View Full Version : Neverwinter Nights 2 Forum News (Aug. 14, 07)


chevalier
Wed, 22nd Aug '07, 1:17am
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>

MoTB will be at Gencon this week (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580173&post=5207685&forum=121&highlight=)

Obsidian shall be showing off the Mask of The Betrayer expansion at GenCon this week.

Also: In case you haven't heard, the Stand-Alone Server and Granny (Expotron) Animation Plugin for 3dSMax has been released. Please see the Community Update link in my signature for details.

Please join our PAC for AI Toggle Request... (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580177&post=5207775&forum=109&highlight=)

Pizza and Beer??!!!

/signed. I don't care what the cause is.

I can not patch my game....help. (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580199&post=5208035&forum=109&highlight=)

You will want to post this in the Support (Self-Help forum). You will get much more help there.

Custom class can't level up (http://nwn2forums.bioware.com/forums/viewpost.html?topic=573402&post=5208324&forum=115&highlight=)

So we just ran a test on this...

We used the old PRC complete with the classes and tlk file.

Once you join the game, as long as you have ELC turned OFF on your dedicated server, you can take the the first level of a class (above row 55 in the class.2da) in game and you can level up to level 2.

It looks like the issue is that there is a delay after you complete levelling up to level 2 that makes people think it doesn't work. It will say you are still level 1 for that class for a little bit, then changes over to level 2 - for us the delay was about 10 seconds.

So, since it works for us, I need a few people to check it out and let me know what happens.

Graowl/Cry (http://nwn2forums.bioware.com/forums/viewpost.html?topic=579592&post=5208569&forum=112&highlight=)

At the top of the General and Multiplayer forums, there is a stickied tutorial for multiplayer created by GrinningFool. You should check that out. It's a great help.

<font size="3" face="Verdana, Arial" color="#cc6600">Charles Mead, Lead NWN2 Scripter</font>

Scripted Waypoints (http://nwn2forums.bioware.com/forums/viewpost.html?topic=512800&post=5207930&forum=114&highlight=)

When a waypoint walker first starts a new waypoint track, he'll choose the closest waypoint to him. Perhaps your 4th waypoint is the closest, so he picks that and then shortly after jumps away?
One debugging feature you might try is adding an ActionSpeakString() outside the switch - something to the effect of: View Post/Code in separate window (http://nwn2forums.bioware.com/forums/viewcodepost.html?post=5207930)

Making NPCs run (http://nwn2forums.bioware.com/forums/viewpost.html?topic=579969&post=5207964&forum=114&highlight=)

Check out the custom on spawn script template for a plethora of variable options you can set. The complete list of script templates is available when you first create a script w/ the "Add from Template" option.

Also, there is a handy variable set called (something like) "b_TypicalCreatureVars"