NEVERWINTER NIGHTS ARCHIVO

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    Neverwinter Nights v1.69

    Patch details:New Content added from the Neverwinter Nights Premium Modules (http://store.bioware.com/products/neverwinternights/)=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    New Purple Dragon Knight Prestige Class=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    8 New Tilesets:=-=-=-=-=-=-=-=-Barrows InteriorCastle Exterior, RuralCastle Interior 2City Interior 2Fort InteriorSea Caves (a hak pack is no longer required)SteamworksTropical (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 SwordsmanGem Golems (Diamond, Emerald and Ruby)G'Zhorb the All seeing EyeHalaster

    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 MotherMasterius (Regular, Disguised and Powerful)Mist DragonNightmare (Regular, Saddled and Armored)Ogre ChieftainPurple Dragon Knight Archer (Female and Male)Purple Dragon Knight Blade (Female and Male)Satyr (Regular, Archer and Warrior)Wereboar

    Widow HagathaWyvern (Great, Adult, Juvenile and Young)

    New Placeables (nearly 350)=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    New Visual Effects (over 100)

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    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-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 to 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, only supports English).  [Game Options]  In-game Text Swear Filter=0- Added new nwnplayer.ini file setting to always roll maximum hit points at level 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 the 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 fromthe 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 be rendered (default value 900.0, valid values range from 900.0 to 30000.0). Increasing 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 creature deaths.  [Game Options]  Death Logging=0- Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter trigger every time that it spawns creatures. If this option is turned on, the encounter trigger will always spawn creatures based on the triggeringplayer's level rather than potentially using left over spawned creature from an

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    early triggering that was initiated by a much higher level player.  [Server Options]  Always Reset Encounter Spawns=0- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.

    [Server Options]  2DA Cache Size=10- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be usedfor script debugging purposes (i.e. when you have a bad script that causes yourmodule to lock up, checking the log file will let you know the last script thatexecuted).  [Script Options]  Enable Logging=1- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module. Note: "Enable Logging" should be turned off when profiling is enabled.  [Script Options]  Enable Profiling=1- Added new option to the nwtoolset.ini file to set the toolset CPU affinity onmulti-core computers. If you have more than one CPU on your PC, then you can use this setting to make the toolset run on only one of the CPUs by specifying the

    number of the CPU (0-31). Setting "CPU Affinity=-1" will turn off CPU affinity (default 0).  [Start Up]  "CPU Affinity".- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.

    Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    - The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequisite, as per the description (feat.2da).- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description(feats.2da).- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).- Weapon Specialization Club now requires four fighter levels to obtain (ratherthan one).

    General Fixes:=-=-=-=-=-=-=-- Fixed issue with videos not displaying under Windows Vista.- The game will now prompt to elevate to administrator privaleges under Windows

    Vista.- Fixed issue with corrupted textures on newer Nvidia cards.- Colorized the cloaks in the official campaigns (they are no longer all tan colored).- Added missing Trident weapon feats.- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances against weapons that inflict more than one base wea

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    pon damage type.- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.- The Defensive Roll feat now works 1/day as per the description.- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.- Made some minor game optimizations.- Fixed some issues that could be used to intentionally crash a server.- Fixed client crash that seemed to be related to other players coming out of stealth.- Fixed issue where your henchman/associates could sometimes overlap the position of your character.- The "Rapid Reload" feat now gives you the proper number of extra attacks.- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.- Fixed Bandoleers on hobgoblins.- Fixed an issue with VFXs not attaching correctly to zombies/mummies.- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the scre

    enshots subdirectory.- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when used they play the drinking animation, can be dropped on henchman, etc).- Fixed issue with "Improved Expertise" mode not being correctly displayed in the combat log for "special" attacks.- Fixed issue with resting not getting canceled correctly if a member of your party started attacking something during your rest period (the OnPlayerRest eventis now properly called in this situation).- Made some changes that will hopefully address area loading crashes related to"shiny water" being enabled in watery areas of the official campaign.- Fixed issue with the DM "Send Exit Event" radial command when used on generictriggers. The DM object wasn't being set correctly as the exiting object causing

     scripting calls to GetExitingObject() to not work correctly.- Fixed attack bonus granted when attacking stunned creatures.- Fixed AC Increase vs Damage Type item property to work correctly.- Fixed some memory leaks.- Fixed some exploits.

    Spell/Feat description and other text changes:=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.- Updated the Badger animal companion Rage description.- Updated the Hawk animal companion description list the correct feats.- Updated the Panther animal companion description to list the correct skills/fe

    ats.- Updated the Panther familiar description to list the correct feats.- Updated the Spider animal companion description to include the hide skill.- Updated the description of "Bard Song" to correctly reflect the required Perform skill at level 16.- Updated the "Enchant Arrow" description to better reflect how it is implemented.- Updated description for "Imbue Arrow" feat to better reflect how it behaves.- Updated description for "Resist Energy" to properly reflect the Fort Save Bonus required.

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    - Updated description for displacement spell. It was incorrectly listing a "Somatic" component.- Updated the description for Keen Edge to clarify that it only works on "slashing melee" weapons.- Updated the description for Clarity to display the proper duration "5 Rounds + 1 Round / Level" and it now correctly mentions that it removes Daze effects aswell.- Updated the description for "Undeaths's Eternal Foe" to include the +4 deflection bonus to AC.- Updated description for "Tenser's Transformation" to properly reflect the bonuses given by the spell.- Updated description for "Shadow Shield" to properly reflect the immunities given by the spell.- Updated description for "Black blade of disaster" so that the sword's enhancement bonus is correctly described.- Updated description for "Mordenkainen's disjunction" to properly reflect how the dispel check is done.- Updated description for "Deafening clang" to clarify that the bonuses will not stack.- Updated description for "Holy sword" to include all the benefits of the weapon.- Updated description for "Nature's Balance" to properly reflect the damage healed.- Updated description for "Hammer of the Gods" to properly relect the effects of

     a successful Will save.- Fixed many spelling errors and typos in the official campaign.

    Neverwinter Nights Aurora Toolset:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" by default. This script is used to give pre-existing characters horse related feats, so that they can use horses.- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.- Added new generic horse dismount triggers to toolset palette.

