issue that you are encountering with respect to items and stores?