View Full Version : Neverwinter Nights Forum News (Feb. 22, 08)


chevalier
Fri, 29th Feb '08, 11:12am
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=618952&post=5660888&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b>
Couple new things:

Added a handful of backpacks, scabbards, quivers and a greatsword as wing nodes. Obviously there's no way I can make variants for all the possible hilt types or quiver designs, but creative people can piggy back off this and add more stuff ("but I want mine in fluorescent plaid!").
The greatsword clips a bit on the female phen2 models, not much I can do about that, as adjusting the wing node might screw up other models.

Base empty models are there for creature "scaling", there are entries for dragons from 10% to 200% in 10% increments, where the dragon is added as a tail model. The base model is required to adjust the various helper nodes (impact, head, etc) to the right size.

Same for the invisible humanoid scale models, as weapons would attach to the lhand and rhand node, it has to scale and be positioned correctly. Obviously, using an "invisible human 40%" base won't work if the tail model is set to a dwarf, so you'd have to do some fancy juggling to get the right model. I only included a sample of possible tailmodel.2da models to use, and not everything from the appearance.2da.

Also, you HAVE to use the "invisible creature" ones for non-humanoid creatures, as their animation set differs ("F"ull vs. "S"imple). I might need another set for the "L"arge guys, I'll have to check for the final release. And of course, unfortunately it does not work on part-based creatures. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_frown.gif" />

Also, the additional invisible models trample over the safe 2DA lines (sorry guys!), however as this is more of an extra thing, you can safely remove any extra appearance lines (perhaps only use increments of 20% instead) to get within the safe 2DA count at 750.

I expect to see some Shrink and Grow spells now!<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5662001&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b>
Taking requests for what non-humanoid creatures to add to the tailmodel.2da for scaling.

Definitely need to add the various felines and canines so people can have their cat familiars.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=619029&post=5662297&forum=42&highlight=" target="_blank" >Item Property Questions</a></b>
Probably a server side modification to the baseitems.2da for the weapon's crit values, under the CritThreat and CritHitMult columns.

<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=618952&post=5660861&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b><br />The sixth 1.69.8105 beta patch is now available for download.

This beta patch currently only supports the English version of Neverwinter Nights running under Windows for users that have both expansion packs installed (SoU and HotU).

The Windows Beta patch files can be accessed directly here:

<a href="http://files.bioware.com/neverwinternights/updates/beta/english/nwn_x12_english_from1688099_to1698105.zip" target="_blank">Click Here</a>
<a href="http://files.bioware.com/neverwinternights/updates/beta/english/nwn_x12_english_from1698105_to1688099.zip" target="_blank">Click Here</a>

There is also a non-expansion pack version of the 1.69.8105 Beta 6 patch (and revert patch). For those that have the base Neverwinter game installed, but do not have SoU or HotU installed.

<a href="http://files.bioware.com/neverwinternights/updates/beta/english/nwn_pc_english_from1688099_to1698105.zip" target="_blank">Click Here</a>
<a href="http://files.bioware.com/neverwinternights/updates/beta/english/nwn_pc_english_from1698105_to1688099.zip" target="_blank">Click Here</a>

Please grab both files (beta patch and revert patch).

If you were running the 1.69 Beta 5 patch. You will need to run the updater to revert back to 1.68 and then remove the 1.69 Beta 5 patches from your Neverwinter nights directory, before the updater will be able to install the 1.69 Beta 6 patches (which need to be placed in you Neverwinter Nights directory).

If you forgot to download the 1.69 Beta 5 revert patch you can download it from here:

<a href="http://files.bioware.com/neverwinternights/updates/beta/english/nwn_x12_english_from1698104_to1688099.zip" target="_blank">Click Here</a>

The Mac 1.69.8105 Beta 6 patch is comming soon.

The Linux 1.69.8105 Beta 6 patch is comming soon.

Let me know if you experience any problems at all.

You can report any bugs you find to <a href="mailto:nwbugs@bioware.com">nwbugs@bioware.com</a>, <a href="mailto:nwexploits@bioware.com">nwexploits@bioware.com</a> or <a href="mailto:nwtoolsetbugs@bioware.com">nwtoolsetbugs@bioware.com</a> (depending on whether they are game bugs, game exploits, or toolset bugs).

