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Neverwinter Nights Forum News (Jun. 16, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Jun 17, 2005.

  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

    List of premium module content added with 1.66
    From the NWNv166.txt file that came with the patch...- Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.

    15 Jun 2005 - Neverwinter Nights 1.66 Update Now Available

    What about the hotfix that used to be required for SoU chapter 2? Don't we need to uninstall that somehow? How should that be done?
    If you want to use the NWUpdate program to patch your game, you will need to uninstall the HotFix by using the revert patch file that was supplied with the HotFix. If you no longer have this revert patch, you will have to use the appropriate 1.66 manual update from the NWN Patch page.

    Robin Mayne, Webmaster

    Registration of Older Games
    Only our newer games can be registered at the moment (NWN, Kotor, Jade). We have discussed adding support for older games, but other updates and development projects have taken priority so far, and probably will for some time. Cool suggestion though!

    Georg Zoeller, Designer

    Default Bioware Treasure System
    There are three different treasure systems in NWN.NWN NWN SoUNWN HotUall had different solutions.

    1.66 patch

    Oh, and the CD key thing when master server is down is AWESOME! I have no idea why you dont like/want it. You must not be aware of the issue with not having it... all i'll say is... not having it is bad, very very very bad. For a PW at least.
    This is a PW/unmoderated module specific feature which has been a long time request by the PW community and we got around to add it this patch. NWN multiplayer is designed to work even when the Master Server is down or unreachable (i.e. in local LAN situations, etc). This is by design and not a problem in the DM moderated game sessions which is what NWN multiplayer is primarily designed for, but PWs in most cases do not have someone who is constantly watching the people playing on the server, etc. For that reason PWs rely on the master server to verify the identity of players. When the master server goes down, the PW is in trouble because player authentification is not available. I would encourage PW admins to switch this new flag on for their servers as it will protect their PW character vaults during times where the master server might be unreachable (i.e. during maintenance).

    1.66 patch

    Ummm.... its alreadIf you mean the exploit it solves, as I implied in my last post, I don't think it is appropriate to discuss the specifics of that. Just turn on this fix and know you've closed a loophole into your system.
    The behavior discussed is not an exploit, it is by design as NWN was not designed with PWs in mind, they are clever but unsupported use of the game.

    1.66 server specific options
    Some explaination on 1.66 patch (aka the 'make PW admins more happy' patch) server specific options
    # 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"
    If you run a PW or unattended, you WANT to enable this. The original NWN multiplayer design is geared toward a moderated session with a small group and a DM, PWs are usually right the opposite of this, with many more players and no live DM. Activating this switch will ensure that at times when the NWN master server can not be reached (i.e. maintenance), the server will refuse players to log in (players that are already playing are not affected) until connectivity to the master server is restored.
    # 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.
    This is related to the first option above. If you want to allow people to be able to log into your PW while the master server is down, but you still want the luxury of account validation, you should turn this on. When activated the server will cache the public CDkey of players that log on to the PW and use this information as backup to validate accounts during times when the master server is not availableIn general you want to enable this option if you enabled the "Master Server Authentication Required For Player Login=1" option above. Note that people who use multiple installations with different CDKeys will only be able to join the game with the installation they were last connected to the server during times the master server is down.
    # 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.
    Activating this might will make your logfile more readable, which is useful if you use tools that rely on log parsing.
    # Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
    This is a security and compatibility feature to fix issues with players that 2da files on their client that are different from the server version. In case of mismatches that could cause problems in the game, the player will be prevented from using the spell and the server will note the event in the log. If you use a modified spells.2da on the server and you still want to make use of this feature (recommended for unattended gameplay / PWs), you need to ensure that you roll out the same version of spells.2da the server uses to your players (i.e. in a hakpak).In case you rolled out the modified spells.2da to your players OR in case you don't have a modified spells.2da on your server, and you see related messages about a player in the log file, I suggest talking to the player in question about it, as it can indicate potential malicious activity (or a dirty override directory on the client).

    Is this some form of exploit going on?

    Just so you know, theres no way someone could have unlimited access to cd keys, keygens will not work at all since the cd keys have to be authorized when they are made.
    That is correct, unless you run a hacked server, in which case we don't give a damn about you, keygens won't work. There are some additional security features specifically for unattended servers/PWs in patch 1.66, I suggest using them.

    Looks like I have a hacked PC on my Server - looking for thoughts

    OK, new problem....We have turned on ELC.There are now several PC's who are illegal because I have used Leto on them in the past to change their Deity's (haven't heard from any of these yet so I'm not sure - although initial testing says that they are ok) but there are 2 or 3 who we have changed a couple of feats on and they are getting an message about the PC having too m any feats.Is there any way to make them legal again?ThanksSteve
    Changes to Deity/Subrace name (unless you use illegal characters) won't render a player character illegal in ELC as they don't have any game impact. If your server has custom scripts / systems that make these things have an impact on the game, you will need to script your own checks to verify them if you want them verified. Changing feats will unless you modified the proper 2da's (race / class feat 2da's) to tell the game that these feats are legally optainable to a player. The 2da's define the rules for the game and ELC uses them to validate characters against the rules. Using Leto or other tools to change characters so they don't match the rules anymore will make the illegal (by definition).In your case, there are two options to make these PCs legal again:a) Redo them from scratch (i.e. save the items, write down XP, delete them, recreate them, give them the items, move character file back into the players folder. Just removing additional feats won't cut it as the server also takes levelup history for the character into account when checking validity.b) Make them legal by changing the server rules (2das)A) is certainly the faster solution.

    NWN 1.66 - feat.2da functionality
    That new functionality is a lot more powerful that it seems on the first glance. It opens a lot of new options for serious mod builders, such as alternate ways of controling a character, party etc.

    1.66 patch

    It would have been nice if you could have given us PW runners a few days to get 166 patch in before sharing that
    You mean like several weeks of beta? Hmmmm.......

    Craig Welburn, Live Team Programmer

    Another 1.66 Install problem not found in FAQs

    Game Version: 1.65.8066x
    The 'x' at the end of the game version indicates that you still had the 1.65 hot fix installed. By replacing the main executables nwmain.exe and nwserver.exe with the 1.65 non-hot fixed versions (that you should have made a back up of, when you installed the hot fix), you should be able to patch using the auto-patcher. Although the critical rebuild (as you have found out) works just as well in this case (if you have a fast connection to download it on since it is much larger).

    Stanley Woo, Quality Assurance

    A GURPS Sci-Fi game like Neverwinter Nights?

    I guess they could tweak the -d20 modern- to acheive a -Total Sci-Fi- experience but it might be nice if WOTC made a -d20 Future- system but am not sure if that is neccesary.
    I don't know if you've heard, but thereis a d20 Future product available from WotC.

    Owen Borstad - Programmer

    I cant download 1.66!!!
    The 1664 files just were re-nammed. They are almost the same as the 166 beta 4 files, but changed the readme. When renaming the files, I removed the "beta " and forgot the "4" :o . My appologies. (if you have the 1664 files, you don't have to re-download the 166 files)

    166 Linux Dedicated Server
    The problems with the Linux Patch files have been resolved, and you should no longer have the linker errors, nor the missing file errors. Sorry for the problems and thanks for your patience.

    [ June 18, 2005, 15:17: Message edited by: Taluntain ]
     
    Last edited by a moderator: Jan 3, 2018
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