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Old 04-11-2007, 05:40 PM   #1
Pavlos
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NWN2 patch information

Source

The patch has been removed due to some technical difficulty or another - it should be back soon enough.

Quote:
Originally Posted by Rob McGinnis
Neverwinter Nights 2 – Version 1.05 Patch Notes
March 30th, 2007

NEW FEATURES

General
--A beta implementation of Multi-Select is now available as an option in both the DM Client and main game client. By default, Mouse 4 will select the entire party, and Mouse 5 or holding CTRL+Left Click will enable lasso selection of party members. We are planning to continue to revise and improve our Multi-Select functionality in future patches.
--There is now an “Advanced Options” button on the Server Options panel. Server Administrators can specify two URLs in this menu: One, intended to point to their server’s homepage, if it has one, and one intended to directly point to the server’s latest PWC file. Players will be able to see these links from the Server Details on the Internet Game browser and clicking them will launch the user’s Browser and direct them to the URL specified.
--There is now a 4th parameter to the DisplayGuiScreen() script function that allows a user to define the name fo the *.xml file to load if the 'ScreenName' can't be found inside the INIs already. This will allow custom GUI creators to add GUIs (Using the ui\custom\ folder) and not need to edit the INIs stored in ui\default to make the game able to load them.
--Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.
--Players can now adjust the scale of their player models in the character creation process.
Scripting
--A bDisplayFeedback=TRUE parameter was added to both ActionGiveItem and ActionTakeItem. Changing it from the default of TRUE to FALSE will keep the feedback strings from appearing in the chat window when these script functions are used.
--2DAs queried by script functions are now cached. This should increase performance of scripts that frequently reference 2Das.
--Within the Script Editor, hitting the Tab key now creates 5 spaces instead of inserting a tab character.
Toolset
--Within the appearance.2da, NWN2_Scale has now been split into three columns: NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. This will allow users to scale creature appearances non-uniformally through the appearance.2da.
--The Grass, Creature Appearance Type, and Creature Soundset lists are now sorted alphabetically.
--There is now an option to have the TAB key insert 5 spaces instead of a TAB character in the Script Editor.

BUG FIXES

General
--The Quick Cast menu was blocking movement clicks for its entire area – even parts that were not visible. Players can now click through any non-visible part of the Quick Cast menu.
--Feats will now properly show their cool down timer countdown.
--The Chat Window is no longer cleared after an area transition.
DM Client
--The DM Chat toggle could previously not be turned back on after it was turned off. This has been fixed.
Effects/Spells
--Certain multiclass characters could lose spells from their hotbar after making area transitions. This will no longer occur.
--The Reflex save for Defensive Roll can now happen multiple times per day.
--Manyshot was previously always applying the full attack bonus and penalty to hit, regardless of the character’s BAB. This has been fixed.
--Female Drow Clerics would be previously be forced to pick a new deity at level up if they had selected Lolth during character creation. This has been fixed.
--Spears now give the proper 3x critical damage multiplier.

Toolset
--Several words that previously were incorrectly being highlighted by the syntax highlighter will no longer be highlighted.
--The GetIsPartyTransition() flag for triggers always returned true, regardless of what was set in the toolset. This has been fixed.
--The DescID column in NWN2_Dieties.2da can now accept a string enclosed in quotation marks in addition to a STRREF.

Bug Fixes from 1.05 Beta
--Augment Healing and Summoning were not selectable. This has been fixed.
--The functionality of the Height and Girth sliders has been improved and allows for more attractive results now.
--The TAB key inserting 5 spaces rather than a TAB character is now optional in the script editor.
--Barter and Trade will now work from the Radial menu in Multiplayer.
--Spears are now giving the proper 3x critical damage multiplier.

2DA Changes
The following 2DA files have been changed in v1.05:

appearance.2da
baseitems.2da
classes.2da
cls_atk_1.2da
cls_atk_2.2da
cls_atk_3.2da
cls_bsplvl_arctr.2da
cls_bsplvl_eknight.2da
cls_bsplvl_harper.2da
cls_bsplvl_palema.2da
cls_bsplvl_wprst.2da
cls_savthr_barb.2da
cls_savthr_bard.2da
cls_savthr_cler.2da
cls_savthr_cons.2da
cls_savthr_dru.2da
cls_savthr_fight.2da
cls_savthr_monk.2da
cls_savthr_pal.2da
cls_savthr_rang.2da
cls_savthr_rog.2da
cls_savthr_sorc.2da
cls_savthr_wild.2da
cls_savthr_wiz.2da
damagelevels.2da
feat.2da
hen_companion.2da
hen_familiar.2da
iprp_damagecost.2da
iprp_srcost.2da
keymap.2da
placeables.2da
racialtypes.2da
spells.2da

In addition, the following 2DA files have been added in v1.05:

cls_featmap_arctr.2da
cls_featmap_eknight.2da
cls_featmap_harper.2da
cls_featmap_palema.2da
cls_featmap_wprst.2da
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Old 04-11-2007, 06:12 PM   #2
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Good to see they are still working on improving the game and not just abandoning it like many other game companies seem to do with their products nowadays.

Quote:
Originally Posted by Pavlos
Source

The patch has been removed due to some technical difficulty or another - it should be back soon enough.
It sure sounds reassuring that a patch can go through a full beta test cycle and be released only to be yanked moments later due to presumably serious enough issues.

Quote:
Originally Posted by Pavlos
--A beta implementation of Multi-Select is now available as an option in both the DM Client and main game client.

--Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.

--Players can now adjust the scale of their player models in the character creation process.

--The Chat Window is no longer cleared after an area transition.
Hmm, is multi-select similar to how you controlled your party in the Baldur's Gate and PS:Torment games, where you can put your party members into formations and move them in groups? I hope the controls are configurable for those of us who don't push around a small keyboard on our mousepads.

I hope they've fixed the Augment feats actually being used by the scripts as well. The majority of the cure spells ignored the Augment Healing feat entirely before.

Variable character scale would have been nice with my Dark Elf warlock so she wouldn't have to be roughly the same height as Khelgar. Wonder if you can adjust the scale of your character afterwards as well? I started a new character recently and wouldn't be too keen on having to start over. Perhaps can be modified in the savegame with a GFF editor.

As for the chat window keeping its content:
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Old 04-11-2007, 06:34 PM   #3
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Quote:
Originally Posted by stoffe
It sure sounds reassuring that a patch can go through a full beta test cycle and be released only to be yanked moments later due to presumably serious enough issues.
Something to do with the toolset not opening, I think.

Quote:
Originally Posted by stoffe
Hmm, is multi-select similar to how you controlled your party in the Baldur's Gate and PS:Torment games, where you can put your party members into formations and move them in groups? I hope the controls are configurable for those of us who don't push around a small keyboard on our mousepads.
I believe the multi-select is similar to that in the Infinity engine games so . However, we don't have party formations yet, which is a shame.
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Old 04-11-2007, 09:13 PM   #4
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Hopefully OE will be able to work on this game as long as Bioware was able to work on NWN.


Not all those who wander are lost.-J.R.R. Tolkien

I believe in Christianity as I believe the sun has risen, not only because I see it but by it I see everything else - C.S. Lewis
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Old 05-08-2007, 12:05 PM   #5
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1.06 BETA is out now.

Perhaps a mod could change the title of the topic to "NWN2 patch information" or some such.
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Old 05-08-2007, 12:08 PM   #6
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Quote:
Originally Posted by Pavlos
1.06 BETA is out now.

Perhaps a mod could change the title of the topic to "NWN2 patch information" or some such.
Hmm, did they get the 1.05 patch re-released again or did they skip it entirely in favor of 1.06?

(Changed thread title.)

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Old 05-08-2007, 01:23 PM   #7
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Quote:
Originally Posted by stoffe
Hmm, did they get the 1.05 patch re-released again or did they skip it entirely in favor of 1.06?
They re-released 1.05 a while ago . It seems the patch was so large it caused problems so far as coordinating efforts went, turns out they've dropped the large patches in favour for smaller patches which are close together. The original 1.06 is now 1.06, 1.07 and 1.08 (as far as I can tell). So we're getting the same content but rather than there being a dry-spell then a monsoon, we're getting a healthy trickle of water.

Edit: I haven't got the patch but I read something about all the Neverwinter Nights 1.68 script functions being in the game now.
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Old 06-13-2007, 11:47 AM   #8
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NWN2 v1.06 is now out, chaps and chapettes.

Quote:
New Features
Custom Content
• Several new UI customizability features. Among them, users can now set textures on UI objects via script, and users can set the state of progress bars via script.
• Spells that have multiple casting modes can now be cast from items (i.e., protection from evil, meteor swarm).
Scripting
• Many new script functions have been added.
o SetGUIObjectTexture()
o UIObject_Misc_ExtractData()
o UIObject_OnRadial_DisplayCustomRadial()
o UIObject_Input_ActionTargetScript()
o GetInfiniteFlag()
o SetInfiniteFlag()
o GetKeyRequiredFeedbackMessage()
o SetKeyRequiredFeedbackMessage()
o GetPickpocketableFlag()
o SetPickpocketableFlag()
o GetTrapActive()
o SetWillSavingThrow() (Used for Doors and Placeables only)
o SetReflexSavingThrow() (Used for Doors and Placeables only)
o SetFortitudeSavingThrow() (Used for Doors and Placeables only)
o SetLockKeyRequired()
o SetLockKeyTag()
o SetLockLockDC()
o SetLockUnlockDC()
o SetLockLockable()
o SetHardness()
o GetHardness()
o GetAreaSize()
o SetUseableFlag()
o GetPlaceableLastClickedBy()
o SetGUIProgressBarPosition()
o IntToObject()
o ObjectToInt()
• Placeables now have an OnClick event. This event will fire whenever a user clicks a placeable, regardless of whether the user can currently path to it.
• EffectSetScale() can now be used to scale creatures non-uniformally along different axes.
• SpeakOneLineConversation() now has a volume parameter that understands Whispers and Shouts.
• GetAttribute() now takes a parameter called nBaseAttribute=FALSE. If made TRUE, then the value returned will be the creature's BASE attribute instead of total.
• CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.
Toolset
• Undo and Redo now work for Terrain, Grass, and Water painting.
• There are several new hot keys that alter Brush size and pressure in the toolset:
o [ Brush size down 1
o Shift + [ Brush outer size down 1
o ] Brush size up 1
o Shift + ] Brush outer size up 1
o - Pressure down 10%
o Shift + - Pressure down 25%
o = Pressure up 10%
o Shift + = Pressure up 25%
• The Flatten tool has been modified to more gradually slope between its inner and outer height. Additionally, a Pressure setting has been added to the tool to determine how rapidly it applies the change, and the Inner value is now capped at 0 instead of 1.
• A new Cliff_08 texture has been added.
• Higher resolution normal maps have been added to the Cliff_04 and Cliff_05 textures.
Bug Fixes
General
• “Greater Weapon Specialization (Light Hammer)” will no longer show up as “Greater Weapon Specialization (Flail)”
• The Dedicated Server will now load modules from directories as well as from .mod files. To load a module directory from the command line, use the following parameter:
-moduledir <module name>
• Specular Lighting has been improved. Shiny objects should now look better than before.
• Trees and Objects that fade no longer lose their directional light shadow when faded out.
Scripting
• ActionRest() will now properly utilize the bIgnoreNoRestFlag parameter.
• EffectHeal() can now restore the HP of doors and placeables.
• SetTrapActive() now works on Doors and Placeables as well as triggers.
• SetOrientOnDialog() now functions properly.
• ExportAllCharacters() and ExportSingleCharacters() will write to the server vault.

Effects/Spells/Domains
• Bestow Curse now reduces all of the target’s ability scores by 3 rather than 2.
• Energy Drain no longer allows a saving throw.
• The War Domain has been renamed to the Fury Domain, to allow future implementation of a more D&D-accurate War Domain.
Fixes from v1.06 Beta:
• The Turn Undead ability will now function properly.
• Druids, Rangers and Clerics w/ Animal Domain can properly select their animal companions.
• The toolset will no longer throw an unhandled exception when bringing up the “Will Not Buy…” and “Will Not Sell…” dialogues on store properties.
2DA Changes
The following 2DA files have been changed in v1.06:
• ambientmusic.2da
• appearance.2da
• crafting.2da
• disease.2da
• doortypes.2da
• iprp_bonushp.2da
• iprp_monsterhit.2da
• soundset.2da
• spells.2da
• terrainmaterials.2daW
• visualeffects.2da
Edit: All I can say is: Yay! Finally a fully working undo!

Edit: I also want to know when Obsidian will actually tell us what is in their patches... they're underselling themselves; we have an animation viewer in the toolset - which is insanely cool:


Last edited by Pavlos; 06-13-2007 at 12:12 PM.
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Old 06-13-2007, 12:08 PM   #9
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Quote:
Originally Posted by Pavlos
NWN2 v1.06 is now out, chaps and chapettes.
Quote:
New script functions...
o IntToObject()
o ObjectToInt()
Interesting. I wonder where these two functions are used. I suppose they make it possible to store a reference to an object as a global variable.
Quote:
CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.
Nice.
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Old 06-13-2007, 12:16 PM   #10
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Quote:
Originally Posted by tk102
Interesting. I wonder where these two functions are used. I suppose they make it possible to store a reference to an object as a global variable.
As far as I can tell it allows you to 'wield' your object as an integer (i.e. access the actual IDs that the game uses to identify objects).

Edit: Yeah, that seems to be it;

Quote:
Originally Posted by Rich Taylor
The ObjectToInt() script funciton is just data conversion. The 'object' engine type in the scripting language is really just an unsigned int. Converting the 'object' type to 'int' type doesn't do anything special other than let you now manipulate the object ID as an int.

For example:

object oPC = GetFirstPC();
int nPC = ObjectToInt( oPC ); //nPC now equals the PC's object ID
string sPC = IntToString( nPC );//sPC is now a string that equates to the PC's object ID.

If you copy an object, then that object has a new ID, so ObjectToInt() on the new copy will return a different numeric value.

All this function really does is give you script access to the actual IDs that uniquely identify objects.

I hope this helps explain it a little.

Last edited by Pavlos; 06-13-2007 at 12:27 PM.
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Old 06-13-2007, 12:52 PM   #11
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Quote:
Originally Posted by tk102
Interesting. I wonder where these two functions are used. I suppose they make it possible to store a reference to an object as a global variable.
Nice.
That would be somewhat risky since global variables are game-wide while all objects except players, roster members and what they carry are module specific. While you probably could do it I can't see where it would be useful that couldn't be handled via "real" object Locals set on an object instead.

They can be useful if you want to create tags that are unique for one specific object.... for example:

Code:
    object oTarget = GetSpellTargetObject();    
    int iOID = ObjectToInt(OBJECT_SELF);
    string sTag = "IsActive_" + IntToString(iOID);

    if (!GetLocalInt(oTarget, sTag)) {
        SetLocalInt(oTarget, sTag, TRUE);
        DelayCommand(HoursToSeconds(24), DeleteLocalInt(oTarget, sTag));
        // Do something...
    }
    else {
        SendMessageToPC(OBJECT_SELF, GetName(oTarget) + " has already been affected by this today, and is immune for the rest of the day...");
    }
That could be used to produce something like a fear aura that can only affect the victim once per day, rendering them immune in the meantime. It would set a tracking local on the victim, but one that is unique to that particular caster (using their OID as part of the variable tag), since you only want them immune to the aura of that creature, not all creatures.

Last edited by stoffe; 06-13-2007 at 01:04 PM.
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Old 06-13-2007, 12:26 PM   #12
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Yep, I just wonder how/why the devs made use of the object "handles", and I'm trying to imagine how others might leverage them.
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Old 06-13-2007, 01:03 PM   #13
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Ah! I confess I haven't looked closely at the nwscript.nss for NWN2. I didn't realize local variables are associated with strings rather than integer "slots". How brilliant that is. Certainly if you can store the info locally, all the better.
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Old 06-16-2007, 04:32 PM   #14
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Hmm... I took a break from playing Jade Empire and loaded up a couple of modules to see what exactly this new specular lighting is and how it has improved over the old version. The game definitely looks a lot nicer now, shiny surfaces actually shine, eyes shimmer in fire light, and everyone's skin tones look a lot more human (even if they are elves ) with the new lighting - or at least, that's the way it seems to me. An example:



Edit: Jerro looks a little more threatening now that the random blue crystals glow while he's in the shadows and his eyes glint like that - some welcome improvements, I'd say.

Edit: Better would be this:


Last edited by Pavlos; 06-16-2007 at 08:34 PM.
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Old 07-05-2007, 01:02 PM   #15
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Weird patch bug?

After finally updating my Neverwinter Nights 2 game with the 1.06 patch something weird seems to have happened on on the key bindings screen. Is this just caused by some weird mod glitch in my game, or does it look like this for other people too?



Seems like the Quick Save key binding has vanished too, and cannot be reset on the key bindings screen.

Last edited by stoffe; 07-06-2007 at 06:40 AM.
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Old 07-06-2007, 02:23 PM   #16
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Lol, that is odd. I'll see if mine is the same next time I load up the game...

Something wierd happens with the extra quickbars from the patch for me. I'd been using one of the new ones to store racial spells and other items and abilities that aren't spells, but they showed up on the old 8th level quickbar as well for some reason. If I remove them from there they disappear from the extra quickbar as well.


...
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Old 07-06-2007, 02:50 PM   #17
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Quote:
Originally Posted by Balderdash
Lol, that is odd. I'll see if mine is the same next time I load up the game...
Please do, if it's just my game that is messed up it's unnecessary to report it as a bug.

Quote:
Originally Posted by Balderdash
Something wierd happens with the extra quickbars from the patch for me. I'd been using one of the new ones to store racial spells and other items and abilities that aren't spells, but they showed up on the old 8th level quickbar as well for some reason. If I remove them from there they disappear from the extra quickbar as well.
The extra quickbars don't seem to add any new quick slots, they are just shortcuts to one of the standard 10 quickslot rows.
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Old 07-06-2007, 06:35 PM   #18
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This must be an issue with one of your edits, stoffe, as I can safely say that this is not an issue on my machine . I can understand the reluctance to from a quality assurance stand point but I'd like to see them implement a patcher that patches rather than replaces... ah well.

Hopefully it's just a quick fix for you . If you need it, I can send you an unedited 1.06 dialog.tlk - I always keep a backup, just in case.
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Old 07-06-2007, 07:47 PM   #19
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Quote:
Originally Posted by Pavlos
This must be an issue with one of your edits, stoffe, as I can safely say that this is not an issue on my machine

Hopefully it's just a quick fix for you . If you need it, I can send you an unedited 1.06 dialog.tlk - I always keep a backup, just in case.
Weird, I suppose something must have been messed up with some INI file or the dialog.tlk file during patching to 1.06. What are those entries on the options screen supposed to really say?

I suspect it's not just some dialog.tlk error since the key binding for quicksave has vanished and cannot be set again as well, but it might be worth a try to test with another dialog.tlk file and see if it makes any difference.
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Old 07-06-2007, 08:51 PM   #20
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Imageshack is being its usual sluggish self but I managed to (finally) get these up.


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Old 07-06-2007, 09:01 PM   #21
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Quote:
Originally Posted by Pavlos
Imageshack is being its usual sluggish self but I managed to (finally) get these up.
Hmm, strange, those strings doesn't even exist in my game's dialog.tlk file. Something must have gone wrong during the updating even though I didn't get any error messages from the updater.

If you could send me the unbroken 1.06 dialog.tlk file it would be much appreciated.


Edit: Figured out how to get quick-save to work again. Apparently the Action71 key was missing under the [keymapping] section in nwnplayer.ini for some reason. Adding it back made quicksave show up on the settings screen and work in-game again.

Last edited by stoffe; 07-07-2007 at 09:41 AM.
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Old 07-07-2007, 04:30 PM   #22
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I'd just like to say that the quick-save doesn't seem to be messed up on just stoffe's computer - it appears to be an issue caused by 1.06. If you have issues, the best thing to do is to use stoffe's method, as posted above .
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Old 07-08-2007, 12:24 PM   #23
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I hate to double post but I felt this was interesting enough to warrant it. We now seem to have facial animations... which was unexpected - they're just not used very often in the OC. I have no idea what patch this was implemented in because it certainly wasn't there at launch - as far as I could tell. Some of the animations look a little... umm... odd, or at least badly named. "FACIAL_ANNOYED" would be better suited as "FACIAL_INTRIGUED", for example.

I wouldn't have noticed this but for a strange change in Sir Nevalle's features on a recent play-through:



Now to begin the unenviable task of going through the conversations and adding these animations into them - hopefully helping to solve the "bobbing head" issues.

Edit: Hmm... just looking through a few models in the animation viewer, it seems that a lot of the facial expressions are entirely based around the eyebrows - I guess the lips are to do with the lip synch files rather than the animations. Still... it's better than nothing .

Last edited by Pavlos; 07-08-2007 at 12:37 PM.
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Old 07-08-2007, 01:05 PM   #24
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Quote:
Originally Posted by Pavlos
I hate to double post but I felt this was interesting enough to warrant it. We now seem to have facial animations... which was unexpected - they're just not used very often in the OC.
Weird that there wasn't any from the start, most games that contain any form of dialog tend to have them nowadays (even though the quality varies a lot). Perhaps they are adding them bit by bit to the main campaign over several patches? Would go well with the "half finished, some assembly required" state the game was shipped in.

* * *

Btw, aren't you supposed to be able to pick a tail when creating a Tiefling character, or was it just Neeshka who was retrofitted with one?
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Old 07-08-2007, 02:00 PM   #25
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I think it's just Neeshka... which is a little annoying for those who want to play as tieflings. I suppose you'd have to edit the save data with NWN2-GFF to add one in.
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Old 07-08-2007, 04:13 PM   #26
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Quote:
Originally Posted by Pavlos
I think it's just Neeshka... which is a little annoying for those who want to play as tieflings. I suppose you'd have to edit the save data with NWN2-GFF to add one in.
Works fine to use nwn2gff, I've created some characters with nonstandard appearances and wings and tails with it and it has worked fine (so far) in-game. But it would be easier if you could do it in-game when creating the character like you could in NWN1.

My current (rather pink) Tiefling warlock character with a pair of wings:
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Old 08-31-2007, 06:48 PM   #27
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Source

We have a so-called "premonition" (but not the actual thing) of what's coming for 1.07 and the future of NWN2.

Quote:
Neverwinter Nights 2 - Premonition (Version 1.07) Beta Patch Notes
August 28th, 2007

Developer Note

Hi Everyone!

There’s a word I’d like you all to keep in mind – by the end of this note, you’ll understand why. That word is Premonition.

We here at Obsidian have been working on Neverwinter Nights 2 for just over three years now. The biggest milestone in our three years working on Neverwinter Nights 2 was last October’s launch of the game. It was great to get the product out to people, so they could see the campaign we’d developed and check out what the new engine and toolset were capable of.

As with any undertaking of the scope of NWN2, there have been many challenges – but we’ve always dedicated ourselves to resolving them, pressing ahead and looking forward to the potential of what we felt a great sequel to Neverwinter Nights should be. As exciting and rewarding as it was to release the game, and as proud as we are of it, we certainly understood and in many cases agreed with some of the complaints. Even at launch, we wanted to improve the game in several ways. And so we pressed ahead, always driven to achieve that potential – driven by the vision of what both we and the community could make of Neverwinter Nights 2.

