View Full Version : Neverwinter Nights Forum News (Jan. 07, 08)


chevalier
Sat, 19th Jan '08, 7:56pm
Here are today's Neverwinter Nights 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">Brian Chung, Technical Artist</font></b>

<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=610660&post=5571962&forum=42&highlight=" target="_blank" >1.69 Requests?</a></b>
Well, there's a big difference of multiplayer being a <b>PART</b> of NWN's focus, much like single-player, the ability to modify and author your own adventure modules, as well as DM a game are a part of NWN.

And the suggestion/demand that PWs be the <b>SOLE FOCUS</b> of NWN, when it obviously is not.

That said, I think subjective VFXs can't be done with the way the engine runs. I remember this topic came up when Soopaman wanted them for the Spellman Project a couple years ago, for things like the Paladin's Detect Evil ability and such. Probably have to resort to feats and reporting the messages back via messages to the player. =(<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=607446&post=5572438&forum=42&highlight=" target="_blank" >1.69.8101 (Windows, Mac & Linux) Beta 2 Patches Now Available (Discuss).</a></b>
<hr />and how many of you found the trout and bass appeance models for clubs? <img src="http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif" /><hr />Took you people long enough!

<img src="http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif" /><br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=611202&post=5573629&forum=48&highlight=" target="_blank" >JXP Mountains doors turend sideways</a></b>
You can modify them in the .SET file, a tile will have a [TILE#DOOR#] entry after the tile entry and it will list the position and rotation of the door. All you'd have to do is rotate by 90 degrees.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font></b>

<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=611013&post=5572150&forum=46&highlight=" target="_blank" >Tilesets...</a></b>
<hr />I have searched the forum and have not produced any results, so I'll ask the question. How do I use different tilesets in the same area? Say I want to build a castle exterior in a rural area...how do I do that? Basically I want to build a township on a hillside, and place the castle at the top of the hill without changing to a new area. I refuse to believe that there is no way to combine tilesets...for something that simple and useful, BioWare simply MUST have made a way.<hr />The upcoming 1.69 patch will include a new mind boggling huge exterior rural tileset that contains towns, castles, hills and sea cliffs all in the same tileset.

It will probably work for what you need.