Sticky: Overlooked NWN Module Report - January 2007[ Comment ] Print News | Mail News The community has produced so many modules that sometimes some really great ones don't get the recognition they deserve especially if the author is a great builder but maybe doesn't heavily promote their work. In order to help bring a spotlight on these modules, a group of board community members have put together a list of Overlooked Modules for you to check out. Here's the report for January from the community post they made. Thanks for the work and we look forward to future module spotlights. Thanks also to Hall of Fame author caesarbear for organizing the spotlight.
"Harper isn't exactly hero material...she's a bard, a damn good one, and has spent most of her life blandishing tales about other people. And when her life is thrust onto a pinwheel track of death, danger, magic, and adventure, she finds more and more people look to her for answers. And more than a few are looking to her for something more... "
Q: In walkmeshes, each face has a 32-bit flag. We have seen the values 0x0, 0x9, 0x11, 0x21, 0x41 and 0x101. The bottom bit seems to indicate whether the face is walkable or not, but what do the other bits mean?
A: The bit assignments for the walkmesh face flags are: bit 0: walk bit ( 1 = walk, 0 = no walk ) bit 1 - 2: reserved bit 3 - 13: material ( used for footstep sounds, etc... I dont know what will happen if more than one of these are set at the same time. I dont recommend it. )... bit 3: dirt bit 4: grass bit 5: stone bit 6: wood bit 7: carpet bit 8: metal bit 9: swamp bit 10: mud bit 11: leaves bit 12: water bit 13: puddles bits 14 - 31: reserved
Q: I would like to know how I can import mp3's and such into the game to use as background sound for my module. I have NO idea how to do this, and I haven't been able to find a tutorial that dumbs things down for those of us who don't know what we're doing; most of the sound tutorials seem fairly advanced. All I know is that I need a hak-pak, and that I need to edit a 2da file and convernt my mp3's to bmu's. I don't know how to do this or even how to begin doing this, so if anyone has a good link to a tutorial for us beginners, or can explain it here, I would TREMENDOUSLY appreciate it. Thanks!
A: The way it should work in NWN2 is identical to NWN1. There is also a brief tutorial on NWN1 at http://nwn.bioware.com/builders/sounds_bmu.html with links on how to do additional sounds.
NWN2 can take and play uncompressed WAV file in the Override, but that would be pretty huge in size.
Basically, we use an APP called "Lame" that takes a .Wav file, converts it to MP3 (changing some header information) and rename it back to a .Wav extension.
So automate it some you can make a .bat file (assuming they are using LAME) that will basically convert a WAV file, make it an MP3, rename it a Wav file, then delete the old MP3's with the following commands.
lame -S --quiet -t %1.wav %1.mp3 echo BMU V1.0 > "\WavFolder\%1.wav" type %1.mp3 >> \DifferentWaveFolder\%1.wav" del /f /q %1.mp3
Q: Is there a way that you can filter the domains available when taking the first level of cleric, based on the deity the player chooses? Torm, for example, might only offer the Good, Sun, War and Healing domains. Is this possible?
A: It is not currently possible to restrict domains based on deity selection.
The Domain GUI code has no knowledge of your deity selection, nor is there any data loaded up on a deity-by-deity basis on what domains are in that deity's portfolio. Also, default package domain selection has no knowledge of deity selection either.
Q: Right now journals in single modules synch to party leader by default. In order to turn off synching you have to add the module into a campaign and turn off synch. Is this on the board for a change? Seems a little cumbersome to have to add a single module with no world map into a campaign just for this, and it can really mess up a multiplayer module, PW or not.
A: This really should have defaulted to false all along. Its been changed so that this setting defaults to false and those who want to enable party-leader journal synching will need to create a campaign and change the setting to true. This change should be effective in version 1.05.
Q: How long can a variable name be? How long can a string be?
A: While the runtime virtual machine doesn't have any limits that we could find, the compiler will reject tokens that are longer than 512 characters. So that would probably be the de facto limits of variable or hard coded string length.
Q: What effect information do different values for the Idx parameter give back for GetEffectInteger()? There doesn't appear to be many comments on this function that I can find.
