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1.25 Patch Details

Note: Each patch contains all the fixes from the previous patches. Previous patch notes can be found here.

Patch details for v1.25 English

Neverwinter Nights Game

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.25 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.25 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.25 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.25 TOOLSET.
IF YOU WANT TO GO BACK TO 1.24, WE HAVE A 1.25 TO 1.24 REVERT PATCH AVAILABLE.

  • added Kobolds to the game - demo area included (select the "DEMO - Goblins vs Kobolds" module in game by choosing "Other Modules...")
  • added Malar Panther to the game - demo area included (select the "DEMO - The Cat Lady" module in game by choosing "Other Modules..."
  • added Hidden Wall Door and Hidden Trap Door placeables to the game - demo area included (select the "DEMO - House of Doors" module in game by choosing "Other Modules..."
  • added the Neverwinter Nights Content Installer. Please check out the new files in your "utils" directory.
  • added Buddy Lists to both the in-game Server Browser and the Neverwinter Nights Community site.
    Through this, you will be able to see the on-line gaming status of your Buddies as well as the server that they are playing on.
    You can view the Community site version of the Buddy List here
  • Moved "source" 2DA files from the patching system as they were sometimes breaking people's ability to patch. They are now in the root of the NWN directory in a file called "2dasource.zip".
  • Upgraded sound system to Miles 6.5
  • Added the ability for users to specify their chat colors using settings in nwnplayer.ini. The color values are specified by:

    Color=RedValue,GreenValue,BlueValue

    where the color values can be in the range of 1 to 255. You cannot use 0.

    Here are the default colors:

    [Chat Colors]
    TalkColor=240,240,240
    ShoutColor=255,239,80
    WhisperColor=128,128,128
    TellColor=32,255,32
    ServerColor=176,176,176
    PartyColor=240,240,240
    DMColor=16,223,255

    Here are some sample color settings:

    [Colors]
    Color=255,1,1 // Red
    Color=1,255,1 // Green
    Color=1,1,255 // Blue
    Color=1,255,255 // Cyan
    Color=255,1,255 // Magenta
    Color=255,255,1 // Yellow
    Color=255,255,255 // White

    In case you interested Orange = 255,102,1

  • Added "/tk" and "/talk" to the chat command list.
  • Added Console Commands and for:
    - getbannedlist
    - banplayername [name]
    - banplayerip [ip]
    - banplayercd [public CD Key]
    - unbanplayername [name]
    - unbanplayerip [ip]
    - unbanplayercd [public CD Key]
  • All 2DAs now work properly in Hak Paks. Seriously. I am not kidding.
  • Fixed miscalculation of AC bonuses.
  • Fixed saving throw miscalculation.
  • Reversed disarm weapon size modifier so that the larger weapon gets a bonus rather than a penalty to match the feat description.
  • Improved CD checking compatibility.
  • Fixed the plot-item Paladin tunic problem in Olgerds store in the Prelude.
  • Fixed door initial state animation.
  • Fixed a problem with portals not going to the proper waypoint.
  • Bard song temporary hitpoints are now working properly.
  • Changed ban lists to write out to the nwnplayer.ini file on each modification.
  • Offhand damage should now work properly for double bladed weapons.
  • Sped up the server vault character listing.
  • You can no longer set traps on objects that are already trapped.
  • Prevent illegal characters in the module name from breaking save game file names.
  • Fixed Store Sell Mark Up value to work in the same range as the Toolset.
  • Failing to load a Module reports the proper error message instead of "Not Enough Disk Space"
  • Fixed a problem with the game loading modules with multiple periods in the module file name.
  • Fixed the problem of not being able to unequip your items if you polymorph, save, load, then unpolymorph.
  • Do Max CR check for spell talents always, not just for metamagicked spells.
  • Fixed a visual bug on older ATI cards playing the Bink movies under Windows XP.
  • Fixed a potential server hang in Jump all players to point.
  • Fixed a problem if you were kicked from the server while in an area transition, your client would hang.
  • Fixed a server crash when a player ignored a party join request from a player who had left the game.
  • Fixed 2 memory leaks.

DM Client

  • Fixed problems associated with saving games while DM possessing NPCs
  • DMs will now see a player's/creature's Character Sheet when examining them, rather than the Examine Menu.
  • DM Party bar will now display Character Names instead of Player Names.
  • DMs now hear ALL party chat messages from ALL players by default.
  • Fixed a DM-created portalling issue.
  • Cleaned up some DM chat display issues.
  • Fixed a problem associated with saving games while DM possessing NPCs.
  • Fixed a rare crash that occurs when radialing off of a Player Portrait when using the DM client.
  • DMs are no longer affected by Jump all players to point.
  • Fixed a crash that sometimes occurs when a DM tries to level down an NPC using Take Level.

Scripting-specific

  • In ActivePortal(), the sWaypointTag parameter is now case sensitive.
  • 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.

Neverwinter Nights Aurora Toolset

  • Added a new column to "ambientmusic.2da" and "ambientsound.2da" - "DisplayName" - if the "Description" column contains "****", then the Toolset will use the text in "DisplayName" for the name of the file.
  • Fixed bug where setting the animation/open state on a door or placeable object did not flag the area as being modified, and hence changes would not be saved.
  • Changed resource selection dialog labels when exporting resources
  • Changed the display of data from "placeables.2da", to use the "Label" column if the "StrRef" column contains "****".
  • Prevent illegal characters in the module name from breaking save game file names, such as\ / : * ? . " < > |
  • Fixed bug where baseitems.2da was not being reloaded after loading a module with a Hak Pak or after changing the Hak Pak for a module.
  • Creature Wizard acts like the Creature Editor now, using the Label column in Appearance.2da if the StrRef was unspecified.
  • Fixed a bug where the CR of a creature would be wildly different between its blueprint and its instance.
  • Fixed bug in Script Editor where an error dialog would appear under certain circumstances when moving the script editor window partially offscreen then moving it back onscreen.
  • When building a module and compiling scripts, if a script fails to compile only because it lacks a "void main()" or "int StartingConditional()", it is not reported as an error.
  • Fixed a bug in Build dialog where double-clicking a script having a compile error would open the Script Editor in unchangeable "conditional" mode so that it would not be possible to compile a "void main()" script without errors.
  • When loading an area, check for valid tile-group placement before adding the group.
  • When loading a placeable object, if the BodyBag property was saved with an invalid value, use a default Treasure Model.

Hak Pak Editor

  • Prevent adding .bik movie files. Bink movies and BMU music files must go in the "movies" and "music" directories, respectively.