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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Oct 13, 2002.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


    Joined:
    May 19, 2015
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    (Originally posted by Z-Layrex)

    Don Moar, Tools Programmer

    Area Transitions: All area transitions operate off the Script Tag of the target object. This allows a lot more flexibility in how you set your transitions up. For example, you can write a custom area transition script that jumps to a particular NPC. The selection of door vs. trigger vs. waypoint in the Area Transition setup window changes the objects that are displayed in the wireframe on the left and in the list below.

    More:
    Since it cannot be guaranteed that a particular Script Tag is not already in use somewhere in your module, developing a naming convention for your Script Tags is always a good idea. For doors that are used in an area transition I use the following:

    dt_[Source]To[Target][n]

    dt - door tag
    [Source] - starting area name
    [Target] - destiation area name
    [n] - number, used if there is more than one door between the two areas

    eg:
    Given a module with two areas, Town and Inn (where Inn is the interior of an Inn in the Town), I would use the following door tags:

    dt_TownToInn
    dt_InnToTown


    ERF files: The Hak Pak Editor in the \utils folder is also capable of manipulating .erf files, although I think there is a bug that always forces the file extension to .hak (you can easily rename it, however). I'll see if I can get that fixed sometime.

    More:
    The Hak Pak Editor already allows you to open and edit .erf files (as well as .hak and .mod files). The only restriction is that you cannot do things like open a .erf and save it as a .hak.

    And More:
    The Open window only lists .hak files, but you can key *.erf in for the File Name and select the appropriate .erf that way or just drag & drop a .erf file directly into the editor.


    Converstation Tokens: Due to coding problems I wasn't able to include the details of this post. You can view the actual post here though.

    David Gaider, Designer


    New 2DA files: I believe that's part of the prep for the easy-to-add custom creature stuff that's coming down the pipe. My advice: don't touch 'em. Either that or go ahead and touch 'em... but you'll probably just end up re-numbering again later, anyway. I don't think those reserved slots are being used right this minute, if that's what you're wondering.

    DM: A DM being able to see party chat was big on the demand list, so it has been added. I'm not sure, personally, if you can shut it off... if you right-click on the message window you should get the menu options for your messages. The option might exist there, I'd have to check (it probably is). Beyond that, if you really want to exchange private messages, why not just use private tells? Isn't that what they're for? Party chat exists for groups to keep in contact with each other in game situations where there are non-party NPC's or other parties... just because someone is currently using it as a private chat function and their DM might be a stranger is certainly not a reason to not implement this option, I'd think.

    Andrew Gardner, Live Team Programmer


    New 2DA files:

    Quote: So i could just alter my custom creatures to 390 and so on without problem?

    You are free to use 307 to 349 (the ones with the names User###). You should stay away from 350 to 389 (the ones with the names Reserved###). Actually, if you start adding after 389, they are likely to get clobbered at some point. More User slots will be added as the need arises (ie. let us know if you need more).

    More:

    Quote: Thanks for the quick response. But could you explain why it would get clobbered? Is there a limit like the old placebles.2da? I'm not sure i understand that one. And 42 creatures is a little on the low side with all the re-textured creatures out there plus my own. in my old appearance.2da i had added about 60 new lines already.

    There would be an issue if BioWare needed more beyond 389 at some point in the future. For now, just don't use the Reserved slots and more User slots will probably be allocated in a future update. My best guess would be to assume User slots will resume at 390, but I don't know for certain.

    And More:

    Quote: So I can just use the reserved slots for now until it becomes an issue. Also what do you mean by chopped or whatever, saying something like..won't work? I have entries up to 410 (including your reserved slots) Well, heres to hoping one of those slots includes a mind flayer =)

    At some point in the future there will be a conflict between your content and BioWare's content if you continue to use the slots now marked as Reserved. I can't guarantee how slots 390 and higher will be allocated.


    Neil Flynn, Programmer


    Standard Item Library: Loading these on the opening of a module is a necessary evil. It adds to the flexibility of the toolset but takes away from the load time speed. There is currently no way to avoid it.

    New ERF Format: Anything exported or saved with the latest versions of the toolset will required that version or newer to open or import. This is done to guarantee that the module or ERF opened will work with the toolset. As explained above, the file could have new scripts or content. We don't parse everything to see if it has new content or not.
     
    Last edited by a moderator: Jan 4, 2018
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