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Neverwinter Nights Forum News (May 05, 06)

Discussion in 'Game/SP News & Comments' started by chevalier, May 6, 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.

    Jay Watamaniuk, Community Manager

    03 May 2006 - Interviews With Writing Contest Winners
    Howdy- yup there is an extra prize coming but we can't talk about it yet- stay tuned. Can you send me an email at jay@bioware.com because the email I used to reach you went unanswered so I assume that something got snipped along the way. I will need your full mailing address (include country and phone number). I'll fire off some questions once I can confirm an email address that can get through to you. Sorry about the mix-up.

    Chris Priestly, Quality Assurance

    03 May 2006 - Interviews With Writing Contest Winners
    Well, I have no idea what "extra" prize Zog is talking about. The prizes were all listed (mug, hat, etc), so I'm not sure what he was going on about.

    I know Jay has tried to reach everyone, so maybe your spam filter bounced his email? I'll notify him of this post and see if he appears.

    More: They spake his name and he appeared unto him as if Zeus had decended from Mount Olympus in ther form of a thunderbolt! Thanks Jay, I suspected it was something like that.

    Extra prize? Well, that goes to show you that I know much less then I think I do. ;)


    More: Aha! I clarified with Jay what this "extra" prize is. I was unaware that he was going to be including it as part of the prize package. As has been said, we can't say what it is yet, but it is uber-cool and will make you the source of much jealousy in the community. You lucky lucky people. :)

    Georg Zoeller, Designer

    03 May 2006 - 1.67 Update Script Articles & Demo Module


    The rumor mill had been saying that the new patch would finally enable us harried DM's to modify players appearances, particularly body parts either via scripting (like creating a DM wand for the purpose) or by the harder method of directly entering the changes in the console...but I haven't found anything specific about this in the forums.
    Take a look at the new SetCreatureBodyPart() and GetCreatureBodyPart(). Basically, for most parts 0 is not their (perfect for amputations), 1 is normal, and 2 is tatooed. For heads, its a little different but it follows the same numbers as the toolset. For an example script that uses it, Click Here and look for my post about half-way down the first page.
    What he says.

    Patch 1.67 FAQ

    I've read through this thread and haven't found a description of what I'm encountering. I have NWN + SOU+ HotU. I don't have CEP. I've always updated via the update button on the start screen, the one that is supposed to automatically select the proper patch.

    I did so and downloaded the patch successfully and then... nothing. No update, no notification of failure: nothing. So although 30+MG of patch were downloaded nothing further occurs, which is different from previous updates. The updater just waits there, not completing the update, but not saying there was a failure. The only way out is to hit cancel and *then* it says failure and that you need the critical rebuild. But if I click update again it starts to download as usual (I haven't gone all the way through since it takes over two hours on my dial up).

    I peeked into my files briefly but did not see anything waiting to be copied anywhere.

    Did I just get a bum download and should try again? Or do I really need a critical rebuild (my version still says 1.66)?
    Using the critical rebuild is your best shot at this.

    Stanley Woo, Quality Assurance

    Newbie wonderings about 1.67 patch, CEP, PRC and more.
    The CEP and PRC are extra content packs created by the community, and are unofficial. But we still like them and lots of people use them for creating modules and persistent worlds/servers. Because they are unofficial, BioWare is not responsible for keeping them up to date, but we do try. ;)

    James Henley, Technical Designer

    Music to kill to

    Wouldn’t that slow the game way, way down? I never have any programs running in the background when I play NWN, always making sure to turn of IM’s, etc., before loading.
    Can't say I've suffered slow speeds in any of my gaming for having additional programs open. There's rarely less than six running in the background at any given time.

    Brian Chung - Technical Artist

    Patch 1.67 released

    All the palletts are not showing up. Sometimes it will show leather and cloth with all the colors and at other times it will only show metal fully. The other palletts show up as they used to with limited colors. This happens even though it's a newly created module without any haks attached. I have nothing in my override folder. Maybe my patch didn't load properly? It took about 20 minutes to DL, maybe it was corrupted?
    Could be, I haven't heard of anyone else having this problem. Is it only in the toolset? Does the new palette show up fine when creating a new character? Have you tried grabbing the critical rebuild instead of using the autopatcher (to force an update in case of a corrupt download)?

    1.67 content wont work

    In the Tropical Island tileset, there is a "Feature" named "Cave". This cave is set into a portion of raised land and has a double door across it. When I try to edit the properties of this cave door to set a transition or something, it tells me "The selected model doesn't exist. Please choose another one." Anybody know what's up with this?
    Yes, it's an error in the doortypes.2da that slipped by me, the wrong door model was referenced. One advantage of the tilesets as haks is it makes it much easier to fix issues like this, as its only specific to that tileset and you should be able to just update the tileset haks and not require any other updates.

    Craig Welburn, Live Team Programmer

    Respawn Doors?
    In the door's OnDeath event set the door object to be non-destroyable with a SetIsDestroyable() call.

    That way the door will still visually disappear when it is destroyed, but the door object will stick around and remain valid.

    You can then use PlayAnimation() with a OPEN/CLOSE parameter to make the door reappear again.

    Respawning doors. Whoot! :D

    Craig.

    More:
    But won't it be dead and therefore unable to run an animation? Can you resurrect a door? Or will a simple heal bring it "back to life" after the "death" occurs?
    Once a door reaches zero hitpoints, it "dies" by playing its "Destroyed" animation (which makes it disappear visually in the game), and then the door object gets destroyed removing all traces of the door object from the game.
    If you make the door non-destoryable, it will still play its "Destroyed" animation OnDeath, but the actual door object will still exist (i.e. I believe the door should be able to do a SpeakString() even after playing its "destroyed" animation and will also be able to do other things like play animations still).

    Doors work a little differently than creatures from what I remember, I don't believe they have a "dead" state like creature's do.
    Healing the door will increase its hit points to bring them back up above zero again.


    In addition to Axe Muderers comments, this used to only work on living things. Has this been changed, does this now apply to creatures OnDeath events too?
    Creature death is handled differently from Door death in the game. When a creature dies it goes into a "Dead" state which makes it impossible (I believe) to play animations on the creature. This has not changed.


    Wow, how come we never found out since NWN is out
    Thanks for sharing Craig
    The 1.67 update added the ability to make PlayAnimation() calls on a door.
    While you could always make the door non-destroyable in the past, there was previously no way to make the door visually reappear again until this new functionality was added.


    Don't forget to heal your door when you spawn it.
    Yes you will want to remember to heal the door with an EffectHeal() call before/after making it reappear, so that you can properly destroy the door again in the future.
     
    Last edited by a moderator: Jan 3, 2018
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