    - Fixed incorrect tails on Lizardmen templates.- Fixed the alignment on some of the Slaadi in the toolset palette.- Mephits in the toolset palette are now the correct neutral alignment.- Fixed incorrect alignment on Duergar Clerics.- Fixed incorrect sound sets on Duergar Priestess.- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in the toolset creature wizard and levelup wizard.- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying thedesert image instead (they will now also appear under the tileset filtered lists).- Made default equipment on Troglodyte Warrior non-droppable.- Fixed some environment mapping issues for Wings/Tails.- Fixed a scaling issue for Wings/Tails.

    - Fixed incorrect portrait on Rope placeable.

    Script-specific:=-=-=-=-=-=-=-=-- Added a new Module "OnPlayerChat" event.- Added new scripting commands:

    object GetPCChatSpeaker();string GetPCChatMessage();int GetPCChatVolume();void SetPCChatMessage(string sNewChatMessage="");

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    void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);string GetDescription(object oObject, int bOriginalDescription=FALSE, in

    t bIdentifiedDescription=TRUE);void SetDescription(object oObject, string sNewDescription="", int bIden

    tifiedDescription=TRUE);int GetColor(object oObject, int nColorChannel);void SetColor(object oObject, int nColorChannel, int nColorValue);itemproperty ItemPropertyMaterial(int nMaterialType);itemproperty ItemPropertyQuality(int nQuality);itemproperty ItemPropertyAdditional(int nAdditionalProperty);

    - Added a new starting position parameter to the FindSubString scripting command.  int FindSubString(string sString, string sSubString, int nStart=0);- Added extra parameter to scripting command:  void AdjustAlignment(object oSubject, int nAlignment, int nShift, int bAllPartyMembers=TRUE);- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()- Increased the limit on the SetPhenoType() scripting command to 99.- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.- Fixed issue with the scripting command SetCreatureAppearance() not restoring players to PC movement speed when restoring the character back to one of the playable races.- Evard's Black Tentacles now applies the damage per tentacle, rather than all t

    entacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrowsand Death Arrow now take into consideration the Epic Weapon Specialization feat(x0_i0_spells.nss)- Fixed Isacc's Missile Storm Projectile Traps to work again (x0_i0_spells.nss).- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw

     _s0_bladebara.nss, nw_s0_bladebarc.nss)- Fixed hit points healed/damaged for the empowered "Healing Circle" spell (nw_s

    0_healcirc.nss).- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the bonuses for level 11 are now granted at level 11 (rather than level 12).- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)- Fixed missing concealment bonus on the Shadowdancer's Epic Shadowlord (x2_ch_summon_sld.nss).- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss, nw_t1_negstrc.nss, nw_t1_negdeadc.nss, nw_t1_negminc.nss).- Fixed duration calculation on Gaze and Howl fear effects (nw_s1_gazefear.nss,

    nw_s1_howlfear.nss)- Fixed Gust of Wind to only disperse cloudlike area of effect spells (x0_s0_gustwind.nss).- Added a horse scripting system for builders that want to use horses in their modules. View the x3_inc_horse script in the toolset for more information.- Tridents and Magic staves are now considered melee weapons by the scripting command GetMeleeWeapon() (x2_i0_spells). If you have used this scripting command in your own custom module, you will need to recompile your scripts to take advantage of this change.

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    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 description (spells.2da).- Greater Sanctuary now requires a somatic component, as per the spell description (spells.2da).- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta Magic column updated).- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered199).- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_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.2da- Fixed missing underscore in categories.2da.- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).- Fixed issue with Champions of Torm not being able to take Ambidexterity and Two 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 icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.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" standard palette. You can turn this off by unchecking "Animation Loop 1" in the tile properties for the placed tile group).

    Horses:To create a mounted NPC in the tooolset you need to do the following

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    - Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger human phenotypes). Click on the Appearance tab and from the "Tail" pull downmenu select the type of horse that you desire.- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the NPC horse to use Jousting animations in game, rather than the normal horse 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

    Patch details for 1.68:Neverwinter Nights Game=-=-=-=-=-=-=-=-=-=-=-=WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME ORTOOLSET.IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.- Added visible cloaks to the game.

    - Fixed an issue with the Monk's Perfect Self feat not correctly reporting thatthe monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).

    Script-specific:=-=-=-=-=-=-=-=-=-=- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).

    Neverwinter Nights Aurora Toolset:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=- Fix to CopyObject() so that copied creatures now run their OnSpawn script.

    - Enabled PLT support for visible cloaks.- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scriptingcommand.

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    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 directory). This would include some errors with setting invalid TileSet data, invalid 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 rather 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 rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.

    Patch details for 1.67:Neverwinter Nights Game=-=-=-=-=-=-=-=-=-=-=-=WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.67 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.67 OR HIGHER OF NEVERWINTER NIGHTS GAME ORTOOLSET.IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.67 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.67 TOOLSET.IF YOU WANT TO GO BACK TO 1.66, WE WILL HAVE A 1.67 TO 1.66 PATCH AVAILABLE.- Official Campaign: Chapter 2e - Fixed an issue with attacking Tolan Losen causing all commoners to become hostile.- Official Campaign: Chapter 3 - One of the pedestals in Layenne's Tomb can no longer be accidentally destroyed.

    - Added 13 varieties of new creatures to the game from Pirates of the Sword Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large, Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying, walking).- Added 79 new placeable objects to game resources:

    Arrow (Penants & Signs) - 8 variety of colorsFlag (Penants & Signs) - Pirate and UmberleeX (Penants & Signs) - Pirate X markBubbles (Visual Effects) - 3 different heightsCandle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient lig

    ht, 1 withoutChest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bu

    bbles effect when openedDriftwood (Parks & Nature) - 4 types

    Bed & Bench & Table & Chair, Dwarven (Misc. Interior)School of Fish (Parks & Nature) - 3 typesFootprints (Misc.) - left and rightFungus (Parks & Nature)Hanging Dwarf Skeleton (Misc. Interior)Kelp (Parks & Nature) - 3 sizes of 3 typesMushrooms (Parks & Nature) - 4 typesNet (Misc.)Palm Tree (Parks & Nature) - 2 typesParrot (Misc.)

