Académique Documents
Professionnel Documents
Culture Documents
69
Patch details:
New Content added from the Neverwinter Nights Premium Modules (http://store.biow
are.com/products/neverwinternights/)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=8 New Tilesets:
=-=-=-=-=-=-=-=Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)
Audio:
=-=-=15 New Music Tracks:
14 New Ambient Sounds
New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves, Halflings
, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.
New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Gem parts used for the new "Gem Golem" weapons.
New Item
=-=-=-=Portable Encampment
ini file setting additions/changes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Added new nwnplayer.ini file settings, so that red/green color blind users don
't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 t
o enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, onl
y supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at leve
l up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points rolled on t
he level up summary gui (defaults to off).
[Server Options]
Hide Hit Points Gained=0
- 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
- Added new nwn.ini file setting to set how far into the distance grass should b
e rendered (default value 900.0, valid values range from 900.0 to 30000.0). Inc
reasing this value will cause more grass to be rendered in outdoor grassy areas,
but will also reduce game performance in these areas.
[Video Options]
Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of crea
ture deaths.
[Game Options]
Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by a
n encounter trigger every time that it spawns creatures. If this option is turne
d on, the encounter trigger will always spawn creatures based on the triggering
player's level rather than potentially using left over spawned creature from an
2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description (spells.
2da).
- The spell War Cry now requires a somatic component as per the spell descriptio
n (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell descripti
on (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell descri
ption (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Met
a Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its dur
ation is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2d
a.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered
199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CL
S_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_
FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing med
ium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2
da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOU
R (feat.2da).
- Fixed issue with Champions of Torm not being able to take Ambidexterity and Tw
o Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).
Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu i
cons no longer all use the ir_nod.tga (so that the community can properly overri
de the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoor
s.2da from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid
with building tilesets.
- Added support for 10 new custom animations (plus a new mount and dismount).
Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the
"Pillar #, Barrows" placeables from the "Placeable->Miscellaneous Interior" stan
dard palette. You can turn this off by unchecking "Animation Loop 1" in the til
e properties for the placed tile group).
Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/g
ender that you desire). Set the PhenoType to "Normal Mounted" (or Large for larg
er human phenotypes). Click on the Appearance tab and from the "Tail" pull down
menu select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will ca
use the NPC horse to use Jousting animations in game, rather than the normal hor
se combat animations.
Please visit the Neverwinter Nights Community Site at:
=-=-=-=-=-=-=-==-=-=-=-==-=-=-=-=-=-==-=-==-=-=-=-=-=http://nwn.bioware.com/
BioWare Neverwinter Nights support pages:
=-=-=-=-=-=-=-==-=-=-=-==-=-=-=-=-=-==-=-=
The BioWare known issues page:
http://nwn.bioware.com/support/known.html
The BioWare Technical Support (Self-Help) forum:
http://nwn.bioware.com/forums/viewforum.html?forum=49
The BioWare Patches and Updates page:
http://nwn.bioware.com/support/patch.html
Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
// Set oPlaceable's useable object status.
// Note: Only works on non-static placeables.
void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
[Game Options]
Log Model Errors=0
If turned on, some types of model errors will be logged out to the nwclientLog
file and the AR_ERROR.LOG file while the game is running (in the NWN install di
rectory). This would include some errors with setting invalid TileSet data, inv
alid use nodes set on placables, some placeable walkmesh errors, and some errors
with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rath
er than using the ENVMAP setting from the appearance.2da. This fixes some issues
with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rath
er than using the ENVMAP setting from the appearance.2da. This fixes some issues
with transparency on tails.
SetModuleXPScale()
GetKeyRequiredFeedback()
SetKeyRequiredFeedback()
GetTrapActive()
SetTrapActive()
GetInfiniteFlag()
SetInfiniteFlag()
LockCameraPitch()
LockCameraDistance()
LockCameraDirection()
GetPlaceableLastClickedBy()
GetAreaSize()
SetName() - Sets the name of an Object (a creature, placeable, item, or
door) - does NOT work on player objects.
GetPortraitId()
SetPortraitId()
GetPortraitResRef()
SetPortraitResRef()
- As if the above wasn't enough, we also added new parameters to the following s
cripting commands:
GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScor
e=FALSE)
GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int nBaseSkillRank=
FALSE)
SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE)
ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE)
SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int nLeftClickin
gEnabled=FALSE)
GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE)
CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int
nStackSize=1, string sNewTag="")
GetName(object oObject, int bOriginalName=FALSE)
ActionRest(int bCreatureToEnemyLineOfSightCheck=FALSE)
RandomName(int nNameType=NAME_FIRST_GENERIC_MALE)
- Added a new OnClick event type for placeables. This event fires immediately wh
en a PC left clicks on a placeable (regardless of how far away they are from the
placeable, or whether or not they can reach the placeable for whatever reason).
To obtain the player that left clicked on the placeable object, call GetPlacea
bleLastClickedBy() in the placeable's OnClick script.
- Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with th
e scripting command EffectVisualEffect().
- Added 80 new visual effect constants (VisualEffects.2da) for use with the scri
pting command EffectVisualEffect(). These use the new constants VFX_DUR_AURA_*,
VFX_EYES_* and VFX_DUR_BUBBLES.
- Added new FOOTSTEP_TYPE_* constants to nwscript.nss (FootstepSounds.2da)
- Added the ability to force a placeable to be non-static (grey out the static c
heckbox) for any placeable using skin mesh. This is toggleable in the placeables
.2da in a "Static" column. Defaults to allow if column missing.
- Added Hook Hands and Peg Leg armor appearance variations to the toolset.
- Added new Trident weapon models to the toolset under Polearms (x2_inc_itemprop
.nss, x0_i0_match.nss). There are no new Trident specific weapon feats associate
d with Tridents at this time (BaseItems.2da).
- Added a new Shipwreck group to the desert tileset.
- Added 4 new groups to the city exterior tileset (Merchant Ship and Weather Shi
p variations).
- Added option to skip multiple hak pak warning message to the nwtoolset.ini fil
e "Display Hak Warning=1"
- The scripting command GetResRef() now works on areas, stores and waypoints.
- The scripting command PlayAnimation() now works on doors (use the new animatio
n constants ANIMATION_DOOR_*).
- The scripting command GetClassByPosition() will now work with community made c
ustom classes.
- Made the scripting command CopyItemAndModify() work with arrows and bolts usin
g the constants ITEM_APPR_TYPE_WEAPON_*
- Added random facing button to the toolset. This button allows you to select o
ne or more things and change their facing to a random direction.
- Added option to skip multiple hak pak warning message to the nwtoolset.ini fil
e, section [Start Up], "Display Hak Warning=1"
- Fixed crashes caused by passing in invalid area/module objects to the scriptin
g commands SetListenPattern() and GetMatchedSubstring() (or running these from a
n area/module event).
- Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a
spell immunity property that was one level lower than what it should have been c
reating.
- Fixed a typo in the constant name IP_CONST_FEAT_USE_POISON. If you recompile a
script that uses the old name, you will need to update your script to use the n
ew fixed name.
- Fixed a typo in the constant name FOOTSTEP_TYPE_SOFT. If you recompile a scrip
t that uses the old name, you will need to update your script to use the new fix
ed name.
- Fixed an issue with the incorrect door type showing up for the "Turfhouse Inte
rior 2x2" in the Ruins tileset (tdr01.set).
- Fixed an issue with no door showing up for the "Cloak Tower 2x2" in the Rural
Winter tileset (tts01.set).
- Fixed an issue with the door being rotated for the "Turf House 2" in the Rural
Winter tileset (tts01.set).
- Fixed the Rural Tileset - Wall 2 Gate w/Road model for people that have HotU i
nstalled.
- Fixed a visual issue with the campfire placeable (plc_i06.mdl).
- Fixed the level up wizard duplicating Special Abilities from the Creature Prop
erties window.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Added new TileMagic functions in x2_inc_toollib.nss that make use of GetAreaSi
ze:
void TLResetAreaGroundTilesEx(object oArea);
void TLChangeAreaGroundTilesEx(object oArea, int nGroundTileConst, float
fZOffset = -0.4f );
- Added a new Creature name randomization feature to the default OnSpawn script
("nw_c2_default9.nss")
By setting a new variable int X2_NAME_RANDOM to 1 on a creature template in th
e toolset, the module creature
can now tell creatures to randomize their name on Spawn. By default this will
cause the creature to change it's name to
a name generated by the RandomName command.
For module builders not satisfied with the name selection provided by the Rand
omName command, the ability
to override this behavior with a random name generation script of their choice
has been included:
If a script called "x3_name_gen.nss" exists in a module, it will be executed o
n spawn of any creature template that has
random name generation activated. The builder can then specify a return value
for that custom name generation script by
setting a string variable named "X3_S_RANDOM_NAME" on OBJECT_SELF (the creatur
e spawning), which will then be used
instead of RandomName().
- Made Web Bolt attacks respect the Woodland stride feat (nw_s1_bltweb.nss).
- Fixed a typo in the impact script name for "Greater Fox's Cunning" in the spel
ls.2da that was causing the spell to not work.
- Wings/Tails will now use PLT textures if they exist (defaulting to using the c
reature's skin color), if a PLT texture does not exist for the model then the te
xture will default to using the TGA instead.
2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=ambientmusic.2da
appearance.2da
baseitems.2da
classes.2da
feat.2da
footstepsounds.2da
iprp_spellcost.2da
parts_foot.2da
parts_hand.2da
parts_shin.2da
phenotype.2da
placeables.2da
portraits.2da
skyboxes.2da
soundset.2da
visualeffects.2da
weaponsounds.2da
- The following weapons have had their WeaponType changed to 3 (Slashing) in the
BaseItems.2da in order to bring them inline with 3rd edition D&D rules (and the
ir NWN in game descriptions): Longsword, Bastard sword, Greatsword, Katana, and
Double Axe.
