View Full Version : Neverwinter Nights 2 Forum News (Jan. 16, 08)


chevalier
Sat, 19th Jan '08, 8:08pm
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=5589206&forum=109&highlight=" target="_blank" >part3: 1.11 Game Update Available</a></b>
Yep, readme's and text files included with the game/patches are always the most current and usually the most accurate.

Game manuals often have to be sent to the print shop months in advance of a game's release and are often incorrect.<br /><br /><b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=608309&post=5591776&forum=109&highlight=" target="_blank" >part3: 1.11 Game Update Available</a></b>
<hr />Wait a minute...I am not letting you off the hook Rob. The toolset still assigns Racial Spell see invisibility to the default drow in the toolset. If I must, and I will but not until after this post, going to test a level up player to see if it is a racial feat for players as well. If thats the case then why doesn't the poster have a valid complaint?

Tested, drow do receive Racial Spell (see invisibility).....<hr />Yep. We figure it's just related to the invisibility issue.<br /><br /><b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=539943&post=5590914&forum=118&highlight=" target="_blank" >Top missing features and bugs from PW standpoint.</a></b>
You may want to check out the Blog... link is in my sig.<br /><br /><b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=607237&post=5592260&forum=117&highlight=" target="_blank" >DM client request list.</a></b>
<hr />It would be nice to have markers with a bunch of color choices. They wouldn't do anything but be visable, to the dm, and and have hoverable text to remind the DM of what action he wanted to do. Like check a skill.. play a sound or effect.. spawn something.. say something etc..<hr />What if you could assign actions to these markers so you would just have to activate them and the event occurs?

As a quick fix, you may be able to do this with a trigger and have it only activate for a DM.<br /><br /><b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=613002&post=5593464&forum=118&highlight=" target="_blank" >Multilayer - worthwhile venture or an odyssey of frustration?</a></b>
Bio-mage:

Here's a tutorial that may help ease some of your pain: <a href="http://nwn2forums.bioware.com/forums/viewtopic.html?topic=564002&forum=118" target="_blank">Click Here</a>

MP is a bit painful right now, especially if you are coming from other games. We recognize this and are taking steps to change it.<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=5590318&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
<hr />This brings up another point - if Obsidian doesn't bother to make the plot consistent with the FR setting, why use it in the first place? To borrow from the setting's publicity?<hr />We are as consistent as WotC requires us to be, and the fact that MotB's story was approved means that WotC feels we were true to the FR setting. There will always be inconsistencies, but WotC's approval is all that matters in the end. If there's something they feel is fundamentally wrong, guess what? We either change or we cut it. It's that simple.

Two standing WotC rules that have never, ever changed throughout the years - you can't significantly alter the pantheon (no major deity deaths) and certain famous characters (like Elminster) can show up (maybe) but they cannot be killed by the player. Other rules apply as they see fit, depending on what new source material may be coming out that year or what scenarios they feel are overused (no drow conspiracies).<br /><br /><b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5591156&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
<hr />Baldur's Gate:
- You can kill Drizzt<hr />He was no Elminster, and therefore didn't get added to The List until later. He's currently off-limits.

<hr />Baldur's Gate 2: Throne of Bhaal
- You can become a new god of murder (so much for not disrupting the Pantheon?)<hr />No major deities died.

<hr />Neverwinter Nights: Hordes of the Underdark
- You can kill Mephistopheles
- You can become the ruler of Cania<hr />Not exactly a deity, though.

There is a big binder full o' rules. What it says, goes, *regardless* of what may have come before.<br /><br /><b><a href="http://nwn2forums.bioware.com/forums/viewpost.html?topic=611284&post=5591256&forum=121&highlight=" target="_blank" >(Cont.) Why MotB's ending sucked</a></b>
<hr />I believe what Jeff Husges has been trying to tell us all (and correct me if I'm wrong Jeff) is that at the end of every installment, the FR universe of faerun will always remain within the rules of WOTC despite any "what if" scenario's that occured during the last installment. RPG games can always deviate from the rules but in the end they always come back into line with them again at the end of them. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif" /><hr />Pretty much, yes. Like I said, there are some hard guidelines which must be obeyed, but there's often wiggle room on others.<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=612796&post=5592760&forum=114&highlight=" target="_blank" >Quick User Defined Event tutorial</a></b>
There's a "Custom OnSpawn" Template and a "Custom OnUserDefined" template. When adding a script, select "Add From Template" to see the complete list of templates available.
The spawn script template has a lot of the variables you would typically use all ready to go - just uncomment the lines you are interested in. The last thing it does is execute the standard spawn script, so if the the standard spawn script changes in the future your spawn script will stay up to date.
The userdefined script template catches and routes all the standard user defined events.