A: The problem is that the Idx values will return different information for every single different kind of effect. While it would be nice if we could document all of that, doing so is outside the scope of answering just this question. If there is a specific spell we need to look into, let us know.
Q: Are the values for SetEffectSpellID limited to valid SpellID values only? I tried setting a high order value (maxinteger value - 500 or so) and failed to read back what I set. I was hoping to use this a a unique Efffect Identifier for effects applied outside spell scripts, so that I could unquely ID and remove that effect at a later point.
A: I couldn't find any limits to the SetEffectSpellID parameter. I also looked for areas where maybe the value would be stored as something that wouldn't accommodate a large number (such as a WORD), but couldn't find anything like that in the code either. I would recommend trying this with a smaller number than something near MAXINT to see if you get the results you expect.
Q: How do I use custom terrain-texures from a hak pak? I've tried placing a modified "terrainmaterials.2da"-file with the extra entries plus the corresponding dds-files in a hak pak which I then added to the module. There is no obvious way, however, to select the custom terrain-textures within the toolset. I used "Bioware Hak Pak Editor v 1.0.2.0" Any help will be appreciated.
A: If you are trying to load a hak pack up in the toolset, this does not currently work. They are only loaded in when the module is run inside the game. So a Hak Pak will do you no good in the editor. To make it work in the editor you have to place the textures and edited 2DA file in your override folder.
Q: Creating new skills require not only modifying skills.2da (which is straight-forward enough), but also a set of GUIs in chargen_skills.xml and characterscreen.xml. In both of these, each individual skill carries its own UIPane: does this mean that all skills are hard-coded, and that it is not possible for us to add new ones?
A: Not without some extra work. The mentioned GUI screens will have to be changed to reflect the new Skills you have added. The good news is that you can simply override the old GUI screens by turning your module into a campaign and placing your new GUI screens in the campaign directory.
What's with all the people... When it comes down to it, Multiplayer is in our gameplan. For these first few patches we have been focusing on the bigger issues that affect the entire community, not just individual niches of it. Fixes such as server stability, camera controls and game-stopping crashes.
While these patches have been coming out, we have been working on some of the larger problems that take longer to fix and or implement.
Shortly, we will have released four patches in just over two months of the game being released, with three of those four patches based on community feedback - your feedback.
We have unleashed 11 Community Representatives on you guys and they are collecting questions, complaints, suggestions and feedback from you that will go into future patches.
All facets of the game are being addressed. Multiplayer will get some Obsidian love just like PWs and Custom Content. It's not going to be an overnight fix, but it is going to get fixed.
Jeff Husges - NWN2 Designer, Obsidian Entertainment -
Missing Votes for Hall of Fame[ Comment ] Print News | Mail News | Category: NWN - Site Features Here are some of the entries that are short of the 25 votes needed to be considered for the Hall of Fame. If you've downloaded any of these files, please visit their pages and rate them. Getting feedback from the community is very important to content authors and ensures that they continue to produce more for you to download.
NWN2 Expansion Hints at GameBanshee Interview[ Comment ] Print News | Mail News | Category: NWN2 - Official News GameBanshee has the first part of a post-release interview with Obsidian's NWN2 Senior Producer, Ryan Rucinski, where they talk about the events since the game has shipped such as the community's response and efforts as well as their goal to support the game. He also has this teaser on possible upcoming expansion news.
GB: Should a Neverwinter Nights 2 expansion be given the green light (if it hasn't already), what content would you personally like to see added to the game?
RR: I personally would want epic levels, new races, new classes, more beasties, more crafting... I could continue to speculate, but hopefully soon, I won't have to. /wink
There's also hints of a possible premium module program as well. Thanks to Jon from GameBanshee for the heads up. You can find all NWN2 Interviews here. If we've missed any please let me know.
Just RPG gave it an overall score of "80%" and closed with this conclusion "If you are looking for a radically new and innovative gaming experience, steer clear of Neverwinter Nights 2. This is very much like a second helping of Neverwinter Nights, albeit a tad longer and more complex.
Which, come to think of it, aint such a bad thing after all. Theres something to be said for deja vu. Play it again, Obsidian!".