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    Portal (Visual Effects)Puddle (Misc.) - 2 typesRaft (Misc.) - 1 normal, 1 brokenRocks (Parks & Nature) - 5 typesRope Coils (Misc.) - 2 typesSea Chair (Misc. Interior)Sea Idol (Misc.)Sea Obelisk (Misc.)Sea Table (Misc. Interior)Seashell (Parks & Nature) - 3 typesShrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 withoutStarfish (Parks & Nature)Trog Bed (Misc. Interior)Trog Egg (Misc. Interior)Trog Nest (Misc. Interior)Trog Shrine (Misc. Interior)Trog Throne (Misc. Interior)

    - Added a new option to the nwnplayer.ini file under [Game Options] "Client CPUAffinity" (for Windows only). If you have more than one CPU on your PC, then you can use this setting to make the game run on only one of the CPUs by specifying the number of the CPU (0-31). Setting "Client CPU Affinity=-1" will turn off CPU affinity.- Added a new setting to the nwnplayer.ini file under [Server Options] "ExamineEffects On Creatures=1". If this option turned off then any magical effects on a

     creature will not appear in the creature description when you examine a creature in the game (Note: DMs will still see the effects on the creature).- Added a new setting to the nwnplayer.ini file under [Server Options] "ExamineCR On Creatures=1". If this option turned off then the challenge rating of a creature will not appear in the creature description when you examine a creature in the game.- Added strings to bow models.- Expanded the number of color choices available for Armor, Cloth, Leather, Skin, Hair, Tattoos (affects both character generation and the toolset).- Fixed a crash that could happen going to the character select screen if you had a character in the list that was using a specific community made custom classthat the current module does not support.- Fixed an issue with using an item on another item causing the player to run to

     the corner of the area. The player will now run to get within range of the targetted item instead.- Fixed a number of FeatIndex errors in the following 2das: PackFTShad.2DA,PackFTRog1.2DA, PackFTRog2.2DA, PackFTRog3.2DA, PackFTRog5.2DA, PackFTRog6.2DA,PackFTRog7.2DA- Fixed an issue with being able to pick pocket empty containers that were not flagged as being "pickpocketable".- Fixed an issue with custom tokens not getting cleared/cleaned-up properly when quitting a module.- Fixed a crash related to large creatures having weapons equipped that were too small for them to use.- Fixed Defensive Casting to work properly with sub-radial spells.- Fixed the innate spell level for the spell "War Cry" in the spells.2da

    - Fixed the 'Category' setting for the "Animate Dead" spell in the spells.2a.- Fixed a crash that could occur if a store was destroyed through scripting while it had customers buying/selling stuff.- Fixed typo in the SoundImpact column of the VisualEffects.2da for VFX_IMP_HEAD

     _ODD.- Weapon Finesse now works with creature weapons.- Long item names now get truncated in the store gui panel, so that you can seethe buy/sell price of the item.- Fixed immunity to damage type Magical/Divine item properties.- When attempting to examining a trap, you no longer get all the trap's informat

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    ion when you fail to examine it.- The area behind a door that was bashed down will now become properly explored.- Fixed the displayed TAG name when using the console command "dm_dumplocals" on an item or creature object.- Fixed an issue where the text window feedback message that states that "Your journal has been updated." wasn't properly replacing custom tokens.- Fixed a few memory leaks.- Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

    DM Client:=-=-=-=-=-- Added the ability for DMs to spawn in traps on doors/placeables through the creator (and quickbar slots dragged from the creator menu).- Made custom triggers and traps from the DM creator menu spawn in correctly (rather than spawn in as a default trap).- The DM instant kill key (default 'Y') now also works on non-plot items that are on the ground.- Added a new "Give Alignment Shift" sub radial to the DM's Give/Take creature radial menu.- Added an "Examine" option to the DM's Examine Creature sub-radial menu.- When a DM 'Examines' a PC, it will now display their Experience and GP totalsas well.- When a DM 'Examines' an item, it will now also display the value of the item i

    n GP.- Made a change to try and reduce game lag that has been reported to occur whena DM possesses a creature that is part of a very large faction.

    Neverwinter Nights Aurora Toolset:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=- Added a boat-load of new scripting commands (check the Toolset for more information):  GetCreatureWingType()

    SetCreatureWingType()  GetCreatureTailType()

    SetCreatureTailType()GetCreatureBodyPart()

    SetCreatureBodyPart()GetHardness()SetHardness()SetLockKeyRequired()SetLockKeyTag()SetLockLockable()SetLockLockDC()SetLockUnlockDC()SetTrapDisarmable()SetTrapDetectable()SetTrapOneShot()SetTrapKeyTag()SetTrapDisarmDC()

    SetTrapDetectDC()CreateTrapAtLocation()CreateTrapOnObject()SetWillSavingThrow()SetReflexSavingThrow()SetFortitudeSavingThrow()GetTilesetResRef()GetTrapRecoverable()SetTrapRecoverable()GetModuleXPScale()

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    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 scripting commands:

    GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=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 when 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 GetPlaceableLastClickedBy() in the placeable's OnClick script.- Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with the scripting command EffectVisualEffect().- Added 80 new visual effect constants (VisualEffects.2da) for use with the scripting 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 checkbox) 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 associated 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 Ship variations).- Added option to skip multiple hak pak warning message to the nwtoolset.ini file "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 animation constants ANIMATION_DOOR_*).

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    - The scripting command GetClassByPosition() will now work with community made custom classes.- Made the scripting command CopyItemAndModify() work with arrows and bolts using the constants ITEM_APPR_TYPE_WEAPON_*- Added random facing button to the toolset. This button allows you to select one or more things and change their facing to a random direction.- Added option to skip multiple hak pak warning message to the nwtoolset.ini file, section [Start Up], "Display Hak Warning=1"- Fixed crashes caused by passing in invalid area/module objects to the scripting commands SetListenPattern() and GetMatchedSubstring() (or running these from an area/module event).- Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating aspell immunity property that was one level lower than what it should have been creating.- 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 new fixed name.- Fixed a typo in the constant name FOOTSTEP_TYPE_SOFT. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.- Fixed an issue with the incorrect door type showing up for the "Turfhouse Interior 2x2" in the Ruins tileset (tdr01.set).- Fixed an issue with no door showing up for the "Cloak Tower 2x2" in the RuralWinter 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 installed.- Fixed a visual issue with the campfire placeable (plc_i06.mdl).- Fixed the level up wizard duplicating Special Abilities from the Creature Properties window.

    Scripting-specific:=-=-=-=-=-=-=-=-=-=- Added new TileMagic functions in x2_inc_toollib.nss that make use of GetAreaSize:  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 the toolset, the module creature  can now tell creatures to randomize their name on Spawn. By default this willcause 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 RandomName 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 on spawn of any creature template that hasrandom 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 creature spawning), which will then be usedinstead 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 spells.2da that was causing the spell to not work.