- Added missing armor proficiency to Gnolls.
- Made some fixes to prevent game/character hacking. Sorry, but we will never pu
blicly discuss specific changes to the game with regards to hacking the game.
DM Client:
=-=-=-=-=- DMs can now still login to a server when the server is full, so that they are
not prevented from performing any required administration tasks. If you go above
the 64 player maximum, server performance may be adversely affected until some
players leave the server (your mileage may vary).
- The game no longer displays encumbered feedback messages for DMs, since they a
ctually can't ever be encumbered.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added two new item scripting commands GetPickpocketableFlag() and SetPickpocke
tableFlag().
- Added a "Test Module" option to the toolset's Build menu that allows you to qu
ick launch the game (for testing module changes). Selecting this option will giv
e you the choice of saving your module changes. The game will then automatically
launch, load the module, select the first available premade character in the li
st and enter gameplay with that character. The Hot Key for this new functionalit
y is F9.
- Fixed an error that was causing some of the Group "Home Lower/Upper" tiles in
the city interior tileset to appear as duplicates of some of the other "Home" ti
les (tinpalstd.itp). This change makes some new "Home" tile types available for
placing in the toolset.
- Fixed an issue with answering no to any warnings that appear during module ope
ning causing any subsequently opened module to potentially become corrupt.
- Fixed comments for the scripting commands EffectSavingThrowIncrease and Effect
SavingThrowDecrease (nwscript.nss).
- The GetIsImmune() scripting command now reports the proper result when the cre
ature specified has the Pale Master's Deathless Mastery feat.
- Fixed a stack underflow error when the scripting command GetStandardFactionRep
utation() was called with an invalid creature object as an argument.
- Fixed an issue with the scripting command GetStandardFactionReputation() retur
ning -1 when called on the defender faction with a PC creature object specified.
- Fixed an issue with the scripting command SetFogColor() when used to set the s
un fog color in an always dark area (or the moon fog color in an always bright a
rea).
- Added some missing IP_CONST_FEAT_* constants to nwscript.nss
- Fixed a Copy area/script/dialog issue that was making it look like the toolset
was loosing data and could sometimes lead to a crash.
- Fixed an issue with the script compiler that could cause a Stack Underflow err
or when a switch statement was placed inside a Do/While loop. There is also a ne
w command line compiler in the Neverwinter Nights utils directory that includes
this fix (clcompile.exe).
- Fixed an issue with the scripting command GetCasterLevel() when used from with
in a feat script for a feat that was granted at first level (e.g. Cleric Protect
ion Domain Powers).
- Added two new creature related scripting commands GetFootstepType() and SetFoo
tstepType().
- Fixed an issue related to using the scripting command CopyObject() on a player
's associate.
Script Debugger:
Server-specific:
=-=-=-=-=-=-=-=- Added server support for the ability to refuse player login attempts if the ma
ster server could not be reached. In the nwnplayer.ini files under the heading [
Server Options] set the follwowing option to '1' "Master Server Authentication R
equired For Player Login=1"
- Added the ability to turn on/off the Heartbeat logging in the log file (defaul
t is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Log
ging=1" in order to turn the Heartbeat logging back on.
- Added a new nwnplayer.ini setting to have the server do some spell validation
for spells cast by players. Under [Server Options] set "Validate Spells=1". Note
: If you are using an edited spells.2da that is only being used server side, you
may want to disable this option if your players are finding that they can't cas
t certain spells anymore (the log file should indicated if this is happening).
- Added new option to the nwnplayer.ini file under [Server Options] "Account val
idation required during Master Server down times=1" If this option is turned on,
the server will track the public CD-Keys of each player logging onto the server
. If the Master Server ever goes down for any reason (e.g. for scheduled mainten
ance) then the server will validate itself that the player name of any new playe
r trying to connect is in fact using the same public cd-key that they last logge
d in with.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Made Invisibility Purge work correctly with Invisibility that is granted throu
gh special abilities such as the Assasin's Invisibility (NW_S0_InvPurgeA.NSS).
- Fixed an issue with Wail of the Banshee sometimes requiring the first target t
o make two saving throws instead of one (nw_s0_wailbansh.nss).
- Implosion now properly ignores immunity to death magic (nw_s0_implosion.nss).
- Fixed the maximized damage healed for cure spells (nw_i0_spells.nss)
- Cure spells now do DAMAGE_TYPE_POSITIVE to undead rather than DAMAGE_TYPE_NEGA
TIVE (nw_i0_spells.nss).
- Phantasmal Killer now properly respects Fear immunity and properly ignores Dea
th Magic immunity (nw_s0_phankill.nss).
- Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
- Mind fog now properly respects immunity to mind affecting spells (nw_s0_mindfo
ga.nss).
- The item properties "Immunity: Specific Spell [Gaze Petrification/Touch Petrif
ication/Breath Petrification]" now work properly against monster petrification e
ffects (x0_i0_spells.nss).
- Fixed an issue with Choking Powder heart beat script not repecting poison immu
nity ( x0_s3_chokehb.nss ).
- Fixed an issue with the way the damage calculation was being done for the Cone
of Frost monster ability (nw_s1_conecold.nss).
- Made the Shifter's Manticore's spike script work correctly in the case when it
is inappropriately given to an NPC Manticore monster by mistake (x2_s1_gwspikes
.nss).
- Fix to Negative Energy Ray, to properly calculate the damage for a successul s
aving throw (nw_s0_negray.nss).
- Fixed the extended duration for Divine Favor (x0_s0_divfav.nss).
- Made a change to the Wyrmling Breath, Dragon Breath and Petrifying Gaze attack
s used by some of the Shifter shapes. Previously if you targeted yourself with o
ne of these attacks the cone attack would damage creatures East from your locati
on, it will now be directed forwards from your character instead. (x2_s2_edragbr
TYPE n
--------[ | | | ]
[-+ + +-]
[
]
[-+ + +-]
[ | | | ]
---------
TYPE o
--------[ | | | ]
[-+ | | ]
[ + +-]
[-+ | | ]
[ | | | ]
---------
TYPE p
--------[ | | ]
[-+ | ]
[-+ +-]
[-+ | ]
[ | | ]
---------
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.65 TOOLS
ET ARE TAGGED AS REQUIRING VERSION 1.65 OR HIGHER OF NEVERWINTER NIGHTS GAME OR
TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.65 THEN DO NOT EDIT YOUR MODULE IN T
HE VERSION 1.65 TOOLSET.
IF YOU WANT TO GO BACK TO 1.64, WE WILL HAVE A 1.65 TO 1.64 PATCH AVAILABLE.
- Added Stormy Skybox to game resources.
- Fixed a crash that could happen when you had enabled SubNetProfiling (by setti
ng "Enable SubNet Profiling=1" in your nwn.ini file).
- Fixed an issue with server vault saves causing various problems for shifted ch
aracters.
- Fixed a crash related to calling GetHasSpell() on spells that have an innate l
evel of 10 in the spells.2da
- Fixed a crash caused by calling SetSkyBox() in a multiplayer game while a play
er was still on the Character Select screen.
- Slight change of behavior for Attacks Of Opportunity. Now if have an invisibil
ity effect applied (e.g. Invisibility, Sanctuary) you will no longer make attack
s of opportunity.
- Another change to AOO behavior. You will no longer take an AOO while you are u
sing a healing kit.
- Circle Kick should no longer try to target creatures that you can not reach (w
hich was making you become flat footed).
- Whirlwind attack will no longer leave you stuck in combat mode after using it.
You will now also try to reaquire your original target after a Whirlwind attack
(may not succeed if your target is now dead or gone).
- Damage Shields (e.g. Mestil's Acid Sheath ) now affect the melee attacker when
the attacker hits the creature that has a damage shield (rather than only when
they damage the shielded creature).
- Fixed an issue where respawning encounters would stop working under certain ci
rcumstances when saving and reloading the game.
- Fixed an issue with unlimited ammo not being identified when you equipped a we
apon that had the unlimited ammo property.
- Fixed an issue with some single shot traps not applying damage correctly.
- Fixed a crash that would occur when an NPC tried to drop a container on the gr
ound.
- Fixed an issue with True Seeing being removed incorrectly when you had mutlipl
e True Seeing effects stacked and only one of them was supposed to be removed.
- Fixed an issue with some effects from Haste (extra attacks and spell casting b
enefits) not being updated correctly when you had multiple haste effects applied
and only one of them was removed. Fixed the same issue for multiple Slow effect
s as well.
- Fixed an issue with size modifiers affecting your attack bonus when making Kno
ckdown attacks. The size modifiers now only affect the opposed roll to resist th
e Knockdown attack.
- Effects being dispelled should now properly use the caster level when determin
ing whether the dispel succeeds or not
- Fixed an issue with the Epic Dodge feedback messages for melee attacks that we
re being evaded.
- Fixed an issue where your screen could become permanently blacked out under ce
rtain circumstances after unpossessing a familiar that was inside an AOE darknes
s effect.
- Fixed some issues where the Darkness spell, when combined with Ultravision/Tru
e Seeing, could under specific circumstances incorrectly make you blind when you
r Ultravision/True Seeing wore off.
- Fixed "On Hit: Sleep" item property, so that it works again.
- Made some fixes to prevent game/character hacking. Sorry, but we will never pu
blicly discuss specific changes to the game with regards to hacking the game.
DM Client:
=-=-=-=-=-
- The DM difficulty slider tooltip will now display the current difficulty setti
ng
- Fixed a crash that could happen when minimizing the game.
- Fixed an issue with issuing commands to groups of creatures (such as trying to
make them run).
- Fixed an issue where the DM's screen could end up being permanently blacked ou
t after the DM unpossessed a creature that was inside an AOE darkness effect.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added new GetSkyBox(), GetFogColor(), GetFogAmount() and SetFogAmount() script
ing commands.
- Fixed a problem with variables being lost from items that were placed inside a
container.
- Fixed a "List index out of bounds (0)" error that could occur when there were
no sounds in the sound list on the Sound Properties menu.
- The scripting command GetName() now works with stores.
- The scripting command GetItemPossessedBy() now works with stores.
- GetEffectType() will now return EFFECT_TYPE_ETHEREAL for the greater sanctuary
effect (was incorrectly returning EFFECT_TYPE_SANCTUARY).
- Fixed the following scripting commands to return the correct information (they
were reversed before): GetAnimalCompanionName(), GetAnimalCompanionCreatureType
(), GetFamiliarName(), GetFamiliarCreatureType(). If you recompile any scripts t
hat use these scripting commands, you will need to update your scripts to use th
e new (proper) functionality.
- Fixed an issue with GetSpellSaveDC() returning the DC of any new spell cast (o
r feat used) by the creator of an AOE spell when called from within the AOE's he
artbeat script (rather than returning the DC of the originally cast AOE spell).
- Extended the scripting command EffectHeal(), so that it now also works on door
s and placeables.
- Fixed a couple of issues with the ResistSpell() scripting command:
- First issue occurred when it was called from within an AOE heart beat scri
pt after the caster had cast a new spell since casting the original AOE spell, t
he AOE spell could stop working under these conditions (it should now work prope
rly).
- Second issue was with the spell immunity check not returning the proper re
sult when called with the caster object specified as an AOE object.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Bigby's Grasping/Crushing Hand spells now properly affect creatures that are i
mmune to mind affecting spells (x0_s0_bigby3.nss, x0_s0_bigby5.nss).
- Weird now properly handles creatures that are immune to mind-affecting and fea
r spells (nw_s0_weird.nss).
- Druid's elemental shape can no longer be dispelled (nw_s2_elemshape.nss).
- Fixed an issue with some creatures no longer using their special abilities (nw
_i0_generic.nss)
- Crafted wands should now start with 1-20 charges rather than 1-10 charges (x2_
inc_craft.nss)
- Added Troglodyte Stench ability to the game (spells.2da, VFX_Persistent.2DA, n
w_s1_trogstink.nss and nw_s1_trogstinka.nss ).
- You now get a reflex save against Ball Lightning (x2_s0_balllghtng.nss).
- Stone Hold will no longer remove caster buffs (x2_s0_stneholdc.nss).
- Divine Wrath can no longer be dispelled (x2_s2_divwrath.nss).
- Aura versus Alignment spells will now being properly extended (x0_i0_spells.ns
s).
- Terrifying Rage can no longer be dispelled (x2_i0_spells.nss, x2_s2_terrage_a.
nss).
- Fixed a couple of issues with the darkness OnEnter script (nw_s0_darknessa.nss
).
Custom Content:
=-=-=-=-=-=-=-=
- Increased the number of allowable custom phenotypes to 18.
.
- Fixed an issue that was causing the "Greater Shadow Conjuration Web" spell to
have a DC of 127. Should also fix the DC for other spells that also appear on a
sub-radial menu.
- Fixed problem with shifters losing their merged item properties while in shift
ed form after a server save occurred, and when switching directly from one form
to another using the radial menu.
- Fixed a problem where unpolymorphing could sometimes leave you walking around
just fine while you have zero or less hit points.
- Fixed a bug that could cause some visual effects to be displayed on your chara
cter forever. Most often reported occurrence of this problem was the green paint
effect from the goblin archers in the HotU official campaign.
- Fixed some other issues that could cause effects to not be removed properly fr
om a creature.
- Fixed some issues with the Red Dragon Disciple not getting the proper hit die
rolled at level up.
- Fixed problem with characters becoming illegal if they multiclassed to a wizar
d, but their intelligence was too low to even cast cantrips.
- Devastating Critical now works with bows.
- Fixed a problem with the PaleMaster's Deathless Vigor feat not always giving t
he correct hit points.
- Fixed a issue with the hit points displayed on the level-up summary screen if
you just took the toughness feat during your level-up.
- Fixed the dispel magic text message feedback. It wasn't always displaying the
correct spell names.
- Fixed a problem where some quickbar tooltips were not getting cleared properly
when the quickslot became empty.
- The familiar selection screen will no longer display the familiar's current hi
t points at 0 all the time.
- The game no longer displays the "Experience Points Gained:" message when the e
xperience points gained was 0.
- Lootable corpses wont be stripped of items until after the corpse has been loo
ted by a player.
- Fixed a problem with the wrong message being displayed if you tried to load a
module that required one of the expansions packs to use and you didn't have the
required expansion pack installed.
- Fixed a problem with the experience point penalty not always being calculated
properly for multiclass characters that had taken a prestige class.
- Fixed a problem with custom portraits showing up on your party bar as a white
box until the player using the portrait entered the same area as you.
- Fixed a problem with Whirlwind Attack data sometimes being incorrectly sent to
players in other areas.
- Fixed a problem with the Age/Deity information getting lost when you edited an
existing character using the "Customize Character" feature.
- EffectDispelMagicBest() now takes into account the level of the creator of the
spell that it is trying to dispel, for determining whether the spell is actuall
y dispelled successfully or not.
- Fixed item properties "Immunity: Damage Type Positive Energy" and "Immunity: D
amage Type Negative Energy"
- Fixed issue, where if you lost a level and no longer had the required level fo
r an item that you had equipped, your character would become illegal. The item i
s now unequipped automatically if you don't have the level required to equip it
after losing a level.
- Fixed an issue with non-hostile actions (e.g. rest) getting canceled when some
one joins your party. Made some changes so that not all hostile actions (i.e. at
tacks and spells) get canceled when a someone joins your party. Some hostile ac
tions will still be canceled when someone joins your party (and all attack/spell
s actions directed against other players) which is the intentional behavior.
- Fixed a problem with the OnStoreClosed scripts not working in saved games.
- Fixed a couple of problems that could make your inventory items disappear when
opening your inventory. One was related to having a placeable container open an
d then bringing up other panels (e.g. your spell book) that caused your inventor
y panel to close. The second involved possessing/unpossessing a familiar while y
our inventory was open. Hopefully that's the last of the disappearing inventory
problems.
- Fixed a problem where if you saved and reloaded a game while in defensive stan
ce, you could no longer move.
- Fixed a problem with the remaining number of feat uses for some prestige class
es not being calculated correctly when loading a saved game.
- The Epic Fire Trap item in the standard item palette now has the correct icon.
- Fixed some saving throw text feedback weirdness with some "On Hit" item proper
ties. Affects Slay Racial Group, Slay Alignment, and Slay Alignment Group item p
roperties.
- Fixed an issue where clicking "Cancel" in the game options menu wouldn't prope
rly restore your orignal "Hide Secondary Story Tiles" setting.
- Fixed some issues with head turning. Creatures will no longer turn their heads
to look at cutscene invisible players. After going through an area transition,
NPCs will now still turn their heads to look at players.
- Fixed crash caused by calling TriggerProjectileTrap() with SPELL_MELFS_ACID_AR
ROW specified and oOrigin was a static placeable object.
- Fixed a problem where clients wouldn't play the spell casting sound if the cha
racter casting the spell had the Automatic Silent feat, regardless of the level
of the spell that was being cast.
- Fixed a problem with the "Automatic Still" feat not working correctly with sub
-radial spells (e.g. Shadow Conjuration).
- Fixed a problem with no longer being able to sit in a chair if you had previou
sly destroyed an object while that object was still sitting in the chair.
- Red Dragon Disciple wings will now be properly removed on level down.
- The Cloud of Bewilderment scroll item now has the correct description.
- Added a new ini setting to nwnplayer.ini [Game Options] ClientEntireChatWindo
wLogging=1 (Defaults to off). Turning this option on will cause all text in the
in-game chat window to be logged to the log file (regardless of whether or not y
ou have set certain chat messages to be filtered).
- Fixed a minor gui scroll bar issue.
- Fixed a problem where the new Day/Night music track wouldn't play if you used
SetTime() to suddenly change the current time of day from Day to Night or from N
ight to Day.
- Fixed a problem where "Seamlessly looping" sound effects would not play again
after being turned off during a Day/Night transition.
- Fixed some issues related to logging out of a multiplayer game while possessin
g a familiar.
- Fixed some memory leaks.
- Made some optimizations to the game's resource caching system.
- Made several game stability fixes.
DM Client:
=-=-=-=-=- Added ability for DMs to create items directly inside placeable containers (e.
g. chests) using the creator. Choose the item to be created in the creator, and
then target a placeable to have the item created directly inside the placeable.
- If you drag a "Create <thing>" item from the creator menu to your quickbar, it
will now give you useful tooltips for all your DM Creator Quickbar buttons (thi
s will NOT retroactively add the new tooltips to existing DM quickbar buttons).
There are also new quickbar icons for the different major categories (i.e. place
ables, items, triggers and encounters).
- DMs can now move undroppable items between a player's inventory and their own
inventory and they can drop undroppable items now too.
- DMs can now use items on their quickbar while possessing creatures with full p
owers (i.e. if the item is in the DM's inventory, but not the creature's invento
ry).
- Fixed the bug where Blackguards' Summon Fiend ability would summon in a Vrock
starting at level 10, instead of level 9.
- Fix to the Shadowdancer ability Shadow Evade - it was not calculating the bonu
ses properly for Shadowdancers of levels 11 through 14.
- Fix to the Doom spell. To negate the effects, the target needs to make their s
aving throw OR resist the spell, they shouldn't need to do both.
- The Meteor Swarm spell can now be scribed to scrolls.
- Performed some minor cleanup on a number of character class packages.
- Fixed a problem with frost and acid_splash traps changing types (IPRP_TRAPCOST
.2DA).
