View Full Version : Neverwinter Nights 2 Forum News (Mar. 05, 07)


chevalier
Wed, 7th Mar '07, 11:55pm
Here are today's Neverwinter Nights 2 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">Rob McGinnis</font>

Spin this. (http://nwn2forums.bioware.com/forums/viewpost.html?topic=552186&post=4856749&forum=109&highlight=)
You're right, Solitude_Aeturnus: I think you have spun it quite nicely.

Like the people you criticize, you too are only giving part of the argument; you only give the evidence to support your side.

More: <hr />it could also be noted that by patch 7(for NWN1) bioware was adding new content, new scripting, and new official modules to the toolset and game.

which means if we compare the two (NWN/NWN2) by the summer time we should have new content, new scripting, and new official modules from obsidian.<hr />But, we have NWNX hooks in 1.05, so that would be worth like two horses, a dragon and a long-armed gnome. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif

We could sit here all year and pick apart each and every patch for NWN1 and NWN2. The end result would be that there are people that are angry and don't like NWN2 and there are people that defend the game. So, I guess that means it gets us nowhere.

A no-brainer suggestion for online that SHOULD already have been dealt with. (http://nwn2forums.bioware.com/forums/viewpost.html?topic=552338&post=4857540&forum=109&highlight=)
<hr />Wwhy can't things be posted in a way to actually convince someone as opposed to looking smarmy? I know if I were trying to convince someone of something in real life, I would never walk up to them and say something in that manner. It just doesn't make sense. But regardless of whether I actually like the tone of this post or where it is probably headed because of it, it isn't a bad idea really that the op suggests. Sure, you could say it is a bit redundent if servers that are uplayable are already greyed out, but it also is a good idea IMO to make joining a server so easy even a novice could figure it out. That would be good for everyone and no doubt bring more people into NWN2's mp expereince.<hr />It's a funny thing: For many people, it is just a good way for them to vent. They are frustrated and if posting backhanded insults is the way for them to feel better, fine. But they should realize that if their posts seem to follow a repetitive and non-constructive path over and over again, then they get skipped over.

modules (http://nwn2forums.bioware.com/forums/viewpost.html?topic=552488&post=4857821&forum=109&highlight=)
If you mean you have downloaded some files for playing online, they are probably .PWC files and should go in your PWC folder located in MyDocumentsNeverwinter Nights 2

If they are .mod files for playing a single player game, the files should go in your module directory located in MyDocumentsNeverwinter Nights 2.

Hope that helps.

1.05 patch question (http://nwn2forums.bioware.com/forums/viewpost.html?topic=552474&post=4857754&forum=109&highlight=)
The way the NWN engine works is that it patches everything in the base of the modules.

The problem with this is that when you save a game, it essentially takes a snapshot of the game world - or copies the state of the gameworld and all needed modules into the save.

So, let's say you are in the first act of the game and have just entered Neverwinter City in the docks district. When you load your save game, moving forward all modules (areas) will be updated by the patch. But the area you are currently in (Neverwinter docks district) will not be updated. Any bugs in the area you are in will be unchanged. You will only see the changes the first time you load an area.

So, what you would need to do, if you really need the changes for an area, is start from a previous save, from before you entered an area.

Hope this makes sense.

More: Unfortunately, no.

Only when you first load an area up in a module.

More: 1. You and your party have just entered Neverwinter city (docks district) in Act 1.
2. You get a quest to enter John Smith's house
3. You enter John Smith's house and encounter a looping conversation bug.
4. You download a patch to fix a lot of bugs including the looping conversation bug in John Smith's house.
5. You saved the game before and after you entered John Smith's house.
6. After you apply the patch, if you load the save from after you entering John Smith's house the fix does not work because you have an instance of John Smith's house in your save game.
7. If you load the save from before you entered John Smith's house, the fix works because you did not generate an instance of the house yet.

Make a little more sense? It can be a difficult thing to understand, especially when reading my bad descriptions http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif