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Auteur 1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
Craig Welburn
Live Team Programmer


Lié: 25 mar 2002
De: Bioware
Posté: vendredi, 22 février 2008 12:23
The sixth 1.69.8105 beta patch is now available for download.

This beta patch currently only supports the English version of Neverwinter Nights running under Windows for users that have both expansion packs installed (SoU and HotU).

The Windows Beta patch files can be accessed directly here:

Click Here

Click Here

There is also a non-expansion pack version of the 1.69.8105 Beta 6 patch (and revert patch). For those that have the base Neverwinter game installed, but do not have SoU or HotU installed.

Click Here

Click Here


Please grab both files (beta patch and revert patch).

Installing the Beta Patch:

- Download the two Beta patch .zip files. DO NOT unzip these files.
- Place the two .zip files in your Neverwinter Nights install directory (i.e. the folder where nwmain.exe and nwn.exe reside).
- Run NWUpdate. This will install the Beta patch.

Uninstalling the Beta Patch:

- Make sure you have the correct 'uninstall patch' that you downloaded in your Neverwinter Nights install directory.
- Run NWUpdate. NWUpdate will use the local .zip patch file that will uninstall the Beta patch.
- Press the Update button.
- You will be notified that the Beta patch has been removed and that you are now back to the previous version.
- Delete the two Beta patch .zip files from your Neverwinter Nights install directory.


If you were running the 1.69 Beta 5 patch. You will need to run the updater to revert back to 1.68 and then remove the 1.69 Beta 5 patches from your Neverwinter nights directory, before the updater will be able to install the 1.69 Beta 6 patches (which need to be placed in you Neverwinter Nights directory).

If you forgot to download the 1.69 Beta 5 revert patch you can download it from here:

Click Here

The Mac 1.69.8105 Beta 6 patch is now available.

Click Here

The Linux 1.69.8105 Beta 6 patch is now available.

Click Here

Let me know if you experience any problems at all.

You can report any bugs you find to nwbugs@bioware.com, nwexploits@bioware.com or nwtoolsetbugs@bioware.com (depending on whether they are game bugs, game exploits, or toolset bugs).

One of the big differences between this patch and previous patches is the huge amount of new content that we included from our Premium Modules program.

We would especially like feedback on the new horse scripting system.

In addition would like to hear back about any bugs that can be found with the new content ( i.e. tilesets, creatures, placeables, Purple Dragon Knight prestige class, etc ). I hope all you builders out there will try out the beta patch and report any issues you find.

The previous 1.69 Beta 5 thread can be found here:

Click Here

The previous 1.69 Beta 4 thread can be found here:

Click Here

Thanks,
Craig.

Edited By Craig Welburn on 02/24/08 00:13

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HDeitchler
Game Owner
Profil: HDeitchlerNWN
NWN: SoU
NWN: HotU


Lié: 05 jun 2005
De: Port Orchard, Washington, USA
Posté: vendredi, 22 février 2008 12:29
Quote: Posted 02/22/08 00:23 (GMT) by Craig Welburn
Thanks,
Craig.
Many thanks to Bioware!
_________________
Bring on the dancing girls and put the champagne on ice...
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ChaosInTwilight
Game Owner
Profil: ChaosInTwilightNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect


Lié: 21 jun 2003
De: Expletive.
Posté: vendredi, 22 février 2008 12:37
New since B5

Code:

View Post/Code in separate window



All the rest:

Code:

View Post/Code in separate window


_________________
Quote: You shouldn't be offended by this; by hacker standards, your respondent is showing you a rough kind of respect simply by not ignoring you.
Migrating Traps U: 10May08
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_six_six_six_
Game Owner
Profil: _six_six_six_NWN
NWN: SoU
NWN: HotU
NWN 2
Mass Effect


Lié: 04 déc 2006
De: Shire o' th'Lanc
Posté: vendredi, 22 février 2008 12:37
Patch notes, anyone? Not able to download another beta myself but it'd be great to see what's been changed.

Edit: Well, I'll be damned. The moment I click 'submi'...
_________________
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Project Q

Edited By _six_six_six_ on 02/22/08 00:38

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Brian Chung
Talentless Hack


Lié: 03 oct 2005
De: Desk #12, oooo window!
Posté: vendredi, 22 février 2008 12:41
Couple new things:

Added a handful of backpacks, scabbards, quivers and a greatsword as wing nodes. Obviously there's no way I can make variants for all the possible hilt types or quiver designs, but creative people can piggy back off this and add more stuff ("but I want mine in fluorescent plaid!").
The greatsword clips a bit on the female phen2 models, not much I can do about that, as adjusting the wing node might screw up other models.

Base empty models are there for creature "scaling", there are entries for dragons from 10% to 200% in 10% increments, where the dragon is added as a tail model. The base model is required to adjust the various helper nodes (impact, head, etc) to the right size.

Same for the invisible humanoid scale models, as weapons would attach to the lhand and rhand node, it has to scale and be positioned correctly. Obviously, using an "invisible human 40%" base won't work if the tail model is set to a dwarf, so you'd have to do some fancy juggling to get the right model. I only included a sample of possible tailmodel.2da models to use, and not everything from the appearance.2da.

Also, you HAVE to use the "invisible creature" ones for non-humanoid creatures, as their animation set differs ("F"ull vs. "S"imple). I might need another set for the "L"arge guys, I'll have to check for the final release. And of course, unfortunately it does not work on part-based creatures.

