Neverwinter Nights Forum Update
Posted Tuesday, August 27, 2002 - 13:25 CET by Z-Layrex
David Gaider, Designer
ITP Fix In 1.23: I think it is. I believe Derek forgot to put that into the build notes for the patch.
More 1.23 fixes:
Quote: Were these problems fixed in 1.23? I saw no reference in the release notes.
Yes, I believe the problem with save games and the hakpaks are fixed in 1.23. I think Derek forgot to put the notes from one of the builds into the patch info... so a few things (like the DM-DM and Player-DM chat now being in blue text) aren't documented.
Source Directory:
Quote: What is the purpose of the Source folder? Is it ours to use? Is it Bioware's to use? Is it just a repository of needed 2da's for those who dont use the NWNViewer?
I think it is just a repository for commonly-edited .2da's, eliminating the need to extract them from the .bif for most. .2da's in a hakpak still get priority over them, just as they do over anything in the override folder. I'll ask Derek tomorrow to make sure, just in case he doesn't see this somewhere and answers it himself.
Custom Tilesets: Using the SetLocked command as above is the correct method. You CAN use ActionLockObject or Actually, I believe that the only lingering issue with custom tilesets in hakpaks was with the .itp problem in savegames... which has been fixed in the 1.23 patch. Keep in mind, however, that a great number of the tilesets that have already been released will not have this taken into consideration... at some point, they will probably have to be updated. If there are still problems remaining, please do let us know asap. The goal right now is to remove all the remaining barricades for custom content we can by the time the 1.24 patch comes out.
Don Moar, Tools Programmer
Dialog.tlk: There are currently no plans to provide a means for editing dialog.tlk, although I believe a few enterprising community members have their own utilities. In most cases, the data being added by the community will be in .2da files. Currenlty, most .2da files have one or more columns that contain strrefs that the game and toolset use as identifiers in dialog.tlk when they display a string. On a case-by-case basis, we will be modifying the .2da files to include a new column for raw text that the Toolset will use if the strref column does not contain a valid number. There is no schedule as to which files will be modified or in what order so don't ask. We have already started adding such support in the .set files for tilesets. Given an invalid strref for the tileset's name, the Toolset will read the value from another key in the file as the raw text and display it when selecting a tileset for an area. I believe this has already been explained in other posts, so I won't go into it here.
Neil Flynn, Programmer
Tokens: In the lower left of the conversation editor is the text edit window. Right-click the mouse in here and select "Insert Token" and select the one you want. It will insert the token into the text where the cursor was.
Derek French, Assistant Producer
SecureRom:
Quote: Erm, since Bioware were blaming Infogrames for inflicting SecureROM on us isn't it Inforgrames we should be thanking? I ask 'cos Bioware said that their contract with Infogrames forced Bioware to add it.
Sorry, but that is a misquote that has been going out of control. Let me clarify. We have said the final decision to remove SecureROM had to come from Infogrames as the contract was between SecureROM and Infogrames. This somehow has been misconstrued to mean that BioWare had SecureROM "forced" on us. Sorry, but this is untrue. We all decided that SecureROM was the best choice over the other options (and we still believe that). But, since there has been such an obvious problem that has been inflicted onto our paying customers, we (BioWare and Infogrames) wanted to get this resolved. And this is what we did.