- Made some small optimizations to various portions of the generic scripts.
- Fixed typo in tde01_edge.2da that caused doorway edge tiles in the dungeon til
eset to not be displayed correctly in game.
- Raised DC's for epic traps, as they were too low previously.
- Fixed a bug in the ambient animation system (x0_i0_anims).
- Fixed a bug with the Chain Lightning spell (was not capped properly).
- Fix to the spell Stinking Cloud, it was not respecting poison immunites correc
tly.
- Fixed a problem with creature poison attacks.
- Fix to Bigby's Crushing Hand and Bigby's Grasping Hand spells. Immunity to par
alysis should not make you immune to these spells.
- Fixed size category for a few appearance types (Pit Fiend, Harpy, Bone Golem,
Demon Flesh Golem).
- The Banishment spell now kills the creature instead of simply destroying the c
reature object. This is to ensure that the creature's OnDeath event fires proper
ly.
- Made a fix to the damage cap on the Darkfire spell.
- Made a fix to the damage healed by the spell Nature's Balance (NW_S0_NatureBal
.NSS)
- Made a fix to the empowered damaged caused by the spell Slay Living (NW_S0_Sla
yLive.NSS)
- Undead are no longer immune to the blindness effect from the spell Sun Burst (
x0_s0_sunburst.NSS)
- Fixed some issues with spell mantles stacking when they shouldn't (NW_S0_SpMan
tle.NSS, NW_S0_LsSpMant.NSS, NW_S0_GrSpMant.NSS).
- Fixed a problem with the damage calculated for the cloud kill spell (nw_s0_clo
udkilla.nss).
- Fixed the way the BAB increase was being calculated for the spell Divine Power
(nw_s0_divpower.nss).
- Protection from Spells can now be extended properly (nw_s0_prspells.nss).
- Changed the duration of the spell Magic Weapon to match the in-game descriptio
n (x2_s0_magcweap.nss).
- EffectTurned() now creates an effect that is supernatural by default. Call Mag
icalEffect() on the effect if you want to make it magical again instead.
- Fixed grapple check for some of the Bigby's spells (x0_s0_bigby3.nss, x0_s0_bi
gby5.nss).
- Fire Storm now works correctly when combined with meta magic (nw_s0_firestrm.n
ss).
- Removed unnecessary spell hook code from the onenter/onexit/onheartbeat script
s for some AOE spells (nw_s0_invsph*.nss, nw_s0_invpurgea.nss, nw_s0_GhoulTchA.n
ss, and nw_s0_SilenceB.nss).
- Made Protection from Good/Evil work properly with the Extend Spell feat (nw_s0
_prgood.nss, nw_s0_previl.nss).
- Removed the 10 round maximum duration for Ray of EnFeeblement, so that it bett
er matches the spell description (NW_S0_rayEnfeeb.nss).
- Made the Scare spell work properly with the Extend Spell feat (nw_s0_scare.nss
).
- Call lightning now specifies the correct EventSpellCastAt() constant (nw_s0_ca
lllghtn.nss).
- Corrected the duration of the Remove Fear spell and made it work correctly wit
TYPE h
--------[ | | | ]
[ | | | ]
[-+-+ +-]
[ | | | ]
[ | | | ]
---------
TYPE i
--------[ | ]
[---+-+ ]
[----/+-]
[-+ | | ]
[ | | | ]
--------TYPE j
--------[---+---]
[ | ]
[-+ | +-]
[ | ]
[---+---]
--------TYPE k
--------[---+---]
[
]
[-+ +-]
[
]
[---+---]
--------TYPE f
--------[ | | | ]
[-+ | | ]
[---+ +-]
[-+ | | ]
[ | | | ]
---------
--------[ | | | ]
[ | | | ]
[-+ + +-]
[ | | | ]
[ | | | ]
---------
TYPE l
--------[ | | | ]
[-+ | +-]
[---+---]
[-+ | +-]
[ | | | ]
--------- Increased the limit on the number of tilesets that the game can use in a modul
e from 24 to 50.
2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- appearance.2da
- cls_feat_dwdef.2da
- cls_feat_sorc.2da
- des_crft_appear.2da
- des_crft_scroll.2da
- iprp_spellcost.2da
- iprp_trapcost.2da
- polymorph.2da
- spells.2da
- surfacemat.2da
- visualeffects.2da
the nearest degree. This fixes a problem where in some odd situations the return
ed value was off by more than 0.01 and causing comparison operations to fail and
breaking some puzzles in HotU.
- Made some fixes to GetIsImmune() to address the various issues where Monks, Dr
uids, Paladins, and Red Dragon Disciples that have various feats that give immun
ities to poisons and disease.
- Made a fix to GetHasSpell() where it was returning incorrect values for creatu
res that could cast the Cure/Inflict Wounds spells.
- Made a fix to the GetClassByPosition() scripting command, so that it now works
with the new HotU prestige classes and CLASS_TYPE_OOZE.
- Made a fix to the CreateItemOnObject() scripting command. Now if the item crea
ted was merged into an existing stack of similar items CreateItemOnObject() will
return the merged stack object rather than OBJECT_INVALID. If the merged stack
overflowed, then CreateItemOnObject() will return the overflowed stack that was
created. This also fixes a Scribe Scroll bug, where if you created a new scroll
and you had an existing scroll in your inventory, it would state that you failed
, but the scroll would be created anyways.
- Fixed an issue when calling SetCutsceneMode(FALSE) and it not clearing the pla
yer's plot flag.
- The SurrenderToEnemies() scripting command now removes wounding effects from t
he surrendering creature, so that you can talk to them.
- We now allow users to specify any Camera Traslation Speed.
- Made a fix to CreateObject() so that objects created are done from their templ
ates so they can pick up template variables.
- The GetLastClosedBy() scripting command now works in the OnStoreClosed event o
f stores. The GetLastOpenedBy() scripting command should now be more reliable wh
en used on stores in a multiplayer game.
- GetIsImmune() scripting command now also takes into account Palemaster's Tough
as Bones feat, Paladin's aura of courage feat and Monks perfect self. Fixes som
e immunity text message feedback weirdness when Palemasters are being attacked b
y Gelatenous cubes and such.
Server-specific changes:
=-=-=-=-=-=-=-=-=-==-=- Made some optimizations to improve the responsiveness of the Windows dedicated
server interface.
Custom Content Installer:
=-=-=-=-=-=-=-=-=-==-=-=- Added support for adding and installing custom .tlk files.
2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- appearance.2da
- iprp_aligngrp.2da
- iprp_onhitspell.2da
- polymorph.2da
- portraits.2da
- skyboxes.2da
- soundset.2da
- spells.2da
- vfx_persistent.2da
Patch details for 1.61:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
- added support for custom TLK files for single-player games. Multiplayer suppor
t for custom TLK files will be added in a future update.
- When using the context menu to open the Inventory dialog on an object in the a
rea viewer then clicking OK, it will now flag the area as modified.
- Fixed bug where Location Adjustment dialog would not flag the area as modified
.
- Added Apply button to Location Adjustment dialog.
- Fixed crash when doing the following: select item, copy, paste, R-click, selec
t item again, copy, paste.
- Fixed crash that would occur if user did Ctrl-C on an object, then selected a
different object in the area treeview, then typed Ctrl-C again.
Stores:
- Added new Store properties: IdentifyPrice, MaxBuyPrice, StoreGold, OnStoreClos
ed, and the WillNotBuy and WillOnlyBuy lists of baseitem types.
- fixed crash to desktop due to stack overflow in the store properties dialog wh
en clicking the up/down arrows for the sell markup/markdown values when they con
tained certain combinations of manually typed in and out-of-bound values.
- Fixed bug where equality comparison for stores was not checking OnOpenStore ev
ent. (Affected use of AddToPalette on store instances)
Module:
- Fixed access violation setting the date/time on a mod or erf when the user's s
ystem clock exceeded the year 2038.
- Added option to create backup module files on save.
- Fixed bug where the Strings section of the ERF header of a module was not bein
g set to exactly the same set of strings as in the Module.ifo's Description CExo
LocString.
- Optimized ERF file I/O. ERF import and export is faster now and uses less memo
ry.
- Significantly sped up saving custom creature palettes by not doing a full crea
ture load in order to get the CR and FactionID. Instead, it now specifically rea
ds only those fields out of the utc. However, this means that the CR is no longe
r recalculated, so if anything happened to invalide the CR since the creature wa
s last saved, the CR saved to the custom palette will still be invalid.
- Build Module Dialog:
- Double-clicking an instance in the message listbox will also edit that inst
ance in its property dialog, not just focus on the instance.
- Double-clicking a journal-related message in the messages listbox will open
the journal editor.
- Added OnPlayerEquipItem and OnPlayerUnEquipItem event to module properties.
Resource Management:
- Fixed bug in resource selection dialog where multiple "hits" would show up if
you typed in a resref quickly enough to get in multiple keystrokes inbetween ref
reshes of the resources listview.
- Fixed bug where the editing-a-standard-resources warning and the editing-a-res
ource--in-a-hak warnings would not be disabled when the user checked the "Never
Warn Again" checkbox.
- Do a total reload of a custom palette if trying to add a blueprint whose palet
te category does not exist in the current custom palette, which could happen in
old modules created prior to the addition of new standard palette categories.
Scripting:
- In Script Editor: when parsing shortcuts for a script, user-defined constants
will now appear in bold in the Constants listbox. A user-defined constant must b
e "const int", "const float", or "const string" and have an assignment. eg., "co
nst int BLAH = 0;"
- Fixed BadStrRef statusbar hint when mousing over main text entry area of scrip
t editor.
- Added context menu items for Location and Variables dialogs from the module co
ntents treeview.
- Variables dialog:
- Fixed Variables dialog not flagging the current area as modified when it was
used on an instance.
- Added Variables dialog menu option for Encounter and Trigger instances.
- Replacing a Variable will no longer deselect it from the Variables listview.
This will allow you to Replace it again without reselecting it.
- After deleting a variable, it will select the next variable that moved into
selected line, if there is one.
- Fixed Delete button still being enabled when no variables are selected.
Doors:
- Invisible door models in doortypes.2da (VisibleModel = 0) now show up in the U
nique Door Appearances dropdown in the Door Properties Dialog, regardless of wha
t tileset the current area is using.
- Door Dialog now checks TileSet0, TileSet1, TileSet3 columns in doortypes.2da i
f the TileSet column does not match the currently open area's tileset. If one of
those additional columns matches the current area's tileset, then that door app
earance is selectable.
- Door Wizard now sets OnDeath=x2_door_death for new Doors.
Placeable Objects:
- Added Environment-mapping support for placeable objects by reading "Reflection
" column from placeables.2da. **** means no reflection. "default" means use the
default env map. Any other value means to use the named TGA file.
Sound:
- The Audio page of the Area Properties dialog will no longer show music tracks
that do not exist.
- The Audio page of the Area Properties dialog will no longer show ambient sound
tracks that do not exist.
- Fixed bug where the ambient sound dropdowns, on the Audio page of the Area Pro
perties dialog, were not using the DisplayName column in ambientsound.2da when n
o StrRef was present in the Description column.
Conversation Editor:
- Fixed bug where the Text Dump function in the Conversation Editor function wou
ld not restore the toolset's original working folder after saving the text dump.
- removed Looping checkbox for animations in a conversation node. It never worke
d correctly, and making it would would require the artists to create two copies
of every animation in the list--a fire and forget and a looping one.
- Added context menu option in area viewer to directly edit the conversation of
an instance.
SpellCheck:
- Removed MS Word SpellCheck.
Journal:
- Fixed bug where recent changes to the LocName and Comments of a Journal Catego
ry would be discarded when R-clicking the treenode for that journal category.
Factions:
- Added progress bars to faction updates when OKing the Faction Editor.
Plot Wizard:
- Fixed bug in Plot Wizard where it would insert OnAcquireItem lines at the top
of the Module OnAcquireItem script, if that script already existed, but did not
contain any previous Plot Wizard modifications.
- Fixed bug in plot node wizard where a node that uses the designated villain ca
st member would always be loaded up with the "Conflict with Villain" radio butto
n checked, even if it was saved with the "Conversation" button checked.
Multi-Language Support:
- Fixed toolset always using English as the user's language ID. It now uses the
language in dialog.tlk
- Fixed LocString dialog, when initially showing itself, showing the first avail
able embedded string if no string for the user's current language could be found
.
- Fixed conversation dialog tree always displaying locstrings in English. It wil
l now display in the current language
- Fixed bug where a LocString control would have its displayed text added to the
locstring on initial creation when the displayed text is not for the current la
nguage.
- If a localized text control cannot find a string in the specified language and
gender, it will search for a string in the specified language but opposite gend
er, before it searches for a strref or string in another language.
- After clicking OK in the multilanguage string dialog, the text in the LocStrin
g field would be set to the first available language's string. If the string sho
wn was not for the current language, it would then change the current language's
string to the displayed string. Fixed so that it no longer sets the text for th
e current language on returning from the multilanguage dialog.
- Added Default Editing Language option so that the user can set the default lan
guage for editing locstrings to something other than the language specified in t
he user's dialog.tlk file. Note that this only affects user-entered module text,
not the actual GUI labels. (eg., an English user can edit a module as if he wer
e German, with all localized strings showing up and being saved in German instea
d of English.)
DM Client:
=-=-=-=-=- Fixed HP sometimes displaying as 0/0 in DM party bar.
- DMs will now be included in Attack, Damage, and Death messages as if they were
a member of the party
- Fix so that you can't send a DM possessed creature into Limbo
- Fixed another instance of the bug when a DM cancels out of game options screen
the difficulty was being set to easy.
- Fixed bug where if a DM stole an item directly from a players equipped slot th
e weight encumbrance of that character was not being recalulated.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Added a number of HotU scripting commands including:
GetCreatureStartingPackage()
SetCameraHeigth()
ForceRest()
SetStolenFlag()
GetIsCreatureDisarmable()
GetItemPropertyParam1Value()
GetItemPropertyParam1()
GetItemPropertyCostTableValue()
GetItemPropertyCostTable()
GetIsInSubArea()
EffectCutsceneImmobilize() - this effect is meant for the Dwarven Defender's d
efensive stance. it roots the creature to the spot so that they can't move but g
rants no other penalties. It cannot be resisted (even by Freedom of Movement)
- We now drop items at the object's position when CopyItem() or CopyAndModifyIte
m() fails to add the new item to the inventory.
- Fix to CopyAndModifyItem() to not always drop the items at your feet
- Fixed a crash when an area attempted to do an ActionSpeakString()
- Fixed a crash when calling unpossess familiar when you weren't possessing.
- Fixed a few memory leaks.
- Fixed a crash that would occasionally happen when viewing the LAN server detai
ls page.
- Fixed a crash when trying to pick up item in NULL area
- Made some fixes to prevent game/character hacking. Sorry, but we will never pu
blically discuss specific changes to the game with regards to hacking the game.
- Made several game stability fixes.
DM Client:
=-=-=-=-=- Added a new DM "Jump Single Player to DM" radial menu option. Also moved the D
M "Examine Character Sheet" and DM "View Inventory" icons to their own examine s
ub-radial menu, in order to make room for the new option.
- Fixed the portrait not being saved out for DMs when the DM is hosting the game
and saves.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Added 7 scripting commands. Please see the script editor for more details.
void ExportSingleCharacter(object oPlayer);
void SetSubRace(object oCreature, string sSubRace);
void SetDeity(object oCreature, string sDeity);
int GetIsDMPossessed(object oCreature);
int GetWeather(object oArea);
int GetIsAreaNatural(object oArea);
int GetIsAreaAboveGround(object oArea);
- Added gender option to GetStringByStrRef()
- Added support for triggers in GetLockKeyTag() script command
- Objects should not default to private conversations, which means BeginConversa
tion can now be used to run dialogs between NPCs.
- Made a fix to CreateObject scripting command for creating stores.
- Made a fix so game timers wouldn't get confused when SetCalendar or SetTime we
re called.
- Fixed EffectNegativeLevel so it doesn't cause a script underflow.
- Made a fix so that GetTotalDamageDealt() work with doors/placeables.
- Made a few small fixed to ActionEquipMostDamagingMelee().
- Made a fix to the script debugger format that would cause issues when a functi
on with parameters and a prototype is followed by a constant value.
- Fix to GetDamageRoll(), so that it now returns the correct max unarmed damage.
- Fixed crashes caused by scripting an area to apply an AOE spell to a location
or object using the scripting command ApplyEffectAtLocation or ApplyEffectToObje
ct.
Server-specific changes:
=-=-=-=-=-=-=-=-=-==-=- Added the option to backup a character file on export.
nwnplayer.ini
[Server Options]
BackupSavedChars=1
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Sped up loading of resources in Hak Paks.
- Added progress bars to loading of Hak Paks
- Added ability to hear soundsets when clicking their names in the listbox in th
- spells.2da
- Safe 2DA lines have been issued. Please see the following file - Safe2DALines.
txt
- Fixed a problem with some of Healer Kits/Theives Tools not getting the number
of uses updated properly on your quickbar after they'd been used.
- Changed level drain visual feedback system on the client extensively. Now it
will show your level in red if your are level drained, it will also show saving
throws and skills in red as they are effected by level drain. It will also alwa
ys effect your highest level now, taking into account the level after negative l
evels have been applied.
- We now display feedback on creature's saving throws, when you cast an AOE spel
l on them.
- Damage Vulnerabilities on items are now being correctly removed when the item
is unequipped
- Items with an AC Decrease property (e.g. -5 AC) will now give you the correct
AC modifier.
- Fixed a bug with multiple item effects not always being removed correctly when
the item was unequipped.
- Fixed a bug where you would lose an item that was unequiped due to losing a le
vel.
- Items can no longer be sold if they can't be unequipped.
- Fixed problem with saving throw bonuses not getting properly removed when you
unequip an item.
- Fixed a problem where is some custom built modules, closing a door could somet
imes cause a creature in a different part of the area to teleport into the room.
- Door/Placeable traps that are flagged as undetectable in the toolset will now
truely be undetecable.
- Plot items should appear properly in the lostitems store now
- Plot items will now appear in the Divining Pool if a player logs out of a mult
iplayer game while in possession of them.
- Fixed RemoveJournalQuestEntry so it'd pull the date and time as well.
- Fixed bug where if you were a multiclassed cleric/ranger - spells were incorre
ctly showing up in the rangers known list.
- Changed it so in 800X600 you can't enable the larger font. Also if you switch
to 800X600 it will disable the large font option and switch you to the normal o
ne if your already using it.
- Fixed resting so that associates will now rest after any custom OnPlayerRest s
cript has already fired.
- Fix to the way AreaEffect spells were being saved and loaded in.
- Stopped polymorph from firing off onexit and onenter scripts.
- Fixed polymorphed spell casting via dragging spells to quickbar.
- Polymorphed player creatures can now use potions
- Fixed a problem where a druid's weapons were not visible after leaving wild sh
ape.
- Fixes to domination. The effect should no longer partially remove itself when
the associate is attacked, and they should no longer return their master as a v
alid enemy (since it was using their personal reputation values to adjust the ha
ppy friendly value)
- Added "saving status" to the server status control on nwserver. The server sta
tus control will now display wether or not the save was successfull and the reas
on why any save attempts failed.
- Made some changes to the nwserver gui layout for Japanese language support.
- Fixed a bug with spell resistance increase/decrease not being handled properly
.