One of the big differences between this patch and previous patches is the huge amount of new content that we included from our Premium Modules program.

We would especially like feedback on the new horse scripting system.

In addition would like to hear back about any bugs that can be found with the new content ( i.e. tilesets, creatures, placeables, Purple Dragon Knight prestige class, etc ). I hope all you builders out there will try out the beta patch and report any issues you find.
I hope to release Linux and Mac Beta 6 patches some time soon.

The previous 1.69 Beta 5 thread can be found here:

<a href="http://nwn.bioware.com/forums/viewtopic.html?topic=615908&forum=42" target="_blank">Click Here</a>

The previous 1.69 Beta 4 thread can be found here:

<a href="http://nwn.bioware.com/forums/viewtopic.html?topic=614397&forum=42" target="_blank">Click Here</a><br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5660862&forum=42&highlight=" target="_blank" >1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss).</a></b>
The windows 1.69 Beta 6 Patch is now available for download.

Please continue the 1.69 Beta patch discussion in the new thread:

<a href="http://nwn.bioware.com/forums/viewtopic.html?topic=618952&forum=42" target="_blank">Click Here</a>

Thanks,
Craig.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5661019&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b>
<hr /><hr />- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file on log in to a "server vault" server. This option defaults to off.

[Server Options]
Restore Spell Uses On Login=0<hr />THANK YOU! Finally.

Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.<hr />I only really tested this with Wizard spells. If you guys could do some testing with the other character classes to make sure their spells are working properly too, that would be great.

Thanks,
Craig.<br />
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618964&post=5661022&forum=42&highlight=" target="_blank" >Instructions to install patch please</a></b>
Installing the Beta Patch:

Download the two Beta patch .zip files. DO NOT unzip these files.
Place the two .zip files in your Neverwinter Nights install directory.
Run NWUpdate. This will install the Beta patch.

Uninstalling the Beta Patch:

Make sure you have the correct 'uninstall patch' that you downloaded in your Neverwinter Nights install directory.
Run NWUpdate. NWUpdate will use the local .zip patch file that will uninstall the Beta patch.
Press the Update button.
You will be notified that the Beta patch has been removed and that you are now back to the previous version.
Delete the two Beta patch .zip files from your Neverwinter Nights install directory. <br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5661030&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b><br />I updated my original post to include links to beta patches for those people that do not have either of the expansion packs installed.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5661873&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b>
<hr />Back on topic now: ok since the beta 4 patch i have been experiencing a walk mesh problem. whenever i exit a transition my toon gets stuk for a few seconds(i have to click somewhere almost off viewing area to get unstuck, arrows wont even work) So i was wondering is this is just a default beta debug or an actual problem that people just havnt noticed or just didnt think it was bad enough to post. Anyway keep of the awesome work BIOWARE! Keep em coming <img src="http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif" /> almost there <img src="http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif" /><hr />Could you send in a copy of the module you are using (with the start location near the transition that you are about to go through that exhibits the problem?

It sounds like there might be a bad walk mesh on a tile and the module may help us identify which one.

Please send a copy of the module to <a href="mailto:nwbugs@bioware.com">nwbugs@bioware.com</a><br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5661959&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b><br /><hr />is the beta still open for old bugs to be fixed, or is this too late now?<hr />We're getting very close to finalizing the 1.69 patch.
We will still fix bugs that are reported, but we are getting more strict about what gets fixed.

The sooner bugs are reported to <a href="mailto:nwbugs@bioware.com">nwbugs@bioware.com</a>, the more likely it is that they might get addressed. If you wait, they will most likely never get addressed as we are quickly running out of time before 1.69 will be released.

Thanks,
Craig.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5662294&forum=42&highlight=" target="_blank" >1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).</a></b>
<hr />I hesitate to ask this, but having been other wise ocupied for a little over a month I have not been keeping up with all of the changes and updates.

Has there been any news, determination ect on the issue of the DM client crashing if there are more than 16K items on any one of the palettes?

Also let me throw in my 2 coppers and say to everyone who has had thier fingers in the pot that is the 1.69 update. <b>Huszza!</b><img src="http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif" /><hr />I've spent a fair bit of time looking into the DM palette related crash, but unfortunately I'm no closer to a solution. I suspect we may not be able to address this one before the final 1.69 patch is done. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_cry.gif" />