As the US and Europe recover from some extreme winter weather we bundle up to keep warm settle down to discuss our game day scheduled for Jan 20th, we interview Bill Gielow from Thieves-Guild.net, NWN2 Toolset site moves to new location so update your links. Sundren test 1.04 Beta patch for DM Clients and prepare for a public beta of their persistent world.
So, grab yourself a hot cup of coffee and a tasty cake, relax and enjoy! Special thanks goes out to lurchman for taking his time and doing this and of course to the staff over at Neverwinternights Podcast!
Teper's Lakeside Mts. Prefab Patch 1.04 by Teper's or aadatepe(Exterior : Mountains) - Hi everybody, releasing my next prefab called Lake Side Mountains. This is my version of a hike through lake side Mountain valley. Good area for Transition out of Mountanous Area with snow. Area was compiled using Patch 1.04. You can change whatever you want on the area, I hope everybody will enjoy it as I enjoyed making it.
Script to feed before restt by LichKing(Resting) - In order to make taverns useful, I created a script to prevent players from resting if they don't have food in their inventories. 1) How to use it? Import the foodforrest.erf into your module. You will find a script to use into the onPlayerRest module script. Now that the script is properly placed, you can save and launch your module.
Shadows Over Briarfield (CEP-2.00 Requires Community Expansion Project)
About the server: Its intended to be an action based server that is both a challenge & fun to explore.
Some features are:
-portal stones, this version has 3 way porting.
-All towns & adjoining town zones have revealed maps
-Player persistant mapping is to be added
-Drops are set at 2%, don't worry there are still chests to plunder and special spawns that will always drop something
-Unique areas, including mountains with cliffs you have to explore to find hidden temples/areas.
-Tons of custom magic items, bosses tend to have on hit effects(non lagging effects) & several random drops. Players will feel a real sense of reward
acquiring high end magic items since-one the fights are difficult and two, the random drop system ensures that probably no one else will have exactly what you do.
-Henchmen to be added soon. You can equip them with your extra drops if you like.
-custom summons for special classes like pale master, shadow dancer & everyone else as well. Ever get tired of the same old summons? How would you like a dire scorpion instead of a dire badger? How about a dire Winter Wolf that never runs out of frost breath? High level evil clerics get special undead like the wraiith knight & ogre king skeleton. The gate spell now summons an epic balrog so make sure your protection spell is up. Watch out though, because bosses may have the custom summons as well.
-no restrictions on muling/camping, but i will put an epic block script for lvl 30 equipment and noobs won't be able to use more items until lvl 12. this is to be implemented soon.
-I am always updating, there are always new areas being added or revised.
The story: You begin life in the small town of Briar field. It is a sleepy hollowesque town thatis wrought with troubles.The townsfolk are nervous about the area of late. it seems the monsters have been moving ever closer to the town.
The undead Lords & the battle lusting races have been launching attacks on the nearby keep as well.In an effort to cull this, the townsfolk will reward any bold adventurer that can help. The Undead Lords seem to be the ones pulling the strings of their kind & the"lesser" beings.
It will take a brave group of adventurers to turn the tide.
Anyone wanting to know when and where it will be hosted or if you want to join the team as a tester/builder can email me: clannach@30gigs.com
If you'd like your game world promoted, enter it and we'll post it here. Thanks for the news.
"Harper isn't exactly hero material...she's a bard, a damn good one, and has spent most of her life blandishing tales about other people. And when her life is thrust onto a pinwheel track of death, danger, magic, and adventure, she finds more and more people look to her for answers. And more than a few are looking to her for something more... "
I don't believe the Radeon 2600 is not on our list of supported video cards.
Arcnearcher It's important to remember though that the "ability to cast level 1 arcane spells" requires the intelligence or charisma to cast a lvl 1 arcane spell, not just having a level in Bard, Sorceror or Wizard.
Can't export my character! Help! The server you are trying to join probably requires you to have a character on the server vault and does not allow you to play characters on your local hard drive.
HEEEEELP...... This should probably go in the self-help forum but....
Try right clicking to bring up the Broadcast Commands menu. Then tell all your companions to either follow or guard you.
