chevalier
Mon, 14th Jan '08, 11:26pm
Here are today's Neverwinter Nights 2 forum highlights, collected by <a href="http://nwvault.ign.com" target="_blank">NWVault</a>. 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.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Rob McGinnis, Community Coordinator</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=608309&post=5578096&forum=109&highlight=" target="_blank" >part3: 1.11 Game Update Available</a></b>
<hr />Drow's Racial See Invisibility doesn't seem to work with 1.11 Invisibility.<hr />I'm not seeing that ability for drow in any of the books. Got a reference?<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=610948&post=5580533&forum=109&highlight=" target="_blank" >Natural AC bug</a></b>
<hr />snip<hr />Actually, my comment about squeezing it in was referring to my intention to get it on the list without removing anything else. But I can see where you would be confused.
As it stands, that Natural AC issue has been added to the 1.12 patch, along with the UMD issue where objects get destroyed and an issue that some spellcasting PrCs do not count toward your caster level.
In exchange, we have bumped the following things to a later patch:
Stealth Animations for playable races
Ability to change the loot bag appearance
And while I do like pizza and coke, I much prefer mexican food and iced tea... Margaritas are good too. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_lol.gif" /><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611956&post=5582581&forum=109&highlight=" target="_blank" >New Patches</a></b>
Once we start the new patch process, the goal is to release a patch every six weeks. So, after 1.12 comes out, they should be coming out every six weeks.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=612048&post=5583131&forum=109&highlight=" target="_blank" >NWN2 Community Update Jan 11th</a></b>
Community Update published Jan 11th, 2008
Small Blog this time. Mostly just an update on the 1.12 patch.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Jeff Husges, Designer</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5580734&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
I would argue that Ilmater strongly disapproves of the Wall, but he's just one god. He'd have it removed in a heartbeat if given the chance (and assuming that it didn't cause even more suffering in the process). For the meantime, Kaelyn gets his silent approval.
The FR universe is full of things which simply don't make sense. Anyone choosing to worship an evil god had better hope he becomes immortal, considering that the "reward" for petitioners of evil deities is usually an eternity of misery and slavery. The average commoner could probably be suckered in, but I can't imagine all those evil clerics living in a state of denial - "Sure, Cyric's petitioners are miserable, but that totally won't happen to me because Cyric said so."<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5580857&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
<hr />On the other hand, it is heavily implied in the plot that the Wall's existence is for the greater good. If so, Ilmater's silent approval would not have made sense.<hr />Again, Ilmater may only *grudgingly* agree and still be more than willing to have someone continue to raise dissent instead of letting the matter quietly slip away. Kelemvor probably files lots formal complaints.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5581834&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
<hr />No, the matter of the Wall was settled in the last book of the Avatar Quindrilogy.<hr />Never read it. In any case, it isn't canon since WotC approved every aspect of MotB's story. If it contradicts previous fiction, then so be it.
<hr />Anyhow, even if your explanation is to be accepted, there's no indication within the game that draws such a connection. As far as gamers can tell just by reading the dialogues, this whole issue has not be dealt wtih neatly and completely.<hr />It was never meant to be neat and tidy. Nor am I saying that my explanation is *the* explanation - there is no character document justifying every facet of Kaelyn's existence.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611916&post=5581843&forum=114&highlight=" target="_blank" >Stay down, man, stay down!</a></b>
You'll want to use two animations: one to get him to go from standing to prone (non-looping knockdown), and another to get him to lie there (looping prone). While he's down you'll also want to lock his facing (I forget the script function) so that he doesn't rotate on the ground to face the player every time he's clicked on.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Alan Miranda, Ossian Studios CEO</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611355&post=5576138&forum=122&highlight=" target="_blank" >new videos?</a></b>
Oh, and get ready to see some more very cool footage in the other upcoming videos this week!<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=609508&post=5576928&forum=122&highlight=" target="_blank" >Released?</a></b>
<hr />Will this be on sale through Digital Download for EU players as well? We were not allowed to buy NWN2 through DD I hope that is not the same for this. <hr />I believe it will be available in English to fans in the EU as well. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif" /><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611355&post=5578768&forum=122&highlight=" target="_blank" >new videos?</a></b>
<hr />How come no one is crossing from one ship to the other along the wooden plank that spans the middle of the two ships? <hr />Well, the plank is walkable, as are both ships. In this video, the player has already crossed it. But in all honesty, pathfinding down a thin plank in NWN2 might be a bit... tricky. But who's to say you can't run back over the plank the other way and employ that same strategy against your enemies if they chase you? <img src="http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif" /><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611801&post=5583355&forum=122&highlight=" target="_blank" >localization?</a></b>
<hr />I am curious whether MoW will be localized in any languages other than English.<hr />The subject has come up before, but all I can say is that only the English version is planned at this time.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Charles Mead, NWN2 Lead Scripter</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=512800&post=5577441&forum=114&highlight=" target="_blank" >Scripted Waypoints</a></b>
<hr />Hi Charles!