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    - Changed implosion so that it no longer affects the caster (nw_s0_implosion.nss).- Changed the way the damage was being calculated for the shifter's various wyrmling and dragon breath attacks to make it more random (x2_s1_wyrmbreath.nss, x2_ s2_edragbrth.nss).- Fixed an issue with the way the reflex saving throw was being done in DoMissileStorm() (x0_i0_spells.nss).- Fixed an issue with Cloud of Bewilderment not respecting poison immunity (x2_s0_cldbewlda.nss, x2_s0_cldbewldc.nss).- Finger of Death now properly respects immunity to death magic on a failed save (NW_S0_FingDeath.NSS).- Fixed a bug with MatchSingleHandedWeapon and MatchDoubleHandedWeapon returning the incorrect value for some weapon types (x0_i0_match.nss)- Mass Blindness/Deafness now only affects enemies even on the harder difficulty settings (nw_s0_massbldf.nss).

    Custom Content:=-=-=-=-=-=-=-=- Change to allow plt texture support on custom created part based creature races. Part based creatures (past row 481 in the appearance.2da) will now use a plttexture name based on the "RACE" letter specified in the appearance.2da (ratherthan always using the pfh0_ prefix). If your custom part based creature is pastrow 481 in the appearance.2da and you haven't specified the race specific PLT texture the game will use the human PLT texture by default.

    - Fixed an issue with how the caster level was being calculated for classes that used the ArcSpellLvlMod and DivSpellLvlMod values in the classes.2da (for values other than 2).- Added custom grass texture support to the tileset set file. The new grass texture entry is "GrassTextureName". For example specifying the following in the set file:

    [GRASS]Grass=1GrassTextureName=my_grass

      Will cause "my_grass.tga" (maximum of 16 characters and do not include the .tga extension in the name) to be used as the grass texture for the tileset. The game will default to the usual "grass.tga" if "GrassTextureName" is not specified.- Fixed an issue where new names added to the SavingThrowTable column in the cla

    sses.2da were causing the toolset to behave erratically.- Added support for prestige class prerequisite type "SAVE" (used in the CLS_PRES_*.2da files).

     ReqParam1 ReqParam2 1 = Fort Save Minimum Base Save Required 2 = Ref Save Minimum Base Save Required 3 = Will Save Minimum Base Save Required

    - Note to custom tilelset makers: When creating custom tilsets, don't forget tocreate a corresponding entry for the new tileset in the areag.ini file. The "Interior" flag must match that from the .set file created.- Updated the DefaultIcon column of the BaseItems.2da to have new entries. Thisfixes an issue with taking hak pak specific items into a non-hak pak module which in turn was causing your inventory to start behaving erratically.

    - Changed the behavior of in game Robe inventory icons. The icon will now also display non-hidden body parts as specified in the parts_robe.2da (the icon will only display the robe, pelvis, belt, torso and shoulders).- Added a new "DefaultPhenoType" column to the phenotype.2da. The number specified in this column will be the phenotype that will be used in the case where themodel does not exist for the desired phenotype (e.g. when using the SetPhenoType() scripting command).- Made Head models use the same "DefaultPhenoType" system as above (rather thanyour head just disappearing if the model didn't exist for the desired phenotype).

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    - Wings/Tails will now use PLT textures if they exist (defaulting to using the creature's skin color), if a PLT texture does not exist for the model then the texture will default to using the TGA instead.

    2DA Files Changed in this Update:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-ambientmusic.2daappearance.2dabaseitems.2daclasses.2dafeat.2dafootstepsounds.2daiprp_spellcost.2daparts_foot.2daparts_hand.2daparts_shin.2daphenotype.2daplaceables.2daportraits.2daskyboxes.2dasoundset.2davisualeffects.2daweaponsounds.2da

    Patch details for 1.66:Neverwinter Nights Game=-=-=-=-=-=-=-=-=-=-=-=WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.66 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.66 OR HIGHER OF NEVERWINTER NIGHTS GAME ORTOOLSET.IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.66 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.66 TOOLSET.IF YOU WANT TO GO BACK TO 1.65, WE WILL HAVE A 1.66 TO 1.65 PATCH AVAILABLE.- Official Campaign: Chapter 2E - Made Voleron's OnDeath script a bit more robust.

    - HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battlein the Environs near the end of Chapter 2. You should no longer get stuck and be unable to move if the Battle Herald does not approach you and initiate a conversation with you (this fix will retroactively fix saved games exhibiting this issue, but only if you load a saved game from before you entered the Environs).- Added a new command line parameter for automatically loading a module in single player. This will cause the module to be loaded and takes the player to the premade character select screen.  +LoadNewModule "module name that needs quotes if it contains spaces"- Added a new command line parameter for automatically testing a module in single player. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen.  +TestNewModule "module name that needs quotes if it contains spaces"

    - Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.- Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2.- Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.- Extended the glowing monk eye effect to work on all the default playable races.- Neutral monks now get ultra cool purple glowing eyes.- Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks to

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     the DLA team for their help with this).- Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).- Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"- Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.- Added a new nwnplayer.ini setting to have the server do some spell validationfor 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 cast certain spells anymore (the log file should indicated if this is happening).- Added new option to the nwnplayer.ini file under [Server Options] "Account validation 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 maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.- Fixed an issue with the Greater Sanctuary icon some times incorrectly showingup as the regular Sanctuary icon.

    - Fixed an issue with Damage Immunities not working correctly once they were stacked way too high above 100%.- Fixed an issue with the Enable Texture Animations advanced video setting not being restored correctly when restarting the game (if it was turned off).- Fixed Damage Immunities against weapons with more than one damage type (e.g. Halberds with slashing/piercing damage) to work correctly.- Immunity to "Mind Affecting Spells" will no longer make you immune to the Monk's Stunning Fist attack.- Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.- Added skyboxes back into the outdoor areas of the original Official Campaign.- Fixed an issue that could rarely cause your character to become illegal if you leveled up during an episode of game lag.