I'd be more open to Portraits...I write some drivel on these forums (which) I don't think many people would be reading.....
Good point. Then, how about THIS ??.....
When a Rep has read thru a typical "We Request This---" Thread, how about putting a "Rep" Icon on that Thread?? It would be a clear signal to ALL ... "This Thread has been read by a Rep and notes taken". Such an Icon would give Gamers a solid feeling ("wow, someone here ACTUALLY CONSIDERS our suggestions!!").
After all the posts we have made and reassurances we have given and player-driven patches we have released in only two months of the game being out, I don't think a little icon will suddenly open people's eyes
More:
You dare doubt the power of the five by five pixilated image!?
More on topic, I totally agree with the portraits. I really have no idea when a CR posts.
I agree and I hope its something we can do. I wouldn't mind the icon either, but then we would have icon wars and we would have to figure out who wins - dev posts or CR posts. My money would be on the devs.
Naomi Novik & Peter Jackson I am actually a big fan of Naomi Novik's work. I was able to meet her at last year's ComicCon in San Diego.
I really enjoyed her Temeraire series and can't wait for the next book.
[OEI]Rob: Hello everyone and welcome to the NWN2 Custom Content Community Chat.
We thought we would hold this chat because there seems to be a lot of concern out there about the future of the CCC.
Most of you know me, but we have two other Obsidian reps in here to help answer your questions, I'll let them introduce themselves.
[OEI]nchap: Hi, I'm Nathaniel Chapman, Assistant Producer on NWN2.
* [OEI]Rob pokes Rich
[OEI]RTaylor: Good evening (or morning, depending), I am Rich Taylor, lead programmer of all things NWN2 as of a couple months ago. I worked on NWN2 for most of that project, and touched a lot of different systems, though I can't claim credit for any of them specifically.
[REP]Khaveen: Let's get started then with the advance questions:
[REP]Khaveen: Question #1: <Jasperre> Will you be adding your information to the NWN2 Wiki custom content section pretty please wish sugar on top?
[OEI]RTaylor: Sorry about the delay. Still working out some logistics of this chat. Yeah, writing up more information is something I'm hoping to start working on soon.
I plan on writing up documentation for the GUI stuff first, including information on the UI objects and their attributes, as well as documenting all of the GUI callbacks and their parameters.
[OEI]Rob: We are also setting up a "blog" to centralize the many questions and answers that come up.. perhaps a little more will go there too
[OEI]RTaylor: After documenting the GUI, I'd move into other areas where it's hard to get information, like what the various idx parameters are when querying data from Effects, and things like that. Places where you can't know what it does without seeing the code or trying over and over.
[REP]Khaveen: Question #2: <GrinningFool> Any chance of getting creatures to have an additional field added to track which package was used for class levels?
[OEI]RTaylor: Off hand, I can't think of any reason why that couldn't be implemented. I've jotted it down on my list of things to investigate.
[OEI]Rob: Send me a message after this explaining how you would like to use this.
[REP]Khaveen: Question #3: <Snakebane> Is any info going to be released for applying new animations to new creature models (e.g., how many frames for each animation in the set)?
[OEI]nchap: I'm not sure about that specific issue, but in general we are working on communicating how these things work and are supposed to work to you guys.
As Rob mentioned, we'll be working on some more formalized and efficient ways to get information from you guys and then back to you. In addition, addressing the animation issue generally - we understand the importance of being able to create custom animations for the CC community
[OEI]nchap: and we are working to find the best way to provide you guys with the tools you will need to make awesome custom content.
[REP]Khaveen: Question #4: <Talgrath> Any chance that trees will be tintable sometime soon?
[OEI]RTaylor: I'll have to double check with the programmer that integrated our Speed Tree support, but I suspect off hand that it won't be possible. I've made a note to myself to ask him about it as he's not here at the moment.
[REP]Khaveen: Question #5: <weby> Can we get the campaign overrides, the hakpacks and the .tlk files to be loaded before character creation in multiplayer?
[OEI]RTaylor: That's something we plan on doing. I can't give an estimate as to which patch to expect it in at this time, but it's definitely one of the higher priority items I will be evaluating for one of the upcoming patches.