- Changed default violence setting (if there is nothing set in the ini file) to
medium violence.
- Fixed bug where recommended button on skill panel in character generation did
nothing.
- Recommended button on levelup will select the class last leveled up in (if the
character can still gain a level in that class), otherwise it will now find a v
alid class, preferably one the character already has a level in.
- Fixed some issues with dominating creatures and animal empathy.
- Immortal creatures are immune to all 'state' effects (daze, sleep, paralyze, p
etrify, etc..)
- Fixed problem where dead people would spawn in standing up and then immediatel
y fall over (they now spawn in lying down).
- Fixed a problem where creatures in a crowded location would sometimes appear o
n the wrong side of a door when loading a saved game.
- Fixed bug with barter panel preventing chat from being resized after it is clo
sed.
- Changed min number of voice channels from 8 to 16. This SHOULD solve problems
where combat sounds were not playing in certain rooms with lots of ambient soun
ds.
- Fixed unlocking and locking of doors (with and without using a key). You can n
ow lock doors with the proper key. Yay!
- Poison and disease effects are no longer applied to dead creatures
- Fixed to Called Shot. Target will now only suffer a penalty if the Called Shot
attack actually does damage (i.e. due to target having Damage Reduction).
- Skill Decrease effects should stack properly now.
- Fixed a bug where if you clicked at the just the right time on the legal scree
n the mouse wouldn't work when you got to main menu, forcing you to alt-tab out
and back in for it to work again.
- Stopped battlemusic from playing if you leave an area.
- Fixes to Protection Vs Alignment spells.
- Fixed immunity vs spells cast from a creature of a particular alignment type.
- Fixed bonus saving throws so that they now work properly against Area of Effec
t spells cast by a creature of a particular alignment type.
- You now get the +2 attack bonus for your initial attack when you're invisible.
- Daze will now allow you to walk, but not cast spells or attack.
- Fixed a problem with music sources in alternate directories.
- Fixed a problem with the party bar icon missing in multiplayer when using a ch
aracter from the character list instead of a saved game
- Fix for removing spells in levelup when they're on your quickbar.
- Fixed quickbar item removal.
- Made some fixes to damage resistance/reduction, so that it always decrements t
he damage limit by the correct amount (i.e. by a maximum of the amount resisted)
and the user feedback messages are now displaying the correct values too.
- Made some more fixes to the damage reduction system. The damage reduction feed
back system has also been fixed so it is much less confusing and much more infor
mative.
- Fixed a problem where ingame keyboard shortcuts did not work if you had to ent
er your CD Key when starting the game.
- Fixed level drain so skills now are effected by it.
- Knockdown does a ClearAllActions()
- Fixed bug where subrace was not being reset when user changed race.
- Fixed a problem with you getting locked into conversation and being unable to
successfully start a converstaion with another NPC
- Many changes to the way darkness works in combination with True Seeing/Ultravi
sion.
- DMs are no longer blinded by darkness.
- The Blindness visual effect (screen black out) will no longer carry over from
one game to the next.
- Made some fixes to make sure that saved creatures load their animations proper
ly
- Spells are now sorted in char generation, the level up panel, and the characte
r sheet.
- Fixed a spell casting issue. (Memorized count not always reducing)
- Fixed bug with examine item in multiplayer.
- Rangers companions are now the same level as shown in level up. They get the c
ompanion that compares to their real level now, not starting at level 6 any more
.- Fixed imported characters and negative effects put on them making them unable
to modify their action queue.
- Fixed a crash that would happen if you tried to change the violence password a
nd got it wrong.
- Fixed crash that would sometimes occur when the host quit a mulitplayer game.
- Fixed crash that could occur when damaging people who are pretending to cast a
spell
- Fixed a crash that would rarely occur when casting spells at a target.
- Fixed a crash that could occur when acquiring stackable equipped items that we
re able to merge with other items.
- Fix to crash when copying gold to a player's repository.
- Fixed clients hanging on a partially faded screen if the server autosaved whil
e they were in an area transition.
- Fixed crash caused by using up a potion and then dropping it on the quickbar.
- Fixed a rare crash with Floaty Text and game loading.
DM Client:
=-=-=-=-=- DM's can now open and modify any inventory, including players. They can give
items, take them away, or equip and unequip them. Its pretty sweet!
- DM characters will now remain invulnerable when loaded in from a saved game.
- Fixed crash when reloading a saved game from within a running game (as a DM) w
hen the saved game contained a DM saved character.
- The difficulty setting will no longer reset when a DM logs into a multiplayer
game. The DM's difficulty slider will now also update to the current server diff
iculty when logging in.
- Now when a DM changes the difficulty slider, other DMs in the game will now se
e it change.
- Fixed bug where DM's could not cast spells at NPC's.
- Fixed a crash that could occur with DM Goto commands.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Added some new scripting commands - please refer to the Toolset for the detail
s:
int GetAppearanceType(object oCreature);
void SpawnScriptDebugger();
int GetModuleItemAcquiredStackSize();
object CopyItem(object oItem, object oTargetInventory=OBJECT_INVALID);
void SetCampaignFloat(string sCampaignName, string sVarName, float flFloat, o
bject oPlayer=OBJECT_INVALID);
void SetCampaignInt(string sCampaignName, string sVarName, int nInt, object o
Player=OBJECT_INVALID);
void SetCampaignVector(string sCampaignName, string sVarName, vector vVector,
object oPlayer=OBJECT_INVALID);
void SetCampaignLocation(string sCampaignName, string sVarName, location locL
ocation, object oPlayer=OBJECT_INVALID);
void SetCampaignString(string sCampaignName, string sVarName, string sString,
object oPlayer=OBJECT_INVALID);
void DestroyCampaignDatabase(string sCampaignName);
float GetCampaignFloat(string sCampaignName, string sVarName, object oPlayer=
OBJECT_INVALID);
int GetCampaignInt(string sCampaignName, string sVarName, object oPlayer=OBJE
CT_INVALID);
vector GetCampaignVector(string sCampaignName, string sVarName, object oPlaye
r=OBJECT_INVALID);
location GetCampaignLocation(string sCampaignName, string sVarName, object oP
layer=OBJECT_INVALID);
string GetCampaignString(string sCampaignName, string sVarName, object oPlaye
r=OBJECT_INVALID);
void DeleteCampaignVariable(string sCampaignName, string sVarName, object oPl
ayer=OBJECT_INVALID);
int StoreCampaignObject(string sCampaignName, string sVarName, object oObject
, object oPlayer=OBJECT_INVALID);
object RetrieveCampaignObject(string sCampaignName, string sVarName, location
locLocation, object oOwner = OBJECT_INVALID, object oPlayer=OBJECT_INVALID);
int GetItemStackSize(object oItem);
void SetItemStackSize(object oItem, int nSize);
int GetItemCharges(object oItem);
void SetItemCharges(object oItem, int nCharges);
int GetIsSkillSuccessful(object oTarget, int nSkill, int nDifficulty);
effect EffectSpellFailure(int nPercent=100, int nSpellSchool=SPELL_SCHOOL_GEN
ERAL);
void SpeakStringByStrRef(int nStrRef, int nTalkVolume=TALKVOLUME_TALK);
void SetCutsceneMode(object oCreature, int nInCutscene=TRUE);
object GetLastPCToCancelCutscene();
float GetDialogSoundLength(int nStrRef);
void FadeFromBlack(object oCreature, float fSpeed=FADE_SPEED_MEDIUM);
void FadeToBlack(object oCreature, float fSpeed=FADE_SPEED_MEDIUM);
void StopFade(object oCreature);
void BlackScreen(object oCreature);
int GetBaseAttackBonus(object oCreature);
void SetImmortal(object oCreature, int bImmortal);
void OpenInventory(object oCreature, object oPlayer);
void StoreCameraFacing();
void RestoreCameraFacing();
int LevelUpHenchman(object oCreature, int nClass = CLASS_TYPE_INVALID, int bR
eadyAllSpells = FALSE);
void SetDroppableFlag(object oItem, int bDroppable);
int GetWeight(object oTarget=OBJECT_SELF);
object GetModuleItemAcquiredBy();
int GetImmortal(object oTarget=OBJECT_SELF);
string Get2DAString(string s2DA, string sColumn, int nRow);
effect EffectEthereal();
int GetAILevel(object oTarget=OBJECT_SELF);
void SetAILevel(object oTarget, int nAILevel);
int GetIsPossessedFamiliar(object oCreature);
void UnpossessFamiliar(object oCreature);
void PlaySoundByStrRef(int nStrRef, int nRunAsAction = TRUE );
- Added a parameter to ActionStartConversation() to stop playing the hello
- Fixed an issue in scripting where the code would skip a switch evaluation line
(in particular, if it was called without a compound statement as the statement
inside an if, while, do/while or for statement!)
- Copy item template name as part of copy item (used for infinite store items)
- Fixed compilation bug that causes compiler/toolset to crash when a semi-colon
immediately followed the "else" keyword.
- Fix a crash related to GetCasterLevel().
Server-specific changes:
=-=-=-=-=-=-=-=-=-==-=- Fixed a server crash when a creature that was the target of a spell was sent i
nto limbo.
- Made some improvements to network performance.
- Made some fixes to prevent game/character hacking. Sorry, but we will never pu
blically discuss specific changes to the game with regards to hacking the game.
- Made several game stability fixes.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added a new system for script caching on the game server. You can now cache yo
ur most frequently called scripts to help improve performance. Go to "Module Pro
perties" and click on the new "Cached Scripts" tab.
- Added ability to save and load a set of spell selections on the Spells tab of
Creatures. Uh, is this the coolest thing ever, or what?
- Added buttons on Scripts page of various object types to save an load a set of
script assignments. Actually, this is pretty darn cool, too.
- Added Autolevelup Package dropdown to Classes tab for Creatures, for use when
autolevelling up a creature via scripting.
