Neverwinter Nights Forum News
Posted Monday, August 18, 2003 - 17:46 CET by Veldrin

Here are today's Neverwinter Nights forum highlights. 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.

Don Moar, Tools Programmer

Toolset: The point is that our designers find it faster than typing it into the search. It's one example where you have several ways to activate the same function in the toolset - similar to how you have mouse-driven mechanisms and one or two keyboard mechanisms to drive most menu-based commands (eg: Edit | Copy, Alt+E | C, Ctrl+C all copy the selected text in Word). While the mouse is the basic interface, the keyboard is more advanced but both do the same thing.

Georg Zoeller, Designer

Quote: Will HotU include everything that SoU has? In that case, HotU makes it useless to buy SoU.

No


Bugged Spells: Spells that *explicitly* state that the caster is not effected (i.e. Warcry) and do so at the moment are considered bugged and are going to be fixed (not sure if in 1.31). Spells that do not mention the caster to be excluded from the spells effect will stay the way they are. Please not that your difficulty setting also plays a role when it comes to determining who is affected by a spell

SoU & NWN: Sou or NWN is not the deciding point for playing together. Theoretically people on the same version number (NWN 1.30, SoU 1.30 etc...) can play together as long as the module does not use any SoU specific content. You can play a module created in the NWN toolset with both SoU and NWN clients, but NWN players won't be able to use any of the SoU specific classes or feats, while SoU users can. If the module was saved in the SoU toolset (and includes any of the new placeables or tilesets), NWN players can not play it. There are ways to create NWN classic modules with the SoU toolset, but they are a bit more complicated. You can read about them in sticky posts in the custom content forum

Diety: A starting dialog asking the character which god he wants to worship at the start of your module, and using SetDeity to set the god then, should do that very well, so I doubt the requested change would be really worth the time it would cost to add such a thing to the GUI. There are more interesting features on the list... (I think Morrowind used a similar system which worked pretty well for me)


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