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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Oct 3, 2002.

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


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    (Originally posted by Z-Layrex)

    David Gaider, Designer

    Creature Models: Yes, there are plans in the works for eventually adding inherent toolset support for new creature models... or, at least, making a valiant effort to do so. There are several things which have to happen first over the next couple of patches, however, in order to make that possible. Getting all the .2da's to finally work in hakpaks in 1.25 is the first step. After that, we're looking at some major revisions for hakpak use in 1.26. Inputting custom content will probably never be easy, but we are looking at making it much easier down the line.

    More:
    I suspect that .erfs and .haks will remain seperate, but the idea is that eventually using a roperly-formatted

    'creature hakpak' to add a creature model into your resources would be a one-step process for the end-user, yes (perhaps as simple as selecting a menu option in the toolset, if that can be done).


    Custom Music: Custom speech, no. Custom music, yes... it will be made easier to implement. Not as easy as we had hoped (the Live Team had hoped to make it so that all you needed to put into the hakpak was the .bmu with no .2da), but still easier.

    Patch 1.26: I don't think we can actually officially sanction it seeing as it's a resource hack, but it's interesting to note how many people like it. I think the Live Team is looking at possibly including an option to unlock the camera fully in 1.26.

    Derek French, Assistant Producer


    Patch 1.25: We will probably have a second beta of 1.25 soon with some more improvements and I know there are some

    scripting fixes, such as:

    - Changed maximum size of compiled scripts from 256K to 512K.
    - Added GetResRef() scripting command.
    - Added DecrementRemainingFeatUses():
    // Decrement the remaining uses per day for this creature by one.
    // - oCreature: creature to modify
    // - nFeat: constant FEAT_*
    void DecrementRemainingFeatUses(object oCreature, int nFeat);
    - Added DecrementRemainingSpellUses().
    // Decrement the remaining uses per day for this creature by one.
    // - oCreature: creature to modify
    // - nSpell: constant SPELL_*
    void DecrementRemainingSpellUses(object oCreature, int nSpell);
    - Fixed ActionPauseConversation().
    - Fixed CreateObject() - it was having problems if the template wasn't found.
    - Fixed GetFirstObjectInArea() and GetNextObjectInArea().
    - GetStartLocation() nows return a valid area.
    - Fixed GetHasSpell() to work for Sorcerers and Bards.
    - GetName() will work for modules and areas now (returns name in language of module).
    - Fixed a crash in PlaySound() when called by module.
    - Fixed main tile light constants and added constants for source lights.
    - SetTileSourceLightColor() is now working properly.
    - Fixed GetItemPossessor() to work when loading polymorphed possessor in a save game.
    - Rotating placeables now rotates the walkmesh as well in SetFacing().
    - AdjustAlignment() no longer effects DMs.

    If there is anything else aside from those ones?


    Don Moar, Tools Programmer


    Multiple Spawn Points: The game determines which spawn point is least visible to all the PCs and uses it to place all the creatures needed to satisfy the encounter's requirements. Use multiple spawn points if there is more than one direction from which a PC may enter the encounter trigger.
     
    Last edited by a moderator: Jan 4, 2018
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