- Changed representation of current area's treenode in the area treeview. Instea
d of being in bold text, it now uses the Script Editor's keyword color. Bold tex
t was causing sizing issues with certain fonts, most notably in Japanese.
- When deleting temp0 folder, delete read-only files as well as files of types u
nknown to the resource manager. If the directory cannot be removed, show an erro
r message.
- Added double-click support to Inventory dialog. Double-clicking a treeview ite
m sends it to the backpack/store. Double-clicking a backpack item attempts to eq
uip it. Double-clicking an equipped item unequips it.
- Added Cancel button to Build Module progress bar.
- Added warnings when editing a resource that is in a Hak Pak, and added option
to enable/disable the resource-is-in-Hak-Pak warning.
- Fixed creation of temp directories for new modules so that they are called "te
mp0" instead of just "0".
- Changed handling of stray temp directories in the modules folder. Toolset will
try to use only temp0, not any of the higher numbers. It will automatically rem
ove a stale temp0 if temp0 is empty, and prompt to remove temp0 if it is not emp
ty but contains no module.ifo to recover. It will now do the temp0 check on ever
y attempt to create a new module or open an existing one.
- Added support in the Resource Selection dialog for "x#_" resref filters when t
he filter currently in use begins with "nw_" or "plc_".
- Modifications to current area now prompted for save when exporting the current
area via File|Export. It had already been doing this when exporting via the are
a treeview's Export context menu option.
- Added Armor Class field to the Appearance tab for armor being edited in the It
em properties dialog. This makes it easier to see the effect of armor appearance
on AC. This is simply a duplicate of the one on the General page.
- Added Armor Check Penalty, Arcane Failure Rate, and Max Dex Bonus fields to It
em properties dialog.
- Fixed bug in item dialog where Stack Size adjustments using the UpDown control
would update the Total Cost field using the previous stack size value.
- Fixed bug in Store Dialog where the Sell Mark Up would increment when attempti
ng to increase the Buy Mark Down past its maximum. The Sell Mark Up now remains
the same.
- Inventory dialog for stores now consistent with game in terms of buy/sell valu
es. Minimum buy/sell price is 1 gp at all times, except for plot items, which ar
e always 0 gp buy/sell.
- Static Placeable objects forced to default animation, because that's the only
animation the game supports for them.
- Fixed stack overflow bug when placeable object properties opens an object whos
e portrait ID has no value in portraits.2da.
- Open Lock and Close Lock DC now disabled when 'Key Required to Lock or Unlock'
is checked.
- Fixed minor bug with Preview Window layout cutting off information for trigger
s.
- Fixed Preview Window not showing all information for Trigger and Store instanc
es.
- Fixed problem where in non-English languages, the users would see English text
in the custom palettes, even when the custom palette node's blueprint did have
a StrRef for its name. Refreshing a palette will now use the StrRef for a bluepr
int IF the blueprint name has a StrRef, AND the blueprint name's locstring does
ne or set of lines.
- Fixed progress frame having red X's for all steps when reopening a plot or an
existing plot node. The steps are now marked with green checks to reflect that t
hey had been completed already.
- localized plot overwrite confirmation when loading plot blueprint in plot wiza
rd.
Utilities
=-=-=-=-=
- added a script debugger, spawnable from scripting - utils\DebugServer.exe
- YOU MUST GO INTO THE TOOLSET OPTIONS AND TURN ON THE OPTION "Generate Debug
Information When Compiling Scripts"
- added a command-line script compiler - utils\clcompile.exe
- added a database packing program - utils\DataPack.exe
2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- appearance.2da
- baseitems.2da
- classes.2da
- feat.2da
- iprp_spells.2da
- itempropdef.2da
- packages.2da
- portraits.2da
- soundset.2da
- spells.2da
- visualeffects.2da
- weaponsounds.2da
=-=-=-=-=- Fixed a display issue where not all players were being displayed in the DM Cli
ents player list.
- Fixed DM possessed creatures changing to friendly on No-PVP servers.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
************************
* SCRIPTERS TAKE NOTE! *
************************
- CopyObject() scripting command "Tag" parameter is now clamped at the common ma
ximum of 32 characters for tags.
Server-specific changes:
=-=-=-=-=-=-=-=-=-==-=- Fixed the server option "RotateServerLog" to not delete old logs when rotation
is disabled on a server restart.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fixed an issue where deleting a resource would replace the resource with the w
ord "resref".
2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- NONE
Patch details for 1.28:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.28 TOOLS
ET ARE TAGGED AS REQUIRING VERSION 1.28 OR HIGHER OF NEVERWINTER NIGHTS GAME OR
TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.28 THEN DO NOT EDIT YOUR MODULE IN T
HE VERSION 1.28 TOOLSET.
IF YOU WANT TO GO BACK TO 1.27, WE WILL HAVE A 1.28 TO 1.27 PATCH AVAILABLE.
- Added Gnolls to the game resources.
- Added support for multiple Hak Paks.
- Added "unlockcamera 1" console command. This overrides min/max pitch and dista
nce to allow distances from 1 - 25, and pitch from 1 - 89.
- Added custom tokens to the journal system. No, really. For sure this time.
- Added custom token support to placeables. If you add a custom token to a place
able name, then if that token is set when the area loads in, it will show up in
the name of the placeable. (ie: Jail Cell can be changed to "Yoko's Jail Cell" w
hen you re-enter an area once you've captured Yoko in the keep). This won't chan
ge for people already in the area.
- Fixed polymorph removal on all saving/exporting of creatures.
- Added new ATI code for the ATI Catalyst 3.0/3.1 drivers. Please upgrade to the
ATI Catalyst 3.1 drivers if you have not done so already.
- Changed Ambient Music Day/Night transition fadeout time to 10 seconds.
- On level up and down, made sure that we change the pre-polymorph values for ST
R, DEX, and CON that are stored on the server, so that when the polymorph is can
celled, the ability changes are reflected on the base creature.
- Made a fix to Henchmen/familiars having problems when using an exported charac
DM Client:
=-=-=-=-=- Changed the DM Faction when possessing a creature to that creature's faction.
ie: Possessing a hostile creature will keep him hostile.
- Added some safety checks to some DM commands.
- Partial fix for server crash when DM possesses gated in Balor and it gets unsu
mmoned.
- Fixed crashes caused by using console command "dm_setfaction <faction_name>".
- Fixed Dungeon Master area transitions - they were getting a blank entry in the
party bar during some transitions.
- Made some fixes to the DM jump to/goto commands and added some more error chec
king to address any potential crash situations.
- Fixed problem where DM viewing NPC character sheets displayed hit points as 1/
1.
- Fixed an issue caused by DM possessing a creature and then creating/editing a
map pin.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Added smooth transitioning parameter to SetCameraFacing().
// - nTransitionType: CAMERA_TRANSITION_TYPE_* SNAP will immediately move
the
// camera to the new position, while the other types will result in the c
amera moving gradually into position
// int CAMERA_TRANSITION_TYPE_SNAP = 0;
// int CAMERA_TRANSITION_TYPE_CRAWL = 2;
// int CAMERA_TRANSITION_TYPE_VERY_SLOW = 5;
// int CAMERA_TRANSITION_TYPE_SLOW = 20;
// int CAMERA_TRANSITION_TYPE_MEDIUM = 40;
// int CAMERA_TRANSITION_TYPE_FAST = 70;
// int CAMERA_TRANSITION_TYPE_VERY_FAST = 100;
- Added CopyObject() scripting command.
// Duplicates the object specified by oSource.
// ONLY creatures and items can be specified.
// If an owner is specified and the object is an item, it will be put into
their inventory
// If the object is a creature, they will be created at the location.
// If a new tag is specified, it will be assigned to the new object.
object CopyObject(object oSource, location locLocation, object oOwner = OBJ
ECT_INVALID, string sNewTag = "");
- RemoveFromParty() no longer removes a player from the party when the server is
set to "One Party Only".
- Added some safety checks for ActionGiveItem() and ActionTakeItem() - there wer
e some reports in the scripting forum that the scripting commands could crash th
e game in some odd situations.
- Fixed GetNearestCreature() so that when first or only criteria is CREATURE_TYP
E_IS_ALIVE it doesn't always return an invalid object.
- Changed how OnDisturb events are fired for placeables when the item being move
d is gold.
- Fixed GetIsResting() - was always returning false except when called from OnPl
ayerRest.
- Changed AddHenchman() so that you cannot add a player character or a DM as a h
enchman.
- Fixed problem with SetMapPinEnabled() whereby map pins could not be disabled.
The map wasn't updating correctly, so the pin WAS indeed disabled but still disp
layed on map.
- Fixed GetHasSpell() and DecrementRemainingSpellUses() to work properly with sp
ontaneously cast spells.
effect EffectCutsceneDominated();
- Added GetDroppableFlag(), GetUseableFlag(), and GetStolenFlag().
// Return true if item can be dropped
// - oItem: item to query
int GetDroppableFlag(object oItem);
// Returns true if placeable object can be used
int GetUseableFlag(object oObject=OBJECT_SELF);
// Returns true if item is stolen
// - oItem: item to query
int GetStolenFlag(object oItem);
- Fixed a script compiler issue where too many variables in a script caused the
compiler to fail with a non-descriptive "Privileged Instruction" error.
- Fixed a crash if GetIsDM() is called with a non-creature.
- Fixed a crash when ActionUnequipItem() was called by a non-creature.
- Fixed a crash when certain scripts try delete polymorphed creature items.
- Fixed a bug in GetMaxHitpoints() when hitpoints for a PC's level are less than
1 it was resetting their total hitpoints to 1.
- GetHasFeat() will now check the highest level of a feat.
