Neverwinter Nights Forum Update
Posted Saturday, November 23, 2002 - 15:24 CEST by Z-Layrex
Sydney Tang, Programmer
OnAcquireItem Event: When you start up the module with your character, the game runs the module's OnAcquireItem script. I'll explain the importance of this in a moment. After going through the tutorial, the Plot Wizard adds a line to the OnAcquireItem script that updates the player's journal and quest status when the player acquires each of the plot items. Tylertoo, I suspect that there is at least one Copper Necklace in the inventory of the character that you were playing the module with. Since acquiring the Copper Necklace is the condition required to reach the third journal entry, you got to that entry as soon as you entered the module with that character.
This is, admittedly, a mistake on our part when we were writing the tutorial. We should have told the reader to use a different, less common, preferably unique item, instead of the Copper Necklace. I'll make a note of this issue and hopefully we can update the documentation at some point in the future. For now, to verify that the problem was what I just said it was... try running the module with a freshly generated character or after removing the copper necklace(s) from your testing character. As a further note, another reason to avoid using common items as plot items is that not only can an entering player already have one, the default random treasure scripts may cause a player to find the "plot item" before the proper time. Again, this is something we should have explained better and which would be included if we update the documentation.
Derek French, Assistant Producer
Patch 1.27: Arg, yeah, I just unfubarred the patch file for this. Here is the changes from the Beta 1...
Beta2 Fixes
=-=-=-=-=-=
ClientChatLogging=1, will now log Creature and Object chat messages as well.
Plot Node Wizard Items step no longer skipped for villains that have an exchange conversation.
Added ability to take gold from player in the Plot Wizard.
Fixed the number of parameters handled internally for CastSpellAtLocation().
Fixed the crash when swapping out amor with a projectile attached to it.
Fixed a bug where Exchange conversations were being reloaded as Quest conversations if gold was exchanged but no items were.
Fixed a bug where repeatedly saving a plot instance would cause plot items in inventories to become duplicated.
Changed the caption in the "Add or Replace object" confirmation dialog from "Error" to "Confirmation".
Fixed villain flag not being unset when a cast member is no longer being used as a villain.
Fixed conversation count on cast members being incremented when saving a plot node that already used that cast member in a conversation.
Attempt to restore user's original sound settings, including EAX, on exitting toolset. This should fix the bug where viewing an area with lots of echo and reverb then closing the toolset would cause all sounds in Windows and other non-EAX games to have the echo and reverb.
Fixed multiple BadStrRef entries in character creation voice set selection.
updated some resources for Rats and Dire Rats
Patch 1.27 Update:
UPDATE
We have found and fixed the armour swapout with arrows crash.
We have also fixed 2 issues with the Plot Wizard.
We are tracking down one new crash, so we are not done yet.
French and German localization is done, so we will have French and German betas coming later this week.
There will be a 1.27 Beta 2 coming this week.
Jay Watamaniuk, Community Manager
Patch Process: The patches are very not part of the Wednesday process as they are tested by folks outside the walls of BioWare where we have limited influence on when they will be ready. We will certainly not hold a patch, however, that happens to arrive in our hands on a Tuesday or some such. So when the patch arrives in it's final form we put it up.
Don Moar, Tools Programmer
Doors: Tileset specific doors are doors that are unique to a specific feature or group in the current tileset. Universal doors can appear in standard doorways. This has a few interesting side-effects. In the Rural tileset, for example, paint down a Wall1Gate feature. The door that is spawned in automatically, is a tileset specific door. Paint down an Inn. Drag the door that spawned in with the Wall1Gate into the doorway on the building. See how the appearance of the door changed to a that of a standard door? Delete the door from the Inn's doorway and paint a stone door from the palette in its place. Now drag that door into the Wall1Gate. Again, the appearance changed.
Why is this happening? It's because universal doors will take on the appearance of the appropriate tileset specific door if it is placed into a non-standard doorway. (The reverse is also true.) Note that even though the door's appearance has changed, none of the other properties of the door have been affected.