Just a pair of questions, when an NPC starts walking these scripted waypoints; things like Heartbeat scripts seems to cease working until you tell that NPC to pause (NW_WALK_FLAG_PAUSED, TRUE);.
My questions are, why is this happening and how can I modify it to slighty change a few things(if possible!).
Thanks!<hr />Walkwaypoints is called recursively and is dropped on to the action queue as the final action after whatever else has been added through a scripted waypoint script. This is why there is no pause between arriving at a waypoint and doing the next action - When WalkWayPoints gets called, a whole new set of actions is dropped on the queue (and whatever else was on the queue is lost I beleive). To interrupt this temporarily you can do a pause and clear the queue. Add your desired actions and as the final action unpause the Walkwaypoints (using ActionDoCommand() to put it in the queue - without this the command will occur immediately and you'll probably lose some actions).
Here it is all together: <a href="http://nwn2forums.bioware.com/forums/viewcodepost.html?post=5577441" target="code">View Post/Code in separate window</a><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=612262&post=5585914&forum=114&highlight=" target="_blank" >OnDeath</a></b>
Check out KnockOutCreature() defined in ginc_death - this eventually brings up the GUI.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611285&post=5585922&forum=114&highlight=" target="_blank" >Usable Animations</a></b>
There's also some info on this in the wiki here:
<a href="http://developer.obsidian.net/wiki/index.php?title=PlayCustomAnimation" target="_blank">Click Here</a>
<b><font size="3" face="Verdana, Arial" color="#cc6600">Rob McGinnis, Community Coordinator</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=608309&post=5578096&forum=109&highlight=" target="_blank" >part3: 1.11 Game Update Available</a></b>
<hr />Drow's Racial See Invisibility doesn't seem to work with 1.11 Invisibility.<hr />I'm not seeing that ability for drow in any of the books. Got a reference?<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=610948&post=5580533&forum=109&highlight=" target="_blank" >Natural AC bug</a></b>
<hr />snip<hr />Actually, my comment about squeezing it in was referring to my intention to get it on the list without removing anything else. But I can see where you would be confused.
As it stands, that Natural AC issue has been added to the 1.12 patch, along with the UMD issue where objects get destroyed and an issue that some spellcasting PrCs do not count toward your caster level.
In exchange, we have bumped the following things to a later patch:
Stealth Animations for playable races
Ability to change the loot bag appearance
And while I do like pizza and coke, I much prefer mexican food and iced tea... Margaritas are good too. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_lol.gif" /><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611956&post=5582581&forum=109&highlight=" target="_blank" >New Patches</a></b>
Once we start the new patch process, the goal is to release a patch every six weeks. So, after 1.12 comes out, they should be coming out every six weeks.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=612048&post=5583131&forum=109&highlight=" target="_blank" >NWN2 Community Update Jan 11th</a></b>
Community Update published Jan 11th, 2008
Small Blog this time. Mostly just an update on the 1.12 patch.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Jeff Husges, Designer</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5580734&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
I would argue that Ilmater strongly disapproves of the Wall, but he's just one god. He'd have it removed in a heartbeat if given the chance (and assuming that it didn't cause even more suffering in the process). For the meantime, Kaelyn gets his silent approval.