[REP]Khaveen: Question #6: <Talgrath> Any chance of seeing basic white clothing and armor that we can tint to whatever color we want?
[OEI]Rob: Unfortunately we don't have any art people in the chat tonight, but I do know that a perfectly white skin is not possible.
[REP]Khaveen: Question #7: <GrinningFool> Any chance of getting script-modifable list controls in the gui (i.e., adding, removing items and determining selection)?
[OEI]RTaylor: Yes. That has already been on my plans. I can say it will definitely be going in soon. Script control over list boxes and progress bars are both things that will not be in the patch coming up after 1.04, but probably the patch after that, 1.06.
[REP]Khaveen: Question #8: Can we get documentation on what the different lighting settings are and what they mean (will be a big help in creating an area creation and lighting wizard)?
[OEI]RTaylor: Yes. We will probably be redesigning the lighting interfaces on our end, as well as exploring adding our own wizard possibly. Our own team finds the lighting difficult to use, so we will be looking to make improvements there. We'll try to get some information about what all the parameters and options for lighting actually mean.
[REP]Khaveen: Question #9: Any hope of getting modified nwn2deities to work in multiplayer without being in an override?
[OEI]RTaylor: Yes, the fix for that is in the code and will go out with the 1.05 patch we hope to release near early Feb.
[REP]Khaveen: Question #10: Is it possible to get a toolset stub (small fast loading executable that can load plugins, so there's no 10-30 second wait for testing of each little change) to ease the testing of plugins?
[OEI]Rob: little pause while Rich answers some questions internally real quick
[OEI]Rob: A toolset "Stub" isn't currently in the plan and probably wouldn't be something that would get addressed in the near future
[REP]Khaveen: Question #11: Can we get the client to log xml errors in custom GUIs into the clienterror log as it finds them?
[OEI]RTaylor: Yeah. I had hoped to improve UI Debugging support for some time now. At the very least, we can log the errors in a LOG. But I'd like to provide even better support than that eventually for debugging UI issues.
I will probably provide better error feedback while I go through the callbacks to document them for everyone, so expect major improvements in being able to customize the GUI to come around at the same time.
[REP]Khaveen: Question #12: Can we get the automatic name generation available in-game to be exposed to plugins?
[OEI]RTaylor: I don't know the answer off the top of my head as I've never had to work with the random name generator. I've added it to my list of things to look into.
[OEI]Rob: We'll get the answers posted up on the forums once we get done with the research
[REP]Khaveen: Question #13: <Vaen> There is currently a bug where if a player uses a potion or a scroll, there is a possibility that the effects from the potion or scroll will last until the next rest. Will this be fixed in 1.04, or will we have to look for a later patch for this fix?
[OEI]nchap: We have not yet reproduced this issue internally and as such a fix is not currently in 1.04.
If you can, please provide Rob with detailed information as to how to get the bug to occur, what specific situation was going on at the time, whether the issue was in SP or MP, etc. so we can reproduce and fix it internally.
[REP]Khaveen: Question #14: <Morikahn> Can we get custom spell books (allowing custom spellcasting classes that aren't wiz,sorc,etc) and can we specify spells as unavailable at level up for things to be disallowed or limited.
[OEI]nchap: We are working on extending support for custom spellbooks in the future, though we aren't currently certain whether we'll be able to do it or what form it will take. But it is definitely on our radar and we would like to do it.
[OEI]RTaylor: We have an idea of how to implement something that would allow the creation of custom spell casting classes and providing them with their own spell list in seperate spell list .2das, instead of the current system in spells.2da. We're still evaluating the plans and it hasn't been scheduled for a specific patch yet.
[REP]Khaveen: Question #15: <[GSC]Devon> Any chance of seeing any further additions to armor models, heads, voicesets and the like?
[OEI]nchap: We would definitely like to include more content in the future. I am not sure what form it will take, and there are of course bug fixes and critical features that are prioritized above it, but I would be surprised if we didn't release more content in some form.
[OEI]nchap: And with that, I am afraid I must go. Glad I could answer some questions for you all, and I hope to talk to you guys more in the future.