Update 1.03 saw massive performance improvements, and now Update 1.07 will include a second set of performance optimizations. We’ve worked with the community to improve some of the walkmesh and AI issues with the game, and our dedication to supporting our scriptable, customizable graphical user interface (GUI) has paid off with the community developing UI modifications that allow people to customize the game’s UI to their liking. The DM client you’re getting with this patch is a full featured tool for running multiplayer games.

Additionally, we knew when we released the game that while the Neverwinter Nights 2 toolset was much more flexible and powerful than the original game’s, it would have a steeper learning curve. Additionally, some of us were worried about whether the community would step up to the plate with the new functionality we’d given them. For instance, we knew the UI scripting we introduced was powerful – but would people take advantage of it?
I’m pleased to say that, while there certainly has been a bit of a learning curve while the community has been mastering the new engine, new toolset and new functionality we’ve provided, looking back at the past year I can point to lots of fantastic things that the community has generated – many of which were impossible in the old game. For examples, check out our NWN2 Blog, where each week we highlight some of the cool things the community has made. But, here’s a short list of examples of cool community creations within the last year:
  • The NWN2 DMFI, with its strong integration into the user interface and its own custom GUI.
  • All of the cool community generated stuff up on NWVault, including the custom Modules, prefab areas, custom GUIs, and much more.
  • The extremely useful toolset plugins, which extend to the community the ability to generate the tools that they want or need.
  • TonyK and evenflw’s AI improvements.
  • All of the entrants into our Module contest.
  • Several very cool, active persistent worlds.

All this – and people haven’t even had the new toolset and engine for a full year!

And so, we’re going to continue looking forward. This October, Neverwinter Nights 2: Mask of the Betrayer will ship, a little bit shy of NWN2’s first birthday. And, in anticipation of Mask, we’re delivering the largest, most feature rich update to NWN2 yet.

Remember when I mentioned Premonition earlier? A premonition is a sense of the future; an anticipation of what is to come. In many ways, Mask was designed to anticipate the things that you guys would like to see improved in Neverwinter 2 – better performance and new creatures, area textures, placeables, races and classes and more.

We here at Obsidian are very excited to get Mask to all of you. And, we’re excited to see what the community will do with the new stuff we’ve provided. This update contains many of the core game changes that we’ve made during the development of Mask of the Betrayer. It even contains a sneak peak at one of Mask’s new creatures. We felt that this update was big enough to warrant its own title – and so we decided on Premonition, as this Update gives you, the community, a chance to anticipate some of what you all are going to see when you pick up Mask.

Premonition is a fitting title for another reason, too. This update is a preview of our future plans to continue to improve the level of support and dedication we’ve given to the game - to continue to look forward and make Neverwinter Nights 2 the ultimate computer D&D role-playing experience.

From all of us here at Obsidian, we hope you enjoy Premonition and Mask of the Betrayer. And, as always, we’re looking forward to seeing the awesome and creative content you guys develop with the new tools we’ve provided.

Thanks,

Nathaniel Chapman
Assistant Producer
Obsidian Entertainment, Inc.


NEW FEATURES IN PREMONITION

General

Character Mode and Strategy Mode – In advance of the release of the Mask of the Betrayer expansion pack this September, we’ve included one of the major new revisions we’ve made to the camera and control modes. Now, the four camera modes (Top Down, Chase, Driving and Free Camera) have been consolidated into two modes that are more configurable and clearer to use than the old modes – Character Mode and Strategy Mode.

These modes affect both the function of the camera and the controls for each mode, and are designed to be most efficient for the two primary styles of play – controlling a single character, and controlling a full party. Note that while the information given here refers to the default function of each mode, these modes are highly configurable. Please check out all of the options in the newly updated Options Menu. You can toggle which mode you are in by pressing the * key by default.
  • Character Mode: In Character Mode, the camera follows behind and over the shoulder of the currently controlled character. This mode is useful for getting a good look at your surroundings and exploring an area while focused on controlling an individual character. While in Character Mode, by default, holding the Left Mouse Button down and moving the mouse to the left or right will turn the character. You can also turn by moving the mouse to the edge of the screen. Holding down the Middle Mouse Button or pressing the Arrow keys will allow you to rotate the camera around the currently controlled character.
  • Strategy Mode: Strategy Mode is a top down Play Mode that is intended to make controlling a full party easier. This mode is most useful for controlling combat situations involving a full party of characters against a large number of enemies. In Strategy Mode, by default, you can click and drag to select multiple party members. You can rotate the camera either by holding the Middle Mouse Button and moving the mouse, by moving the mouse cursor to the edge of the screen, or by pressing the Arrow Keys.
  • New Options Menu – Patch 1.07 also introduces a new options menu that gives you access to consolidated and clear options for each camera mode, and better organization of the already existing options.
  • Marquee/Multi-Selection Revamp – Marquee and Multi-selection have been dramatically improved to make controlling a full party much easier. You can see the new improvements to Marquee and Multi-selection in the new Strategy Mode.
UI Improvements
  • Party AI On/Off Button – There is now a button on the main game UI, next to the rest button, that will toggle the entire party’s AI on or off.
  • Player Chat List – A list of all players on the server is now available on the Player Menu (the NWN2 “Eye” button in the lower left corner of the screen). You can select any player from this list to send them a tell.
  • "Handles" have been added to the chat windows to allow them to be moved more easily.
  • A logcommands console command has been added that allows you to dump all of the console commands to a text file.
  • Console commands are no longer case sensitive.

Gameplay Improvements
  • Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar. They also have new visual effects to accompany this change.
  • Bronze Dragon - New Creature! The Bronze Dragon creature has been added to the Toolset, so expect him to show up in new community content as well as Mask of the Betrayer.
  • Stealth Improvements – Some improvements have been made to stealth to make it more effective in a Multiplayer environment. Among these, characters who are hidden will no longer show up when detected by any party member, and hidden characters should be hidden properly regardless of faction.