    - The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini file has been disabled. ELC is now always turned off in single player games.- Fixed an issue that was causing creatures to always face east when sitting ona stool placeable (plc_x05.pwk).- Fixed another issue where under specific circumstances items would not show up in your inventory panel.- Immunity to mind spells no longer makes you immune to the Assasin's Death Attack.- Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.- Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped.- Fixed some issues with Tile "time of day" animations. This was causing flicker

    ing and other issues at the end of a DayToNight/NightToDay transition.- Fixed an issue with the Force Field door sounds using the default wooden doorsounds (placeableobjsnds.2da, genericdoors.2DA).- Fixed an issue related to copying a creature from a hak pak through scriptingand then saving and loading the hak pak saved game from inside gameplay (was causing some different weird issues).- Added support for WeaponType 5 (Bludgeoning and Piercing) in the BaseItems.2da.- Updated Morningstars to use the new Bludgeoning and Piercing WeaponType (BaseItems.2da).

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    - 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 their NWN in game descriptions): Longsword, Bastard sword, Greatsword, Katana, andDouble Axe.- Added missing armor proficiency to Gnolls.- Made some fixes to prevent game/character hacking. Sorry, but we will never publicly 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 arenot prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until someplayers leave the server (your mileage may vary).- The game no longer displays encumbered feedback messages for DMs, since they actually can't ever be encumbered.

    Neverwinter Nights Aurora Toolset:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=- Added two new item scripting commands GetPickpocketableFlag() and SetPickpocketableFlag().- Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes). Selecting this option will give 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 list and enter gameplay with that character. The Hot Key for this new functionality is F9.- Fixed an error that was causing some of the Group "Home Lower/Upper" tiles inthe city interior tileset to appear as duplicates of some of the other "Home" tiles (tinpalstd.itp). This change makes some new "Home" tile types available forplacing in the toolset.- Fixed an issue with answering no to any warnings that appear during module opening causing any subsequently opened module to potentially become corrupt.- Fixed comments for the scripting commands EffectSavingThrowIncrease and EffectSavingThrowDecrease (nwscript.nss).- The GetIsImmune() scripting command now reports the proper result when the creature specified has the Pale Master's Deathless Mastery feat.

    - Fixed a stack underflow error when the scripting command GetStandardFactionReputation() was called with an invalid creature object as an argument.- Fixed an issue with the scripting command GetStandardFactionReputation() returning -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 sun fog color in an always dark area (or the moon fog color in an always bright area).- 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 error when a switch statement was placed inside a Do/While loop. There is also a new 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 within a feat script for a feat that was granted at first level (e.g. Cleric Protection Domain Powers).- Added two new creature related scripting commands GetFootstepType() and SetFootstepType().- Fixed an issue related to using the scripting command CopyObject() on a player's associate.

    Script Debugger:

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    th.nss, x2_s1_wyrmbreath.nss, x2_s1_petrgaze.nss).- Made the same above fix for the RDD dragon breath ability (x2_s2_discbreath).- Updated the duration of "Camouflage/Mass Camouflage" to bring these spells more inline with 3rd edition rules (x0_i0_spells.nss, x0_s0_masscamo.nss). Also updated the in game spell descriptions to reflect the change.

    Custom Content:=-=-=-=-=-=-=-=- Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takesno action, and ignores your action queue entirely). In order to use this new functionality you need to do the following:1) Set the "ReqAction" value for the feat to 0 in the feat.2da

      2) Have a spellID associated with the feat in the feat.2da.  3) Have a "ImpactScript" specified in the spells.2da for the spellID that youspecified in the feat.2da  The ImpactScript will then fire immediately when the feat is used.- Walk meshes now work when placed at heights above -30 (previous lower limit was -10).- Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called"SelectorHeight" to the set file and specify the desired float value for this se

    tting. The selector height will continue to default to the transition height ifit has not been specified.- Added more tile path nodes types m, n, o, and p. For custom tile set support.

    TYPE m TYPE n  --------- ---------

    [ | | | ] [ | | | ][-+ | +-] [-+ + +-][ + ] [ ][-+ | +-] [-+ + +-][ | | | ] [ | | | ]--------- ---------

    TYPE o TYPE p  --------- ---------  [ | | | ] [ | | ]  [-+ | | ] [-+ | ]  [ + +-] [-+ +-]  [-+ | | ] [-+ | ]  [ | | | ] [ | | ]  --------- ---------

    2DA Files Changed in this Update:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-- ambientmusic.2da- cls_skill_blkgrd.2da

    - feat.2da- iprp_feats.2da- portraits.2da- swearfilter.2da

    Patch details for 1.65:Neverwinter Nights Game=-=-=-=-=-=-=-=-=-=-=-=

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    WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.65 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.65 OR HIGHER OF NEVERWINTER NIGHTS GAME ORTOOLSET.IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.65 THEN DO NOT EDIT YOUR MODULE IN THE 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 setting "Enable SubNet Profiling=1" in your nwn.ini file).- Fixed an issue with server vault saves causing various problems for shifted characters.- Fixed a crash related to calling GetHasSpell() on spells that have an innate level of 10 in the spells.2da- Fixed a crash caused by calling SetSkyBox() in a multiplayer game while a player was still on the Character Select screen.- Slight change of behavior for Attacks Of Opportunity. Now if have an invisibility effect applied (e.g. Invisibility, Sanctuary) you will no longer make attacks of opportunity.- Another change to AOO behavior. You will no longer take an AOO while you are using a healing kit.- Circle Kick should no longer try to target creatures that you can not reach (which 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 whenthey damage the shielded creature).- Fixed an issue where respawning encounters would stop working under certain circumstances when saving and reloading the game.- Fixed an issue with unlimited ammo not being identified when you equipped a weapon 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 ground.- Fixed an issue with True Seeing being removed incorrectly when you had mutliple 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 benefits) 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 effects as well.- Fixed an issue with size modifiers affecting your attack bonus when making Knockdown attacks. The size modifiers now only affect the opposed roll to resist the Knockdown attack.- Effects being dispelled should now properly use the caster level when determining whether the dispel succeeds or not- Fixed an issue with the Epic Dodge feedback messages for melee attacks that were being evaded.- Fixed an issue where your screen could become permanently blacked out under certain circumstances after unpossessing a familiar that was inside an AOE darknes

    s effect.- Fixed some issues where the Darkness spell, when combined with Ultravision/True Seeing, could under specific circumstances incorrectly make you blind when your 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 publicly discuss specific changes to the game with regards to hacking the game.

    DM Client:=-=-=-=-=-

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    - The DM difficulty slider tooltip will now display the current difficulty setting- 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 out after the DM unpossessed a creature that was inside an AOE darkness effect.