- DecrementRemainingFeatUses() will now look for the highest level of the feat t
o decrement. (ie. barbarian rage will decrement properly for higher levels)
- GetHasSpell() and DecrementRemainingSpellUses() will now work with master spel
ls (like protection from alignment).
- Game no longer behaves erratically when the first element of a structure is a
string or engine-defined structure.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added the Plot Wizard:
http://nwn.bioware.com/builders/plotwizard_intro.html
http://nwn.bioware.com/builders/plotwizard_tutorial.html
- Conversation Editor:
- Added flag to NOT zoom camera, overriding user preference in game.
- Added check for stereo sound files for dialog, and issue a warning when user
tries to preview one. Mono sounds can only be played in conversations.
- Added 'No Animation' animation. Speaker will continue whatever animation they
were already running i.e. continue sitting or lying down.
- Changed the Import/Export dialog interface changed so that user adds resources
of possibly different types to a list before proceeding with the export. This m
akes it possible to export resources of multiple restypes into a single ERF usin
g only a single File|Export command, instead of one File|Open for each restype a
s was the case before.
- Changed Token selector dialog to add "[" "]" around highlight tokens.
- Fixed Force Field door entry to be Visible.
Hak Pak Editor:
=-=-=-=-=-=-=-=
- Added an 'Export All' option.
- Hak Pak editor now restricts file names to 16 characters when saving.
- Exporting now prompts for a directory and not for each file that you are tryin
g to export.
Neverwinter Nights Content Installer:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=- Fixed small Windows icons from disappearing after exiting in Win9x.
- Fixed menubar not rendering correctly on some Win9x machines.
- Fixed text files not opening in notepad under Win9x.
- Increased language support for all programs to include German, French, Spanish
, and Italian.
- Moved "source" 2DA files from the patching system as they were sometimes break
ing people's ability to patch. They are now in the root of the NWN directory in
a file called "2dasource.zip".
- Upgraded sound system to Miles 6.5
- Added the ability for users to specify their chat colors using settings in nwn
player.ini. The color values are specified by:
Color=RedValue,GreenValue,BlueValue
where the color values can be in the range of 1 to 255. You cannot use 0.
Here are the default colors:
[Chat Colors]
TalkColor=240,240,240
ShoutColor=255,239,80
WhisperColor=128,128,128
TellColor=32,255,32
ServerColor=176,176,176
PartyColor=240,240,240
DMColor=16,223,255
Here are some sample color settings:
[Colors]
Color=255,1,1 // Red
Color=1,255,1
// Green
Color=1,1,255 // Blue
Color=1,255,255 // Cyan
Color=255,1,255 // Magenta
Color=255,255,1 // Yellow
Color=255,255,255 // White
In case you interested Orange = 255,102,1
- Added "/tk" and "/talk" to the chat command list.
- Added Console Commands and for:
- getbannedlist
- banplayername [name]
- banplayerip [ip]
- banplayercd [public CD Key]
- unbanplayername [name]
- unbanplayerip [ip]
- unbanplayercd [public CD Key]
- All 2DAs now work properly in Hak Paks. Seriously. I am not kidding.
- Fixed miscalculation of AC bonuses.
- Fixed saving throw miscalculation.
- Reversed disarm weapon size modifier so that the larger weapon gets a bonus ra
ther than a penalty to match the feat description.
- Improved CD checking compatibility.
- Fixed the plot-item Paladin tunic problem in Olgerds store in the Prelude.
- Fixed door initial state animation.
- Fixed a problem with portals not going to the proper waypoint.
- Bard song temporary hitpoints are now working properly.
- Changed ban lists to write out to the nwnplayer.ini file on each modification.
- Offhand damage should now work properly for double bladed weapons.
- Sped up the server vault character listing.
- You can no longer set traps on objects that are already trapped.
- Prevent illegal characters in the module name from breaking save game file nam
es.
- Fixed Store Sell Mark Up value to work in the same range as the Toolset.
- Failing to load a Module reports the proper error message instead of "Not Enou
gh Disk Space"
- Fixed a problem with the game loading modules with multiple periods in the mod
ule file name.
- Fixed the problem of not being able to unequip your items if you polymorph, sa
ve, load, then unpolymorph.
- Do Max CR check for spell talents always, not just for metamagicked spells.
- Fixed a visual bug on older ATI cards playing the Bink movies under Windows XP
.
- Fixed a potential server hang in Jump all players to point.
- Fixed a problem if you were kicked from the server while in an area transition
, your client would hang.
- Fixed a server crash when a player ignored a party join request from a player
who had left the game.
- Fixed 2 memory leaks.
DM Client:
=-=-=-=-=- Fixed problems associated with saving games while DM possessing NPCs
- DMs will now see a player's/creature's Character Sheet when examining them, ra
ther than the Examine Menu.
- DM Party bar will now display Character Names instead of Player Names.
- DMs now hear ALL party chat messages from ALL players by default.
- Fixed a DM-created portalling issue.
- Cleaned up some DM chat display issues.
- Fixed a problem associated with saving games while DM possessing NPCs.
- Fixed a rare crash that occurs when radialing off of a Player Portrait when us
ing the DM client.
- DMs are no longer affected by Jump all players to point.
- Fixed a crash that sometimes occurs when a DM tries to level down an NPC using
Take Level.
Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- In ActivePortal(), the sWaypointTag parameter is now case sensitive.
- Changed maximum size of compiled scripts from 256K to 512K.
- Added GetResRef() scripting command.
- Added DecrementRemainingFeatUses():
// Decrement the remaining uses per day for this creature by one.
// - oCreature: creature to modify
// - nFeat: constant FEAT_*
void DecrementRemainingFeatUses(object oCreature, int nFeat);
- Added DecrementRemainingSpellUses().
// Decrement the remaining uses per day for this creature by one.
// - oCreature: creature to modify
// - nSpell: constant SPELL_*
void DecrementRemainingSpellUses(object oCreature, int nSpell);
- Fixed ActionPauseConversation().
- Fixed CreateObject() - it was having problems if the template wasn't found.
- Fixed GetFirstObjectInArea() and GetNextObjectInArea().
- GetStartLocation() nows return a valid area.
- Fixed GetHasSpell() to work for Sorcerers and Bards.
- GetName() will work for modules and areas now (returns name in language of mod
ule).
- Fixed a crash in PlaySound() when called by module.
- Fixed main tile light constants and added constants for source lights.
- SetTileSourceLightColor() is now working properly.
- Fixed GetItemPossessor() to work when loading polymorphed possessor in a save
game.
- Fixed a server crash that occurred when saving during a module load, which cou
ld occur with autosaves/manual saves when "Reload When Empty" was enabled or dur
ing module transitions.
- Fixed server crash if a script called ExportAllCharacters() when a player was
at the character selection screen.
- Fixed an incorrect result for many of the damage types in Linux due to small d
ifferences in floating point math.
- Fixed 4 memory leaks
- Fix to an odd spell-casting/emote bug that allowed users to cast multiple spel
ls with only one spell slot used.
- Added the manual saving controls to the tabbing order on the Windows dedicated
server.
- Fixed a bug where certain player area transitioning during a module transition
caused the server to crash.
- Fixed a bug on the Sound Options page.
- Detailed error message is now displayed on client when character validation fa
ils.
- Code added to prevent "more spells" radial from appearing if there were not an
y more spells. This was preventing all spells from levels 7,8,9 from appearing i
n radial.
- Sped up character listings from server to client.
Neverwinter Nights Aurora Toolset
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Fixed a .2DA loading issue when a module has a Hak Pak.
- Added option to turn off environment mapping for creatures and items. This sho
uld fix most crashes for ATI users.
- Fixed a bug with deleting Scripts not fully removing all references to said sc
ripts.
- Fixed bug where resizing the area so that the Start Location becomes invalid w
ould cause a crash.
- If the user tries to find a non-existent start location, they get a message.
- Restricted editing Conversation Options from the conversation editor can only
change the conversation options.
- Test that the jounals in the conversations files are valid when the conversati
on is loaded into the editor.
- Conversations have a new default EndConversation script that tries to restart
the creature on its waypoint route.
- Better help text to explain the 'No Permanent Death' checkbox.
- With one creature selected, a right click over a tile will show a menu to add
a pathing waypoint.
- Selecting a creature will show its waypoint walking path.
Hak Pak Editor
=-=-=-=-=-=-=- Fixed a bug where replacing a resource could cause the Hak Pak to become corru
pted.
- Removed the ability to add .mp3 files to Hak Paks as .mp3 files are not suppor
ted by Neverwinter Nights and the ability to add these files was causing confusi
on.
Patch details for 1.21:
- Items located in Creature Inventory slots will now be DELETED when validating
a Player through ELC and ILR. Custom modules that use Creature Inventory slots t
o assign Sub Race abilities will have to re-add items on joining the custom modu
le.
- Item Costs will now be properly calculated for Plot items in ELC checks.
- Sped up character listing coming from a Dedicated Server.
- Fixed an issue with saving at inopportune times resulting in breaking save gam
es.
- Fixed some item "ghosting" issues.
- Fixed the DM Faction bug, where possessing a creature results in that creature
's friendly faction going hostile.
- 2DA files are now being loaded in the proper order in Hak Paks.
- General bug fixes.
Patch details for 1.20:
- Added code to prevent non-Neverwinter Nights files from corrupting modules in
the Toolset.
Patch details for 1.19:
- Creatures will now use their spell-like abilities again.
- Bards will no longer become illegal characters when changing modules after lev
eling up and removing spells.
- The chat client now ignores all non-existing '/' commands.
- Fixed the 'Bad Strref' GameSpy connection message.
- The game now sorts Community Names alphabetically in the chat portion of the S
erver Browser area.
- Made Neverwinter Nights work with DirectX debug DLLs.
- Added a Tech Support chat area in the Server Browser area.
- Fixed an issue with save game characters and moving between single and multipl
ayer.
Patch details for v1.18:
-