Toolset
  • A "Find a Resource" Plugin has been added to the toolset.
  • A Creature Appearance Wizard has been added. This will allow you to change the appearance of spawned creatures and creature blueprints, including race, gender, armor and armor attachments. This feature can be accessed by right clicking on a creature or blueprint entry. NOTE: This feature is currently in Beta, and there are plans to improve its functionality.
  • A Texture Swapper has been added that allows builders to swap the textures in a tileset. This feature can be accessed from a tile’s properties pane, visible by right clicking on a tile.
  • A new custom skydome system has been added to the toolset, allowing users to replace the NWN2 skies with skydomes of their own creating.
  • Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.

DM Client
  • A UI feature has been added to allow DMs to adjust player/creature alignments using a slider bar.
  • Comments from the toolset (comments within the {} brackets) will now show up in the Creator.
  • The distance a DM can zoom out has been greatly increased.
  • A filter feature has been added to the DM Client player list. This will allow DMs to select specific players and filter their list down to only show those selected players.


BUG FIXES IN PREMONITION

General
  • The PC model during level up should be scaled to match the scaling in game
  • Module Debug text should now display properly.
  • The Dwarven Defender Defensive Stance ability now functions properly.
  • The game will no longer crash if a player presses the + key on the number pad in a multiplayer game.
  • Fixed an issue that was resulting in corrupted save games.
  • Typing // will now make it so that the rest of the string is not treated as a command input, allowing the character to speak the rest of the string without any changes.
  • Character AI should now respond to all attacks, not just attacks that result in damage.
  • Fixed an exploit that allowed players to increase their CON.
  • Neutral players should now be able to select Akadi as a deity.
  • The Improved Defense feats should now replace each other.
  • Mouse camera panning and tilting are now options in the game.

Toolset
  • The 2DA editor in toolset should now handle rows where the row # is 4 digits.
  • When viewing a 2DA in the toolset, sorting by any column other than the # will no longer renumber all the entries when saving.
  • Changing a placeable's OpenState property will no longer yield an Unknown.
  • Swapping textures in the toolset should no longer result in solid black textures.
  • Opening the toolset after having set the TreeLeaves option to false in the View -> Options -> Graphics menu should result in leaves not being rendered.
  • Builders can now select male or female model previews on the Armor Tab in the creature properties window.
  • Manually entering a value in the Pressure's text field should now affect brushes.
  • When you run the toolset a prefabs folder should be created, which becomes the default location for saving Prefab objects. Exported Prefabs will not get added to the blueprint list until the Toolset is restarted.
  • Ctrl-Z will no longer set height-lock in the toolset. The Z key is used now.
  • Turning the On? property of a light OFF and ON will toggle the light source OFF and ON.
  • Pasting encounter triggers with spawn points no longer crashes the Toolset.
  • All the effects associated with an air elemental are played in the proper place.
  • The name of the last conversation will no longer be missing from the conversation dropdown in the properties list.
  • Adding a new entry in the journal, when another entry is currently selected, will add the new entry to the parent category of the selected entry.
  • Red conversation nodes now show "[END DIALOG]" if they have no response nodes under them.
  • The DELETE key will now work properly when manually entering color values
  • Glow maps stay on the creatures for which they are intended.
  • Map hotspots will now appear in the same position in-game as they do in the World Map Editor.

DM Client
  • On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.
  • DM commands listed in the Keymapping tab will now function properly.
  • Dead players will no longer disappear from the chooser.
  • Possessing/Unpossessing Creatures will no longer play the creature's possession sound.
  • Players will no longer see the floating text from DMs unless the DM is visible.
  • Changing the resolution in the DM client should no longer cause the text to disappear from the chooser and creator.
  • DMs can change the faction of a creature using the dm_setfaction command.
  • Players will no longer hear the footsteps of hidden DMs.
  • The disable AI button in the chooser will now work properly.
  • DebugMode will no longer need to be active for a DM to use console commands.
  • The last entries in the Chooser or Creator lists will no longer be blank.
  • The chooser will now focus on the current area when opened.
  • DMs can now select dead PCs from within the chooser.
  • The Chooser and Creator will no longer require double-clicks on the buttons.
  • The + key on the number pad will now jump the DM to the location of the mouse pointer.
  • The toggle trap/trigger display button will now work properly.
  • DMs will now be able to join a server that is full, even if that puts the player count over the limit. DMs will still count against the overall player count.
  • When a DM saves his avatar, the custom shortcuts in the quickbar should no longer become unuseable at next login.
  • Player portraits in the player list will no longer be blank if a player is in a different area.
  • Player portraits in the player list will now have the correct portraits and names.

Scripting
  • EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).
  • The "GetGroupNumKiled" script within ginc_group has been renamed to "GetGroupNumKilled".

Spells
  • Melf's Acid Arrow will no longer be stopped by spell resistance.
  • The combat log will now report Disintegrate as a ranged touch attack when cast.
  • Disintegrate will now gain bonus damage when Empowered.
  • The targeting circle for Horrid Wilting has been changed to 30 feet.
  • Fixed a spelling error for the Glyph of Warding spell description.
It does look something of a mammoth - multiplayer seems to have gotten a lot of attention... but then that aspect of the game was apparently gimped so hopefully that should fix a lot of complaints. Kudos to Obsidian, I say... though I wonder how many bugs this one will introduce . But this whole confession of mistakes they made throughout the hyping of MotB and now for patch notes is heartening - for me, at least.

In other news: I like the "Character Mode" camera. Sounds like a much more flexible version of KotOR's already terrific camera . And "woo!" we have a Creature Appearance plugin for the toolset (finally).

Edit: And hurrah for more performance improvements - hopefully I'll be able to turn on shadows now...