    Neverwinter Nights Aurora Toolset:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=- Added new GetSkyBox(), GetFogColor(), GetFogAmount() and SetFogAmount() scripting 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 wereno 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 that 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 (or feat used) by the creator of an AOE spell when called from within the AOE's heartbeat script (rather than returning the DC of the originally cast AOE spell).- Extended the scripting command EffectHeal(), so that it now also works on doors 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 script after the caster had cast a new spell since casting the original AOE spell, the AOE spell could stop working under these conditions (it should now work properly).  - Second issue was with the spell immunity check not returning the proper result 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 immune to mind affecting spells (x0_s0_bigby3.nss, x0_s0_bigby5.nss).- Weird now properly handles creatures that are immune to mind-affecting and fear 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.nss).- 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).

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    .- Fixed an issue that was causing the "Greater Shadow Conjuration Web" spell tohave a DC of 127. Should also fix the DC for other spells that also appear on asub-radial menu.- Fixed problem with shifters losing their merged item properties while in shifted form after a server save occurred, and when switching directly from one formto another using the radial menu.- Fixed a problem where unpolymorphing could sometimes leave you walking aroundjust fine while you have zero or less hit points.- Fixed a bug that could cause some visual effects to be displayed on your character 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 from a creature.- Fixed some issues with the Red Dragon Disciple not getting the proper hit dierolled at level up.- Fixed problem with characters becoming illegal if they multiclassed to a wizard, 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 the correct hit points.- Fixed a issue with the hit points displayed on the level-up summary screen ifyou 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 hit points at 0 all the time.- The game no longer displays the "Experience Points Gained:" message when the experience points gained was 0.- Lootable corpses wont be stripped of items until after the corpse has been looted by a player.- Fixed a problem with the wrong message being displayed if you tried to load amodule that required one of the expansions packs to use and you didn't have therequired 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 whitebox 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 actually dispelled successfully or not.- Fixed item properties "Immunity: Damage Type Positive Energy" and "Immunity: Damage 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 is now unequipped automatically if you don't have the level required to equip itafter losing a level.- Fixed an issue with non-hostile actions (e.g. rest) getting canceled when someone joins your party. Made some changes so that not all hostile actions (i.e. attacks and spells) get canceled when a someone joins your party. Some hostile actions will still be canceled when someone joins your party (and all attack/spells 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

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     opening your inventory. One was related to having a placeable container open and then bringing up other panels (e.g. your spell book) that caused your inventory panel to close. The second involved possessing/unpossessing a familiar while your inventory was open. Hopefully that's the last of the disappearing inventoryproblems.- Fixed a problem where if you saved and reloaded a game while in defensive stance, you could no longer move.- Fixed a problem with the remaining number of feat uses for some prestige classes 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 properties. Affects Slay Racial Group, Slay Alignment, and Slay Alignment Group item properties.- Fixed an issue where clicking "Cancel" in the game options menu wouldn't properly 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_ARROW specified and oOrigin was a static placeable object.- Fixed a problem where clients wouldn't play the spell casting sound if the character casting the spell had the Automatic Silent feat, regardless of the levelof 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 previously 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] ClientEntireChatWindowLogging=1 (Defaults to off). Turning this option on will cause all text in thein-game chat window to be logged to the log file (regardless of whether or not you 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 usedSetTime() to suddenly change the current time of day from Day to Night or from Night to Day.

    - Fixed a problem where "Seamlessly looping" sound effects would not play againafter being turned off during a Day/Night transition.- Fixed some issues related to logging out of a multiplayer game while possessing 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, andthen target a placeable to have the item created directly inside the placeable.

    - If you drag a "Create " item from the creator menu to your quickbar, it will now give you useful tooltips for all your DM Creator Quickbar buttons (this 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. placeables, items, triggers and encounters).- DMs can now move undroppable items between a player's inventory and their owninventory and they can drop undroppable items now too.- DMs can now use items on their quickbar while possessing creatures with full powers (i.e. if the item is in the DM's inventory, but not the creature's inventory).

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    - Fixed crash in scripting command GetReputation() when an invalid type of object was passed in.- Fix to scripting command GetRacialType() to correctly return RACIAL_TYPE_INVALID when an invalid object or a non-creature object was specified.- Fix to the scripting commands GetNearestObjectToLocation() and GetNearestCreatureToLocation() in order to make them more consistently return the nearest object.- Fixed a crash related to switching areas after trying to place corridors on top of a group.

    Scripting-specific:=-=-=-=-=-=-=-=-=-=- Added new GetCutsceneMode() scripting command. Please look in the toolset formore information.- Fix to scripting command SetCalendar(). If large Month/Day values were specified, the date wasn't updating correctly.- Fixed a problem where the scripting command DestroyCampaignDatabase didn't work as intended for database names with spaces in them.- Fixed crash in scripting commands TouchAttack*() that could happen if the caller was a non-creature and oTarget was also a non-creature object.- Made a fix to the shifter manticore spike attack, so that it is properly signaled as a hostile action.- The shifter's epic gargoyle form now has proper creature items equipped.- The shifter/druid epic dragon form has now a more epic creature hide equipped.

    - Fixed a problem where, under certain circumstances, a henchman could not be rehired after removing them from the party with the radial menu option. This would result in the henchman saying they were "here with someone else", when in factthey were not working for someone else.- Dwarven Defenders can now take the Two-Weapon Fighting feat.- Fixed a small bug with some spells that applied damage to multiple enemies.- Fixed a bug with shapeshifting, where item properties on an equipped tower shield would be lost while in shifted form.- Fixed a bug with some crafting cost calculations.- Fixed a rare issue where it was possible that when being healed at a temple, the Wounding effect would not be removed.- Fixed minor bug with monster petrification attacks.- Made the Sea Hag's Horrific Appearance ability a "Supernatural" effect

    - Fix to henchman level-up scripting. At very high levels, a certain henchman was not leveling up correctly.- Fixed a minor bug that occurred when the player cast resurrection spells on their living henchmen.- The spell Phantasmal Killer now respects creatures that are immune to mind-affecting spells a bit better (nw_s0_phankill.nss).- The spell Tasha's Hideous Laughter now respects creatures that are immune to mind-affection spells a bit better (x0_s0_laugh.NSS).- Fixed a minor bug with the Web spell.- Made a fix to the XP2 shapechange feats, so that NPC's are able to use them.- Made a fix to tangle traps, so that they use the correct saving throw type.- Made a fix to the IPGetHasItemPropertyOnCharacter() function, which is a partof the x2_inc_itemprop.nss include file.

