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Autor 1.68 Beta 1 is now available
Derek French
Technical Producer


Beigetreten: 16 Okt 2001
Von: Euphoria
Gepostet: Donnerstag, 27 Juli 2006 09:58
Greetings! 1.68 Beta 1 is now available for your testing pleasure for Win32 in English, French, German, Spanish, and Italian. The Server patch is also available. Mac and Linux versions are coming next week.

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

So, as it turns out, 1.68 is not the final patch. There will be a 1.69.

Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.
IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.
- Added visible cloaks to the game.
- Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).

Script-specific:
=-=-=-=-=-=-=-=-=-=
- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).
- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fix to CopyObject() so that copied creatures now run their OnSpawn script.
- Enabled PLT support for visible cloaks.
- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.
- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.
- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.
- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.

Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
// Set oPlaceable's useable object status.
// Note: Only works on non-static placeables.
void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
[Game Options]
Log Model Errors=0
If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory). This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.
_________________
Leroy Jenkins is my hero.
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grizzled_dwarflord
Game Owner
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Beigetreten: 16 Nov 2004
Von: The Underdark
Gepostet: Donnerstag, 27 Juli 2006 10:50
Well, looks like Evard's is still broken, Improved Sneak Attack is still a non-option for Assassins, and oh, let's see, what else....
_________________
Currently sowing the seeds of chaos at the World of Greyhawk
Got Displacer Beasts? The CCP Monster Manual
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WebShaman
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Beigetreten: 26 Feb 2003
Von: The Happy Hunting Grounds
Gepostet: Freitag, 28 Juli 2006 10:15
Quote: - Added visible cloaks to the game.

So DLA cloaks made it in? Fantastic!

Congrats, DLA!
_________________
Myth Drannor PW
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tuerceviolines
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Beigetreten: 10 Nov 2005
Gepostet: Freitag, 28 Juli 2006 11:48
What exactly are the DLA cloaks? I only know the CEP cloaks. Any screenshot? CEP compatible? When you add a cloak to the inventory slot, directly you got the visual os a cloaked PC?

Edited By tuerceviolines on 07/28/06 11:50

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WebShaman
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Beigetreten: 26 Feb 2003
Von: The Happy Hunting Grounds
Gepostet: Freitag, 28 Juli 2006 02:03
You can get a "small" taste of them in the cancelled Premium Mod Tyrants of the Moonsea, now on the Vault for download.

DL and install the Beta, if you wish to see the full glory of the cloaks.

I would suggest doing a dual-install, however.

Incredible stuff!

Thank you, Bioware!
_________________
Myth Drannor PW
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Cinnabar Din
Moderator
Moderator

Beigetreten: 15 Mär 2004
Von: Some backwater in the Orion Arm
Gepostet: Freitag, 28 Juli 2006 06:05
Quote: Posted 07/27/06 21:58:53 (GMT) by Derek French

So, as it turns out, 1.68 is not the final patch. There will be a 1.69.

It's great that 1.68 is in beta... whoop! But, I think this statement is even better news.
_________________
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420
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NWN 2


Beigetreten: 18 Mai 2002
Gepostet: Freitag, 28 Juli 2006 06:35
I didn't see anything in the 1.68 release notes about fixing the peg leg glitch.

Here is a quote from a thread I posted back at the beginning of May:

Quote: 
Try using model number 12 instead of 13 (the one with the bare right leg). It is broken for the normal phenotype (not large) male elf, half-orc, dwarf and halfling models.

-420
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Brian Chung
Talentless Hack


Beigetreten: 03 Okt 2005
Von: Desk #12, oooo window!
Gepostet: Freitag, 28 Juli 2006 07:27
Quote: Posted 07/28/06 11:48:58 (GMT) by tuerceviolines

What exactly are the DLA cloaks? I only know the CEP cloaks. Any screenshot? CEP compatible? When you add a cloak to the inventory slot, directly you got the visual os a cloaked PC?

Well, Lisa did make a number of CEP cloaks and did the textures for the DLA ones that are in 1.68.

They're dynamic, fully backwards compatible, animated cloaks and yes, will reflect what's in your cloak slot and you can dye them. They are also set to hide wings, tails, and shoulders as listed in the cloakmodel.2da. And swap textures around while reusing the existing model itself, I'll post a How-To in the CC forum later and see about providing the cloak PLT templates for people.