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Old 08-31-2007, 08:54 PM   #28
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Quote:
Originally Posted by Pavlos
It does look something of a mammoth - multiplayer seems to have gotten a lot of attention... but then that aspect of the game was apparently gimped so hopefully that should fix a lot of complaints.
Nice, hopefully they'll continue to improve the game as there still seems to be plenty left to do.

I didn't see anything in that release note about fixing the Spell Resistance bug, about fixing the toolset from crashing when using a color picker in a template after having used "Save as file" to save a template, or fixing the bug in the 2DA editor (introduced with 1.06) that causes it to corrupt some 2DA files which contains long entries since it doesn't pad the columns properly with whitespaces (causing some values to appear right next to the value of the preceeding column with no whitespace in between).

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Old 08-31-2007, 06:54 PM   #29
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Agreed. This new Expansion/Update may just redeem NWN2 in my eyes I really hope so because the NWN series was so much of my gaming life I feel like I've been "separated" from a loved one

Here's to hoping


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Old 08-31-2007, 09:02 PM   #30
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I'm looking forward to this update, too. Any improvement in spells, AI, and general playability is welcome. Some of the community members have made spell fixes that have really helped fix things. Of course, some of the spells that were overdoing it were now fixed back to what they really are supposed to do, like cone of cold, hehe. I'll see if I can find that mod and post it here.


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Old 09-06-2007, 02:03 PM   #31
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1.07 BETA (Premonition [how fancy...]) has been released. Same feature list as above. I'm going to risk the beta and take a look at the engine optimisations, the camera changes, and the toolset.

Un link

Edit:

2da Changes:

actions.2da
ambientmusic.2da
appearance.2da
baseitems.2da
classes.2da
cls_feat_wm.2da
color_wildelf.2da
crafting.2da
des_crft_scroll.2da
des_crft_spells.2da
domains.2da
feat.2da
hen_familiar.2da
iprp_damagereduction.2da
iprp_weightinc.2da
itempropdef.2da
itemtypes.2da
keymap.2da
metamagic.2da
metatiles.2da
nwn2_dmcommands.2da
nwn2_emotes.2da
nwn2_scriptsets.2da
nwn2_voicemenu.2da
placeableobjsnds.2da
skills.2da
spells.2da
tailmodel.2da

Known Issues:

1. In item properties, some properties will have strange text for bonuses rather than numbers. When you select the text, it will place the appropriate number (such as +9) in the field.

2. Changing the color of some armors using the armor set tab will result in the color reverting back to the original or last color, or it will be saved as black.

Please list any problems you have with the patch in this thread here. [Pavlos: The thread over on BioWare, obviously not here .]

(thought that last should be more obvious, CD.)


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Old 09-06-2007, 02:47 PM   #32
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Quote:
Originally Posted by Pavlos
1.07 BETA (Premonition [how fancy...]) has been released. Same feature list as above. I'm going to risk the beta and take a look at the engine optimisations, the camera changes, and the toolset.

Un link
Hmm, I'm a bit ambivalent about this patch... lots of good improvements, but they also seem to mess quite a lot with things that weren't really broken, like the cameras/controls/options. Seems like they've applied a planet-sized nerf to the Knockdown feat as well, making it mostly worthless. It will also be annoying if they've added an Oblivion-Nighteye like effect to Darkvision (which it sounds like from the readme) since it ruins the visuals of the game if you just see the world in black and white during the night or while indoors. In particular since I can't remember any really dark area in the game.

Hopefully all the changes aren't hardcoded so you can change them back to what you are accustomed to while still getting the performance enhancements.

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Old 09-06-2007, 03:48 PM   #33
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No, knockdown was broken, apparently (I have no idea where to start on DnD rules ).

Umm... the camera is... new. I'm not sure what more I can say - it took a while to get used to but I got the strategy mode to work as I wanted to and then managed to get the character mode to work nicely too. The camera rotation is finally no longer limited by your framerate, or so it would seem because when I swing it around, it maintains the same speed. So: the camera is actually an improvement but it sort of takes some getting used to (like the first time I played NWN2) and it will hopefully settle some of the "the camera is broken!!!!111!!!" people down . Oh and my first thoughts when looking at the camera screen were, "Oh my lord, buttons! Thousands of buttons!" My second thought was, "The marquee control can now be tied to a drag click? Hurrah!"

The... game seemed to mysteriously forget my graphics settings but no big deal. There are some nice improvements - such as the addition of a "far shadows" check-box - but, the graphics screen just seems to be a rearrangement and rewording of things. I didn't get much of a performance increase (but that may be something to do with my very, very old AMD Althlon 64 3000+... or was in 3200+? One of those, anyway). One thing I did notice, though, is that there seems to be less fluctuation in frame rate and as such conversation animations are a little more fluent . Others are reporting rather large increases in fps but this is the internet, the realm of exaggeration, so it's probably best to take them with a grain of salt.

I'm not sure if it's psychological but I think module and area load times have been decreased, it would be nice if someone could verify this for me.

On the toolset side: load times seem pretty much the same, but we now have a plugin to search through the game's resources and the interior tilesets no longer have a red ceiling (hurrah!). I've never had problems with the toolset crashing so I'm not really in any position to comment on that. Same with multiplayer.

Low light vision doesn't actually seem to work ... so no fears there, stoffe.

Edit: Oh and a little yellow message comes up across the top of the screen when you get a new journal entry in the cinematic conversation mode - which is nice. I'm not sure if it does the same with influence (like it did in the MotB preview) but I'd imagine that it does. You can also view the numerical values for your alignment, which is a nice touch .


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Old 09-06-2007, 05:07 PM   #34
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Quote:
Originally Posted by Pavlos
No, knockdown was broken, apparently (I have no idea where to start on DnD rules ).
Knockdown was a Bioware invention for NWN1, that feat does not exist in D&D. So they could make it work like they want. Now they've seemingly decided to make it worthless. Hopefully at least the cooldown can be removed in feat.2da. That should hopefully still make it fairly useful as a spellcaster disruption tool for fighters.