Also, the additional invisible models trample over the safe 2DA lines (sorry guys!), however as this is more of an extra thing, you can safely remove any extra appearance lines (perhaps only use increments of 20% instead) to get within the safe 2DA count at 750.

I expect to see some Shrink and Grow spells now!
_________________
Just once, I wish we would encounter an alien menace that wasn't immune to bullets.

Edited By Brian Chung on 02/22/08 00:46

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Morikahn
Game Owner
Profil: MorikahnNWN
NWN: SoU
NWN: HotU
NWN 2


Lié: 20 jun 2002
Posté: vendredi, 22 février 2008 12:55
Quote: 
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file on log in to a "server vault" server. This option defaults to off.

[Server Options]
Restore Spell Uses On Login=0

THANK YOU! Finally.

Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.

Edited By Morikahn on 02/22/08 00:56

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Proleric
Game Owner
Profil: ProlericNWN
NWN: SoU
NWN: HotU
NWN 2


Lié: 26 mai 2006
Posté: vendredi, 22 février 2008 01:02
The Horse Builders Guide has been revised significantly for Beta 6 (see link below my signature).

I've also provided a demo module with improved scripts and reusable templates for the many optional switches now available.

It covers

- Impact of horses on existing modules.

- Simple steps to get started with horses.

- How the horse system works.

- Module building in depth.

- Custom creature integration in outline (I'm a muppet in that department).

- Lexicon of functions and switches.

I'd welcome comments from the community!
_________________
Proleric

Builders Guide to Horses & Creature Scaling
Enigma Island
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B_Harrison
Game Owner
Profil: B_HarrisonNWN
NWN: SoU
NWN: HotU


Lié: 06 mar 2004
De: England
Posté: vendredi, 22 février 2008 02:04
Downloading as I type. Those are some heroic fixes & additions.

Thanks again!
_________________
~Ben
Mods | Blog
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FunkySwerve
Game Owner
Profil: FunkySwerveNWN
NWN: SoU
NWN: HotU
NWN 2
Mass Effect PC


Lié: 19 nov 2003
Posté: vendredi, 22 février 2008 02:07
Quote: Posted 02/22/08 00:55 (GMT) by Morikahn

THANK YOU! Finally.

Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.

Actually, we had JUST got ours working perfectly, via engine hacks, for cleric spells 5th and under (the ability to sub spells really screwed it up without engine hacks, along with domain spells and some feats). I will give a loud WOOOOOOOOOOOOOOOOOOOOOOT however, for the ability to turn off logging of monster deaths. Our logs will be like a 5th the size.

Funky
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Higher Ground Legendary Level System for levels 41-60
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Craig Welburn
Live Team Programmer


Lié: 25 mar 2002
De: Bioware
Posté: vendredi, 22 février 2008 02:34
Quote: Posted 02/22/08 00:55 (GMT) by Morikahn

Quote: 
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file on log in to a "server vault" server. This option defaults to off.

[Server Options]
Restore Spell Uses On Login=0

THANK YOU! Finally.

Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.

I only really tested this with Wizard spells. If you guys could do some testing with the other character classes to make sure their spells are working properly too, that would be great.

Thanks,
Craig.
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Craig Welburn
Live Team Programmer


Lié: 25 mar 2002
De: Bioware
Posté: vendredi, 22 février 2008 02:45
I updated my original post to include links to beta patches for those people that do not have either of the expansion packs installed.

Craig.
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B_Harrison
Game Owner
Profil: B_HarrisonNWN
NWN: SoU
NWN: HotU


Lié: 06 mar 2004
De: England
Posté: vendredi, 22 février 2008 03:05
Quote: Posted 02/22/08 02:34 (GMT) by Craig Welburn

I only really tested this with Wizard spells. If you guys could do some testing with the other character classes to make sure their spells are working properly too, that would be great.

Thanks,
Craig.

I've put up a tiny server under Tech Support (named 1.69 Beta 6 Testing, module "Spell Testing"), with Restore Spell Uses On Login=1. If anyone wants to join me (it's not passworded) you're welcome to. Characters are levelled upon login, and resting is instant, for convenience.

I've only tested the Sorcerer class so far, and the spell tracking seems to work as it should for them.
_________________
~Ben
Mods | Blog
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B_Harrison
Game Owner
Profil: B_HarrisonNWN
NWN: SoU
NWN: HotU


Lié: 06 mar 2004
De: England
Posté: vendredi, 22 février 2008 04:00
All right, with the help of The Sneaky Sneaker (who logged in to help test this), I can confirm that Restore Spell Uses On Login=1 works correctly for all character classes and spell levels.

We inadvertently discovered a minor, unrelated bug in the process, though: All summoned dire creatures (at least I - VI, possibly the elementals too) leave a PC Properties creature item as loot when killed. Other summoned creatures I tested (Mordenkainen's Sword, Planar Binding spells) don't have this issue.
_________________
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Mods | Blog
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NarcissusLair
Game Owner
Profil: NarcissusLairNWN
NWN: SoU
NWN: HotU
NWN 2


Lié: 19 fév 2003
De: WA
Posté: vendredi, 22 février 2008 04:26
You guys are the men!!!!!!!!!!!!!!!!!!!

Go bioware!!!!!!
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Varanon
Game Owner
Profil: VaranonNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect PC


Lié: 16 fév 2003
Posté: vendredi, 22 février 2008 08:24
Quote: 
- Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter trigger every time that it spawns creatures.

*Worships Bioware*
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