[REP]Khaveen: Question #16: <Chaszmyr> As it stands, overrides don't want to load on remote modules until you fully login. Are there any plans to get overrides to read better during character creation for those that change deities, race names, etc?
[OEI]RTaylor: When we fix the problem with .hak data not loading before character creation, we would also fix this issue. All override content, regardless of source, should be loaded by the time the player reaches the character creation process.
That is to say, custom content would be loaded, allowing custom rules, etc., to be in place for character creation.
[DLA]Syrsnein: Any news on getting Granny support for custom animations? A lot of community artists seem to be on the verge of giving up on NWN2, if they haven't already, and we'd like to stop that from happening.
[OEI]RTaylor: We are trying to work out a deal between Granny and Atari that will allow us to distribute our tools to the community. There are still negotiations going on for that. If I could make it go any faster, I would.
[DLA]ragnarok_mr4: I've noticed that many animations use the concept of "stances" - is it possible to define and use our own stances?
[OEI]RTaylor: I'll have to look into that. I'm not familiar enough with the animation stances to speak on them right now. Rob will note the question and we'll get back to you on that.
[OEI]Rob: Granny Support: I believe Feargus has some things in the works for this. Not sure where he stands on it but he said he would give news soon
[GSC]Devon: Thanks first of all, I'm just curious about clothing as it pertains to a possible toggle switch to add to servers. I'd like to see an ability to switch off clothing in favor of tasteful underpants.
[OEI]RTaylor: Unfortunately, having the 'base' clothing was something we were required to do and we don't have permission to go around it. I don't want to belabor the point, but it's a legal matter. Any 'undressed' state characters will have to be community made.
[REP]Steel_Wind: Is Obsidian going to release a nwn2hak.exe creator for hak files?
[OEI]RTaylor: Yes, releasing a nwn2hak.exe is in the pipeline. It will not be 1.05, as 1.05 is intended to be a smaller patch released not long after 1.04 goes live to address a number of small issues. However, it will be a priority for a patch after 1.05.
Chaszmyr: Mmkay, Vaen is somewhat AFK, and asked that I relay information about the buffs getting jammed on.
Long story short, some of the potions (and spells on items, like we have boots with 3/day haste) that when used, just get stuck on. Beyond persistent even; it is jammed on until rest.
[OEI]RTaylor: As soon as we can reproduce that bug, we'll work on fixing it. I'm afraid this is the first I've heard about buffs persisting too long.
[TNT]Morikahn: This isn't a CC question, but its a big one. Could you add a server setting to disallow players from healing when they relog into a multiplayer server?
[OEI]Rob: Morikhan: I have seen this handled through script on many NWN1 PWs. Though to be truly persistent would require something like NWNx.
[TNT]Morikahn: Its not handled well Rob. I have been devving for PWs for years. It requires a lot of scripting, especially for spells. HP are no biggy.
[OEI]RTaylor: I'll look into adding a flag to keep players from being restored to full health when logging in. It may or may not be non-fixable, so I can't promise anything, but I can understand the need for such a flag. We'll see what we can do.
Monty: Custom TLK support, is it hand-in-hand with the hak.exe?
[OEI]RTaylor: Regarding the custom .tlk table support: I'll be looking into it. I'm not satisfied with the current implementation and want to provide a solution that supports multiple, co-operative custom .tlk tables at the same time, but I don't know when it will get done.
[DLA]Longhornn: Will there be a list posted, of proposed monsters, items etc, that will be in the next expansion, so duplication of custom content,will not be repeated. Even a rough list on monsters at this time?
[PRC]BainIthron: Question seconded... if Rich is hanging around a bit longer.
[OEI]RTaylor: I'll see what we can do. I can't promise anything there, but I will bring it up. I think that's a fair request.
[OEI]Rob: I can tell you we probably won't do a tarrask creature ever, so you can do that.
Chaszmyr: oh, im sure this is another common one, are DMs going to be able to open players inventories and manipulate them soon, and/or be able to trade untradeable (cursed) items outright?
[OEI]RTaylor: That issue is on our radar. It's one of the more time consuming fixes in the pipeline for the DM Client, so has to be evaluated against other DM Client fixes, to make sure we address the highest priority ones first.