Quote:
Originally Posted by Pavlos
Umm... the camera is... new. I'm not sure what more I can say - it took a while to get used to but I got the strategy mode to work as I wanted to and then managed to get the character mode to work nicely too.
Is it possible to configure it to work just like Top-down mode does? I prefer being able to swing the camera around, zoom in and out, pan tilt the camera as I wish etc.

Quote:
Originally Posted by Pavlos
it will hopefully settle some of the "the camera is broken!!!!111!!!" people down . Oh and my first thoughts when looking at the camera screen were,
the camera might be broken!!!!111!!!

Quote:
Originally Posted by Pavlos
The... game seemed to mysteriously forget my graphics settings but no big deal.
Every time you start it, or just the first time after the patch has been applied?

Quote:
Originally Posted by Pavlos
There are some nice improvements - such as the addition of a "far shadows" check-box - but, the graphics screen just seems to be a rearrangement and rewording of things.
I hope you can still turn off he same things through... without minimal shadows and point light shadows, soft shadows and reflective water off the game becomes unplayable on my computer.

Quote:
Originally Posted by Pavlos
Others are reporting rather large increases in fps but this is the internet, the realm of exaggeration, so it's probably best to take them with a grain of salt.
Might depend on hardware, but I wouldn't be surprised if much of it is placebo. If people are being told there are performance increases they often see what they've been told they should see to some extent.

Quote:
Originally Posted by Pavlos
Low light vision doesn't actually seem to work ... so no fears there, stoffe.
Nothing happens if you toggle it? Weird. Darkvision was pretty bugged before already (you had to switch control to another party member and then back to your PC after an area transition to turn it on), but at least it worked reasonably OK. I liked that it just slightly increased the light level of the area without any fancy (aka: annoying in the long run) visual effects like the Nightvision in Oblivion.

Quote:
Originally Posted by Pavlos
Edit: Oh and a little yellow message comes up across the top of the screen when you get a new journal entry in the cinematic conversation mode - which is nice.
That's nice, it was always a bit annoying that you couldn't see what effects your choices in a dialog had until after the dialog was done.

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Old 09-06-2007, 04:40 PM   #35
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Usually I'm not too excited about trying a beta patch, but I might just give this one a shot since the improvements seem to be worth the risk.


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Old 09-07-2007, 04:55 PM   #36
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Quote:
Originally Posted by Jae Onasi
Usually I'm not too excited about trying a beta patch, but I might just give this one a shot since the improvements seem to be worth the risk.
There's no risk, really. You can revert back to 1.06 easily enough, I believe.

I'd try it out myself but I'm too lazy... I am looking forward to using the new camera modes though, and performance updates are always welcome...


...
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Old 09-07-2007, 03:35 PM   #37
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Ok... more stuff:

The camera is much more flexible to tweak and as such, a new player may be overwhelmed by all the buttons but I can safely say that it is a big improvement, for me, at least. After eight months of patching, I can actually get the game to play like Baldur's Gate II. Shift+click on a party member's portrait adds them to your currently controlled characters, the marquee works with a click and drag - as it should have done from the off - the issues with the group select and character actions seem to have been fixed, so you don't have to deselect your party members and just control the PC to interact with objects. The character mode isn't annoying, either... it actually works and I have it set up so when I switch to that mode the game plays almost exactly like KotOR.

I was also a little harsh on the performance improvements. I've extended my tests to the other areas of the OC (rather than just West Harbor) and I've seen an improvement of 5-10 fps (which is substantial on my ageing system). As I said before, there's less fluctuation in this as well, so swinging the camera about and panning isn't painful for the eyes.

What's more: New items flash in the inventory, to tell you that you've just picked them up - which is more useful than you can possibly believe.

So: some bugs, some flaws but I'm really impressed with 1.07 thus far .


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Old 09-27-2007, 10:04 AM   #38
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NWVault has posted that Obsidian released a patch to "v1.10 final" yesterday.

http://nwvault.ign.com/#33385
http://nwvault.ign.com/View.php?view....Detail&id=230

I tried using the updater but it told me my v1.06.980 was the latest. :shrug: Maybe the updater hasn't been updated yet. I haven't manually downloaded the patch either so I haven't seen the readme. (Edit: there isn't one)

Edit: A bit more info found from this nwn2 forum thread:
http://nwn2forums.bioware.com/forums...6736&forum=121
Quote:
With the MoTB release imminent, we have been taking a look at the 1.07 patch and how it interacts with MoTB.

Many of you have seen already that we have been slowly bringing the code forks together now, so that the NWN2 patches are compatible with MoTB.

Patching the game is always a difficult process. When one thing is fixed, other things break. So, with that in mind we had to make a decision about how to handle the 1.07 patch with the MoTB release.

What we have decided is that, the 1.07 final patch will be "reversioned" to become 1.10. The 1.10 final patch will contain only data fixes from 1.07. It will not contain any programming fixes that are not already in 1.07. This means that some things, such as stealth, while they are fixed for us, may not be fixed in 1.10 for you. This is to make sure that when you have your copy of MoTB installed, the patch won't break it unnecessarily.

Now, for those of you that purchase and install MoTB, you should see all the fixes right away - including stealth - as they are "native" to that code. But for those of you that don't have MoTB, the fixes will be finalized in the patch after the MoTB release.

We apologize for any inconvenience, but feel this is the safest course of action for all players.

Last edited by tk102; 09-27-2007 at 10:18 AM.
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Old 09-27-2007, 06:12 PM   #39
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Should be good to go with the autopatcher now, guys. That is... for those of us that don't have MotB yet.

*Glares at stoffe in envy*


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Old 09-27-2007, 09:40 PM   #40
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I had higher hopes for the toolkit's "Find a Resource" plugin. Sadly, it's no better than my Yahoo! Desktop Search. It doesn't even search within .mod files.
spoiler:
Oh how I wish there was tool that could help me Find References. LOL, I crack myself up.
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