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Neverwinter Nights Forum News (Feb. 28, 06)

Discussion in 'Game/SP News & Comments' started by chevalier, Mar 1, 2006.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights forum highlights, collected by NWVault. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Derek French, Live Team Producer

    European shop selling NWN: Diamond ed. ?

    as the company that has signed a pact with Bioware released ONLY NWN base edition.
    We have created and distributed NWN and its two expansions with CD Projekt.

    Here is a link to a copy for sale - http://www.gram.pl/gra.asp?id=37

    That version above is 5 CDs which is the 3 original and 1 each for each expansion. This is effectively the Platinum Edition.

    As for the Diamond Edition, that is the Platinum Edition, plus the BioWare Premium Modules or the Kingmaker Retail package, which is only available in North America.

    1.67 Beta 2
    1.67 Beta 2

    http://nwn.bioware.com/support/patch.html

    We will get you the changes between b1 and b2 in a bit here.


    Georg Zoeller, Designer

    Patch 1.67 FAQ
    Also take note that beta 2 is available for most languages and operating systems:

    http://nwn.bioware.com/support/patch.html


    The beta 2 contains a number of new features and changes that were not available in beta 1. Please compare change logs to find out more.

    1.67 Beta 2
    Take note that this beta has a number of new features/changes from beta 1, please consult the changelog for more details. Among them:


    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 will cause the creature to change it's name to a name generated by the RandomName command. For module builders not satisfied with the name selection provided by the 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 has random name generation activated. The builder can then specify a return value for that custom name generation script by setting a string variable named "X3_S_RANDOM_NAME" on OBJECT_SELF (the creature spawning), which will then be used instead of RandomName().
    We will probably have a tutorial on that system at an upcoming wednesday, but most of you should be able to figure out how to use it from the patch notes.

    Can you modify an existing module after you started playing it?
    If the module has the extension .nwm you will see changes made in the toolset to any area that your character has not yet visited as the savegame for .nwm's only hold information about areas that you have visited.

    If the module has the extension .mod, you will not see any changes you made in the toolset, as the savegame holds a copy of each area of the module.

    Craig Welburn, Live Team Programmer

    1.68 wish request
    The way disarming traps works in NWN is this:

    If you are not in combat or you have the "Skill Mastery" feat then you will always take 20 when trying to disarm a trap. When taking 20 you will never set off the trap even on a critical failure.

    If you are in combat and you don't have the "Skill Mastery" feat then you wont take 20 and if you have a critical failure the trap will be set off.
     
    Last edited by a moderator: Jan 3, 2018
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