[THE]K: Any information on New Animations or Fixes would be greatly appreciated, as well as any fixes on Stealth or Cleave as well.
[OEI]RTaylor: I'm aware of the Stealth/Invis problem. I'm hoping to address that after 1.05. 1.05 is going to be a quick turn around patch ( A couple weeks as opposed to the month+ that 1.04 has been), so it is going to focus on issues that are quicker to fix.
[DLA]Syrsnein: How about expanding the description boxes in properties, in th toolset so we can see the entire description as we type it?
[OEI]RTaylor: I'll look into that issue. It may be a limitation of the 3rd-party tool being used for those
edit fields, so may not be fixable. But if not, I would imagine that is fixable.
[REP]GrinningFool: Any plans to correct the recompile-toolset = broken plugins?
[OEI]Rob: I think that is the nature of the beast, as we make changes to the toolset and the game.
[PRC]BainIthron: I haven't checked this yet... is there chat logging in NWN2 yet? and if not, is this on the "To-do" list?
[OEI]RTaylor: There's no chat logging at the moment, it might be something that can go in quickly in a future patch.
[REP]OIOOOIO: In general docs that list out all possible console/debug commands and all possible settings and usable values in the ini files would be nice.
[OEI]RTaylor: I agree. I am a big proponent of having as much documentation as possible. As soon as I get time to start cranking out .docs, I'll write up as much as I can.
Thoronen: what about getting some other body-types in...fat, tall, skinny, short?
[OEI]RTaylor: Probably not other body types any time soon. You can adjust the default body type a little at character creation as of 1.04 via the height/girth scaling, but I know that's not exactly the same thing.
[REP]GrinningFool: Non custom content question: any definitive news on the 1.67+ scripting functions?
[OEI]RTaylor: Yes, we intend to integrate the 1.67 features.
1.05 News
[OEI]RTaylor: We have a few things already lined up for 1.05: The toolset will respect the LABEL field when the STRREF field is blank for the .2da's where that's not happening yet. We've also started work on extending some of the 255-row capped .2da's.
The weird bugs with NWN2_Deities.2da should be fixed (Now overriding correctly, as well as female drow clerics will not be forced to change from Lolth upon level up).
Also, the area/module transitions will no longer wipe your chat windows.
And another big thing we're adding in 1.05 is support for multi-select, both as a DM, but also as a normal player, to make it easier to control your party.
More: There were about 60 people in the chat, so we didn't get to all the questions. I am gathering them up from the Community Reps then I will get those posted with answers within the next few days.
Thanks to everyone that attended.
What's with all the people... We asked for people to post what is important to them. By far, the majority of players of the NWN series are single players. Most people play the OC a few times then move on to another game. Some come back for single player custom modules.
Granted there is a large part of the community that plays multiplayer and even a part of the community that builds and/or plays on their custom-created mini MMOs (Persistent Worlds). But, overall, the majority of the market is single player.
More:
Taken to it's logical conclusion, there's very little incentive to fix anything that's not related to the OC then. Maybe add in some fixes that make building SP modules more reliable, even a nod or two to MP. But if MP/PW play is as niche as this implies, why even bother? Where's the cost recovery for you (Obsidian and Atari) for the time invested?
I was going to add a sarcastic comment about fixing certain elements of the OC's storyline that bothered me, but since this is a no-spoiler's forum, and I know that's not an option anyway, I figured why bother, eh?
Every time I get geared up for MP/PW play in NWN2, something comes along to take the wind out of my sails.
J
[this space reserved for someone to invite me to leave the NWN2 forums if I'm so down on the game]
I think if you are looking for the bad in things, it is easy to think that it only makes sense to fix the OC and leave multiplayer to rot.
But multiplayer and the PW community play a huge part in the game's life overall. The fact that there are more single player game sessions than multiplayer game sessions are also a result of those multiplayer players playing the OC.
The issues with multiplayer are two-fold: The drive for MP happens later than the drive for the OC and they are much larger issues and take longer to fix than the OC issues. Also, when you think about it, things we are doing to fix the gameplay overall, affect multiplayer. So, we could have done the PWC download right up front, but then you would still be waiting on control and camera fixes and server stability fixes. We have to take a big picture look at the issues with the game and fix the things that will benefit the most people right away.