    - Fixed epic-level damage bonus for Divine Wrath ability.- Fixed saving-throw-adjusted damage for the Sunbeam spell.- Fix to bardsong bonuses, for epic-level bards.- Made a fix to the damage calculation on the breath weapon for the epic-level Dragon Shape ability.- Fixed a bug with the Magic Vestment spell, where the duration of the visual effect differed from the duration of the actual effect.- Druids can now properly scribe Shapechange scrolls.- Fixed a bug where the Endurance spell couldn't be scribed.- Added spell hook to Endurance spell nw_s0_endurce.nss

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    - Fixed the bug where Blackguards' Summon Fiend ability would summon in a Vrockstarting at level 10, instead of level 9.- Fix to the Shadowdancer ability Shadow Evade - it was not calculating the bonuses properly for Shadowdancers of levels 11 through 14.- Fix to the Doom spell. To negate the effects, the target needs to make their saving 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 tileset 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 correctly.- Fixed a problem with creature poison attacks.- Fix to Bigby's Crushing Hand and Bigby's Grasping Hand spells. Immunity to paralysis 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 properly.- 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_SlayLive.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_SpMantle.NSS, NW_S0_LsSpMant.NSS, NW_S0_GrSpMant.NSS).- Fixed a problem with the damage calculated for the cloud kill spell (nw_s0_cloudkilla.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 description (x2_s0_magcweap.nss).- EffectTurned() now creates an effect that is supernatural by default. Call MagicalEffect() 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_bigby5.nss).- Fire Storm now works correctly when combined with meta magic (nw_s0_firestrm.nss).- Removed unnecessary spell hook code from the onenter/onexit/onheartbeat scripts 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 better 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_calllghtn.nss).- Corrected the duration of the Remove Fear spell and made it work correctly wit

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    h the Extend Spell feat (nw_s0_rmvfear.nss).- Corrected the duration for the spells IronGuts, Stone Bones and Keen Edge (X2_ S0_Ironguts.NSS, x2_s0_stnbones.nss, x2_s0_keenedge.nss).- Fixed the damage calculation for the Flame Lash spell to better match the in game description (nw_s0_flmlash.nss).

    Custom Content:=-=-=-=-=-=-=-=- Added new column to VisualEffects.2da "OrientWithObject", that will  cause the visual effect to take on the orientation of the object  that it is attached to. This was previously hard coded for the colored  back flags that were used in Contest of Champions, but this functionality  is now available for custom created visual effects as well by setting  the value in this column to '1'. You will need to update your VisualEffects.2da  with the additional column, if you use this 2da in your hack pack.- Added a new visualeffects.2da entry for use with tile magic (Row 511)- Soundset.2da will now work correctly when placed inside a hak pack.- Added support for 8 new custom animation types:

    ANIMATION_LOOPING_CUSTOM3ANIMATION_LOOPING_CUSTOM4ANIMATION_LOOPING_CUSTOM5ANIMATION_LOOPING_CUSTOM6ANIMATION_LOOPING_CUSTOM7

    ANIMATION_LOOPING_CUSTOM8ANIMATION_LOOPING_CUSTOM9ANIMATION_LOOPING_CUSTOM10

      Note: None of the current BioWare creatures use these new custom animation types, they have been added for use by custom content creators.

    - Added more tile path nodes of types f, g, h, i, j, k and l (lower case L) forcustom tile set support.

      TYPE g TYPE h  --------- ---------  [ | | | ] [ | ]  [ | | | ] [---+-+ ]

      [-+-+ +-] [----/+-]  [ | | | ] [-+ | | ]  [ | | | ] [ | | | ]  --------- ---------

      TYPE i TYPE j  --------- ---------  [---+---] [---+---]  [ | ] [ ]  [-+ | +-] [-+ +-]  [ | ] [ ]  [---+---] [---+---]  --------- ---------

      TYPE k TYPE f  --------- ---------  [ | | | ] [ | | | ]  [-+ | | ] [ | | | ]  [---+ +-] [-+ + +-]  [-+ | | ] [ | | | ]  [ | | | ] [ | | | ]  --------- ---------

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      TYPE l  ---------  [ | | | ]  [-+ | +-]  [---+---]  [-+ | +-]  [ | | | ]  ---------

    - Increased the limit on the number of tilesets that the game can use in a module 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

    Patch details for 1.62:Neverwinter Nights Game=-=-=-=-=-=-=-=-=-=-=-=WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.62 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.62 OR HIGHER OF NEVERWINTER NIGHTS GAME ORTOOLSET.IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.62 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.62 TOOLSET.IF YOU WANT TO GO BACK TO 1.61, WE WILL HAVE A 1.62 TO 1.61 PATCH AVAILABLE.

    - Added the Sea Hag to game resources.- Added the Winter Sky skybox to game resources.- Custom talk tables now work in multiplayer games. If you don't have the module's required "*.tlk" file in your "tlk" directory the module wont load and you will be given an error message telling you that the tlk file is missing. This behaviour is the same as for Hak Paks.- Fixed up a few spells for various bugs: Elemental Shape, Improved Invisibility, and Crumble.- Fixed a bug that was causing store purchasing restrictions messages to be displayed at inappropriate times.- HotU: Fixed crash in the official campaign that could sometimes happen after talking to the Battle Herald if you had a summoned familiar present.- Made a fix to the lootable corpse system. If the only inventory item that a lo

    otable corpse drops is gold, the gold will now show up on the corpse, rather than the corpse appearing empty. Also, if a lootable corpse is empty, it will become unselectable after you search it once.- Made a fix to the Server/Module details. They were showing up under the wrongheadings in the server details page.- Made some fixes to skyboxes for their display and their transitions.- Creatures now drop out of stealth mode and lose invisibility effects when they die. Makes it a little easier to find the body for resurrection purposes.- Fixed a bug that was capping the Experience Points granted for killing a creature to a maximum Creature Rating of 20. You now get the proper experience point

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    s for killing creatures that have a CR above 20.- Fixed bug that would occur if you were disconnected from a multiplayer game while in defensive stance. If you logged back into the server your character would never be able to move ever again.- Fixed a number of bugs with regards to the Dragon Disciple and ELC checks.- Fixed a problem with henchman not running their on death scripts.- Bane of enemies feat now does the correct amount of damage.- Touch attacks now properly takes into account "epic weapon focus" bonus if its in unarmed attack.- An Epic level Bard/Palemaster will now properly show the epic level spells ontheir spells radial menu once the Palemaster reaches level 15.- We now try removing stealth/invisibility visual effects from henchman before the are removed from the party, so that they stop fading in and out.- Fixed a bug could cause your character to fail leveling-up if you had previously lost a class due to a level-loss.- Added a slight delay to the "inventory is full" sound effect. This fixes a problem, where the sound wouldn't play if you dropped an item while switching weapons.- Fixed a bug that would cause placeable containers to get permanently stuck open.- Fixed a few bugs where the contents of your inventory would suddenly dissappear.- Fixed a message where the "Gained Gold" text message was being displayed whenyou were actually losing gold.