The FR universe is full of things which simply don't make sense. Anyone choosing to worship an evil god had better hope he becomes immortal, considering that the "reward" for petitioners of evil deities is usually an eternity of misery and slavery. The average commoner could probably be suckered in, but I can't imagine all those evil clerics living in a state of denial - "Sure, Cyric's petitioners are miserable, but that totally won't happen to me because Cyric said so."<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5580857&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
<hr />On the other hand, it is heavily implied in the plot that the Wall's existence is for the greater good. If so, Ilmater's silent approval would not have made sense.<hr />Again, Ilmater may only *grudgingly* agree and still be more than willing to have someone continue to raise dissent instead of letting the matter quietly slip away. Kelemvor probably files lots formal complaints.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5581834&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
<hr />No, the matter of the Wall was settled in the last book of the Avatar Quindrilogy.<hr />Never read it. In any case, it isn't canon since WotC approved every aspect of MotB's story. If it contradicts previous fiction, then so be it.
<hr />Anyhow, even if your explanation is to be accepted, there's no indication within the game that draws such a connection. As far as gamers can tell just by reading the dialogues, this whole issue has not be dealt wtih neatly and completely.<hr />It was never meant to be neat and tidy. Nor am I saying that my explanation is *the* explanation - there is no character document justifying every facet of Kaelyn's existence.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611916&post=5581843&forum=114&highlight=" target="_blank" >Stay down, man, stay down!</a></b>
You'll want to use two animations: one to get him to go from standing to prone (non-looping knockdown), and another to get him to lie there (looping prone). While he's down you'll also want to lock his facing (I forget the script function) so that he doesn't rotate on the ground to face the player every time he's clicked on.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Alan Miranda, Ossian Studios CEO</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611355&post=5576138&forum=122&highlight=" target="_blank" >new videos?</a></b>
Oh, and get ready to see some more very cool footage in the other upcoming videos this week!<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=609508&post=5576928&forum=122&highlight=" target="_blank" >Released?</a></b>
<hr />Will this be on sale through Digital Download for EU players as well? We were not allowed to buy NWN2 through DD I hope that is not the same for this. <hr />I believe it will be available in English to fans in the EU as well. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif" /><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611355&post=5578768&forum=122&highlight=" target="_blank" >new videos?</a></b>
<hr />How come no one is crossing from one ship to the other along the wooden plank that spans the middle of the two ships? <hr />Well, the plank is walkable, as are both ships. In this video, the player has already crossed it. But in all honesty, pathfinding down a thin plank in NWN2 might be a bit... tricky. But who's to say you can't run back over the plank the other way and employ that same strategy against your enemies if they chase you? <img src="http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif" /><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611801&post=5583355&forum=122&highlight=" target="_blank" >localization?</a></b>
<hr />I am curious whether MoW will be localized in any languages other than English.<hr />The subject has come up before, but all I can say is that only the English version is planned at this time.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Charles Mead, NWN2 Lead Scripter</font></b>
<b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=512800&post=5577441&forum=114&highlight=" target="_blank" >Scripted Waypoints</a></b>
<hr />Hi Charles!
Just a pair of questions, when an NPC starts walking these scripted waypoints; things like Heartbeat scripts seems to cease working until you tell that NPC to pause (NW_WALK_FLAG_PAUSED, TRUE);.
My questions are, why is this happening and how can I modify it to slighty change a few things(if possible!).
Thanks!<hr />Walkwaypoints is called recursively and is dropped on to the action queue as the final action after whatever else has been added through a scripted waypoint script. This is why there is no pause between arriving at a waypoint and doing the next action - When WalkWayPoints gets called, a whole new set of actions is dropped on the queue (and whatever else was on the queue is lost I beleive). To interrupt this temporarily you can do a pause and clear the queue. Add your desired actions and as the final action unpause the Walkwaypoints (using ActionDoCommand() to put it in the queue - without this the command will occur immediately and you'll probably lose some actions).
Here it is all together: <a href="http://nwn2forums.bioware.com/forums/viewcodepost.html?post=5577441" target="code">View Post/Code in separate window</a><br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=612262&post=5585914&forum=114&highlight=" target="_blank" >OnDeath</a></b>
Check out KnockOutCreature() defined in ginc_death - this eventually brings up the GUI.<br /><br /><b><a href=="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611285&post=5585922&forum=114&highlight=" target="_blank" >Usable Animations</a></b>
There's also some info on this in the wiki here:
<a href="http://developer.obsidian.net/wiki/index.php?title=PlayCustomAnimation" target="_blank">Click Here</a>