Just because your issue isn't being fixed in the timeline you would like, doesn't mean it's being kicked to the curb. We have a lot of things underway, they just take a while to fix and QA.
Rich Taylor - Programmer, Obsidian Entertainment -
Emphasis mine. Skinmeshes work in the tail, wing, cloak, and robe slots, because there's hardcoding in the engine to allow it. That's why DLA used tails for horses.
Yeap, normal body parts do NOT inherit animations from the supermodels, but wings, tails, robes, cloaks, are separate models that are overlaid on top of the player model (and hides certain body parts), and mimic the animations that are played on the root model (the "pmh0" one).
Hmm, I wonder if using the custom animation slots and animroots would mix and matching face to mouth movements be possible?
Have your heirarchy like so: - neck - - head - - - jaw (lip root) - - - - lip bones - - - facial root - - - - facial bones
And have separate animroots to the jaw and face respectively.
Missing Votes for Hall of Fame[ Comment ] Print News | Mail News | Category: NWN - Site Features Here are some of the entries that are short of the 25 votes needed to be considered for the Hall of Fame. If you've downloaded any of these files, please visit their pages and rate them. Getting feedback from the community is very important to content authors and ensures that they continue to produce more for you to download.
If you have an idea to share with the community or would like to inspire a module maker to create something you're dreaming about, then enter it and we'll post it here. Thanks to the people who have done so already.
Blackstone Keep II (Roleplaying)
Blackstone Keep II is a continuation of Blackstone Keep for NWN1. It is set hundreds of years after the War of the Ancients. Blackstone Keep II is easy for a low level character to get started in. This module is meant to be fun not frustrating, so it has lenient rules in regards to resting and dieing. Blackstone is not set in the D&D; universe. It features a main plot with a definite goal. A large world with well over a hundred areas. Plenty of quests to challenge and level your character. Lots of custom magical items for your character to find. Persistent storage for player items. DMFI Role playing tools. Custom written item socketing and forging systems.
If you'd like your game world promoted, enter it and we'll post it here. Thanks for the news.
DLA Video Tutorials: Lesson 2 : Intro. to Trees & Placeables by NeverWinterGirl(Toolset) - This is the second installment in my video tutorial series. This one concentrates on trees and placeables and some of the ways you can manipulate them to suit your needs. I hope you enjoy it! Cheers!
Temple Level 1 by Arpharazon(Interior : Other) - My first submission on the vault. It's a 13*16 area. Depict a temple of good. Rooms includes : Rooms of blessing Altar Rooms Dinner Scriptorium and two secret rooms I currently working on the part II. Thanks to cleitanus for somes prefabs here. Hope you enjoy.
ScribeScroll_Fix by Frederickson(2DA Files) - This is a work in progress that corrects issues with certain spells that cannot be scribed to scrolls. As of v1.1: Shadow Conjuration (for Bards) Assay Resistance Blindsight Crushing Despair Enlarge Person Fireburst Heroism Improved Mage Armor Mirror Image Polar Ray Protection from Arrows Rage Scare Shocking Grasp Spiderskin Undeath to Death Weapon of Impact
Upcoming NWN2 OC & Toolset Reviews[ 1 Comment ] Print News | Mail News | Category: NWN2 - Site News Tonight we'd like to announce a series of NWN2 reviews covering the official campaign and the Toolset. We will be publishing one review a day, commencing this Monday 22nd January. We will provide links within each review to the previously published reviews, hopefully this will make navigation much easier for you as each day progresses.
The NWN2 official campaign reviews have been written by three of our NWVault Reviewers, Berliad, Dormmamu & QSW. The Toolset reviews have been written by Hall of Fame authors Adam Miller & Lanessar. Also PRC member Tenjac, community member and builder Finamenon, Toolset guru NWNmaster and NWN2 Community Rep Grinning_Fool.
We hope you enjoy the reviews, and would like to shout out a huge thank you to all the community members who have given their time to write these articles for the NWVault.