    - Added more emotes to the emotes menu (Read, Drink potion, Meditate, Worship, Sit on ground, Fall down forwards, Fall down backwards).- Fixed the text message when using cleave in a defensive stance.- Fixed character select screen crash that would occur if you had a character with a custom character class in the list and you loaded a module that didn't support that custom character class. The unsupported class will be displayed as "Barbarian".- Fixed a bug in the encounter system that would cause 1st level creatures to be spawned in once your character was above 20th level. This change affects all modules that are NOT the official campaign.- Clicking OK in the sound options menu will now correctly save the selected sound provider selected in the Advanced Sound Options gui to the nwn.ini file. Rather than overriding it with the preferred sound provider, which could be differen

    t.- Fixed a display issue with the Henchman stealth mode/spell mode radial menu options.- Fixed the Zen Archery Feat so that it is now used for non-touch ranged attacks instead of just ranged touch attacks.- There were a number of problems with the calculations to attack bonuses for Melee Touch Attacks. These have been fixed now.- Made some fixes to prevent game/character hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game.- Made several game stability fixes.

    DM Client:

    =-=-=-=-=-- Added a confirmation box to the DM "Jump All Players to Point" feature.- DM spawned in Placeables now spawn in facing the DM, rather than always facing East.- DMs can now attack things again.

    Scripting-specific:=-=-=-=-=-=-=-=-=-=- The GetFacing() scripting command will now always return the angle rounded to

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    the nearest degree. This fixes a problem where in some odd situations the returned 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, Druids, Paladins, and Red Dragon Disciples that have various feats that give immunities to poisons and disease.- Made a fix to GetHasSpell() where it was returning incorrect values for creatures 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 created was merged into an existing stack of similar items CreateItemOnObject() will return the merged stack object rather than OBJECT_INVALID. If the merged stackoverflowed, then CreateItemOnObject() will return the overflowed stack that wascreated. This also fixes a Scribe Scroll bug, where if you created a new scrolland 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 player's plot flag.- The SurrenderToEnemies() scripting command now removes wounding effects from the 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 templates so they can pick up template variables.

    - The GetLastClosedBy() scripting command now works in the OnStoreClosed event of stores. The GetLastOpenedBy() scripting command should now be more reliable when 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 some immunity text message feedback weirdness when Palemasters are being attacked by 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 support for custom TLK files will be added in a future update.

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    - HotU: A few issues with cutscenes have been resolved- HotU: Chapter 2 - Fixed a problem with the Inner Gate near the end of Chapter2- HotU: Chapter 2 - Fixed a bug with Matron Myrune's dialogue- HotU: Chapter 2 - Fixed an issue when giving out commands to NPC's near the end of Chapter 2- HotU: Chapter 2 - Fixed a problem with a couple of autosaves near the end of Chapter 2- HotU: Chapter 3 - Fixed a bug with a henchman dialogue- HotU: Chapter 3 - Fixed a bug with party interaction- HotU: Chapter 3 - Fixed a Sleeping Man interaction bug- HotU: Chapter 3 - Fixed an issue with a cutscene where it was possible to become invulnerable- HotU: Chapter 3 - Tweaked end sequence- Made damage reduction for DD and barbarians stack.- Added dm_visualeffect console command. first param is int for vfx #, second is duration in seconds (float, optional). Can target ground, doors, creatures and placeable objects.- Fixed NPCs trying to use items that they were not usable due to race, alignment or class restrictions and standing around looking dumb.- Fixed Whirlwind timing for attacking so you can attack right away after finishing the whirlwind, and fixed too many attacks warnings- Fixed a bug with opening inventory while container is opened on top of open inventory, inventory was open but had no items.

    - Fixed a bug on LAN page where connect button was not being updated when the list is empty and a new server is added.- Fixed a crash in sound options GUI that could happen when Environment Effects=1 but had disabled hardware sound acceleration through DXDiag.- Fixed a crash in the level-up GUI if you had a invalid familiar- Fixed a crash when loading saved game when user managed to save between the time an OnHitCastSpell event was signalled and the time it impacted.- Fixed a crash when examining object just before area transition- Fixed an ELC problem that was sometimes evident in Epic Levels- Fixed a Palemaster level bonus bug- Fixed a couple relatively rare crash bugs- Fixed a save/load bug when using a custom talktable file- 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:=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=General:- Fixed bug where two controls in the Options dialog would cause an array out of bounds error when fetching the StrRefs for their text. Fixes access violation when trying to open Options dialog.- Fixed bug where ctrl + up arrow or ctrl + down arrow in the Sound Properties dialog's waves listbox would cause the selected item index to move twice in the indicated direction instead of once.

    - Small stability fixes- Fixed some memory leaks

    Custom Content:- Support for using an alternate tlk file if the StrRef is greater than 0x00ffffff, where the bit 0x01000000 has been set. It will mask off the upper 2 hex digits and use the resulting number as the StrRef into the alternate tlk file.- Module Properties dialog Custom Content tabsheet contains setting for specifying a custom tlk file from among those in the user's tlk subfolder.- Added Hak conflicts dialog. It is launched from the Custom Contents page of th

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    e module properties dialog.- Refreshing Custom palette will now include blueprints from ERFs (read: hak paks) in addition to just the module blueprints.

    Items:- Added robes support- Added Cursed/Undroppable property to Items.- Whips created in Item Wizard automatically have "Bonus Feat: Disarm (Whip)"- Added support for stand-alone Visual Effect item property.- Fixed bug where elemental damage vfx would not always override alignment damage vfx.- Changed toolset handling of alignment-based vfx to be consistent with game inthat any damage amount vs good or evil will generate a vfx.- Fixed bug in Item Properties dialog where no color variations would be listedfor a weapon part if it has only one color variation.- Gold can