Unfortunately, it seems that the updated crafting dye script didn't make it into this beta, but in the meantime you can just paste this into your mod as "x2_s2_dyearmor" and compile it:

NWScript:

View Post/Code in separate window

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OldMansBeard
Game Owner
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Beigetreten: 27 Jan 2003
Von: Tolkien Country, West of Rivendell
Gepostet: Freitag, 28 Juli 2006 07:32
Just tried it - my party suddenly appeared in cloaks

I really like the way they move with the animations. Most impressive.

One problem - the backs of the belts of standard metal armours "tear through" the back of cloaks, which rather spoils the effect.

A possible solution would be be to modify all the standard belt models to snip out a V-shaped part at the back. Is this something that is already in the pipeline, or should the community have a go at doing it?
_________________
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Heed
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NWN 2: MotB


Beigetreten: 17 Okt 2001
Von: Dasein
Gepostet: Freitag, 28 Juli 2006 08:01
Quote: Posted 07/27/06 21:58:53 (GMT) by Derek French
- Added visible cloaks to the game.

Oh sure, now you add engine support.

Nice job. The system looks good and so do the cloaks.

Nice to hear there will be a 1.69 patch too. Thanks for all the work, it's appreciated.
_________________
Heed House 2

A Game is a machine that can get into action only if the players consent to become puppets for a time.

--Marshall McLuhan,
Understanding Media
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DrDread
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Beigetreten: 10 Jun 2002
Gepostet: Freitag, 28 Juli 2006 08:09
I realize that the target demographic for these patches consists more then "ME" but I'm DYING to get a zero added to OpenStore function so I can open a store with a modified buy or sell rate of up to 1,000 and not just 100.

I have a dynamic economy system in my world and all my stores open up with that function but I can't move the prices up more then 100%
_________________
Creator of the World of Torr PW
www.worldoftorr.com
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Brian Chung
Talentless Hack


Beigetreten: 03 Okt 2005
Von: Desk #12, oooo window!
Gepostet: Freitag, 28 Juli 2006 08:15
Quote: Posted 07/28/06 19:32:04 (GMT) by OldMansBeard
A possible solution would be be to modify all the standard belt models to snip out a V-shaped part at the back. Is this something that is already in the pipeline, or should the community have a go at doing it?

It's not something I'd recommend that anyone deal with, as there's far too many variations to deal with reanimating the cloaks, or having to put in checks to modify the belt to a cut one based on if the cloak is equipped or not.

Too many zots to allocate for a trivial issue, when the easy, instant solution would be to remove the belt from the armour.
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420
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Beigetreten: 18 Mai 2002
Gepostet: Freitag, 28 Juli 2006 08:41
Quote: Posted 07/28/06 18:35:09 (GMT) by 420

I didn't see anything in the 1.68 release notes about fixing the peg leg glitch.

Here is a quote from a thread I posted back at the beginning of May:

Quote: 
Try using model number 12 instead of 13 (the one with the bare right leg). It is broken for the normal phenotype (not large) male elf, half-orc, dwarf and halfling models.

-420

Still wondering if there is any plan to fix the glitched peg legs.

Also, ff 1.68 isn't the last patch and the 1.68 patch will have new content. Does this mean we can look forward to more premium mod content in a future patch? (ie. red trog model and item icons from PotSC, creature models from ID)

-420

Edited By 420 on 07/28/06 20:42

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Mad Aleph
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Beigetreten: 13 Feb 2005
Gepostet: Freitag, 28 Juli 2006 09:34
First - wow - wasn't expecting cloaks so soon. Neat.

Second - is there a chance that the Death Attack bug (whereby the paralyzation effect of DA is nullified by Freedom) could be fixed in this patch?

It would go a long way toward helping the class.
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evenflw52246
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Beigetreten: 08 Feb 2003
Gepostet: Freitag, 28 Juli 2006 09:37
Is there any chance we could either add a nCasterLevel=0 (when 0 uses regular caster level or 10 for cheat casting) to the end of ActionCastSpell? We have been wanting that for a really long time and it should just be a quick fix. Alternatively you could change the bCheat to nCheat and if cheat is not false you are passing the caster level thru that. It would be really really really nice of you since if you don't do it now then we will never have it.
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