Author Topic: NWN2 -- The HUGE, HUGE Thread  (Read 63172 times)

Offline Xessive

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #200 on: Sunday, February 25, 2007, 07:01:00 AM »
I've played both SoU and HotU, and I enjoyed them. They were great complements to NWN, and they added some great features (cloaks, sky, some new prestige classes, etc). The expansions didn't deviate from the NWN style, they enhanced it.

A party of 3 is the maximum I'm willing to tolerate, any more and it's too much. I'm supposed to be adventuring not running a mass migration. And even though I have my party members set to "near" they trail pretty damn far behind, and my party ends up looking like a convoy or a line of ants trailblazing through whatever terrain I'm running through.

The pathfinding has its problems, and I often have to manually select and direct the companions. I have minimal problems when I only have one companion, even though he/she still trails pretty far behind, and sometimes takes a while to recognize that I'm actually in a fight or being attacked (in which case I have to issue a "guard me" command or manually select and set to attack a target).

Offline MysterD

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #201 on: Sunday, February 25, 2007, 07:54:21 AM »
I've played both SoU and HotU, and I enjoyed them. They were great complements to NWN, and they added some great features (cloaks, sky, some new prestige classes, etc). The expansions didn't deviate from the NWN style, they enhanced it.
I loved Hordes. That was the best NWN1 SP campaign.

Quote
A party of 3 is the maximum I'm willing to tolerate, any more and it's too much. I'm supposed to be adventuring not running a mass migration. And even though I have my party members set to "near" they trail pretty damn far behind, and my party ends up looking like a convoy or a line of ants trailblazing through whatever terrain I'm running through.
Personally, I miss the BG days w/ parties of SIX.

Offline Pugnate

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #202 on: Sunday, February 25, 2007, 02:41:35 PM »
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=547303&forum=110

D don't read that if you haven't finished it. It is hilarious... things your NPCs will never say.

I just finished the game BTW.

edit:

This is another awesome thread:

http://nwn2forums.bioware.com/forums/viewtopic.html?forum=110&topic=545663

« Last Edit: Sunday, February 25, 2007, 03:16:48 PM by Pugnate »

Offline idolminds

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #203 on: Saturday, March 03, 2007, 02:16:07 PM »
GoGamers madness sale has NWN2 (DVD) for $24.99.

Offline MysterD

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #204 on: Saturday, March 03, 2007, 03:50:54 PM »
GoGamers madness sale has NWN2 (DVD) for $24.99.

That's a pretty good price for that.
That's what I paid for that back on Black Friday '06 @ BB.


Offline MysterD

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Offline Xessive

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #206 on: Thursday, March 15, 2007, 03:29:36 PM »
The thread lives!

I should read up on the changes in 1.05 and see if they spark an interest.

Offline MysterD

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #207 on: Thursday, March 15, 2007, 05:05:30 PM »
Here's what BETA Patch 1.05 changes, adds, and fixes to NWN2

Quote
NWN2 Patch 1.05 English Beta Available!  [ Comment  ]
Print News | Mail News
Obsidian has released the NWN2 1.05 Beta patch for the community to download and test prior to the final release. This helps them catch any problems they may have missed while giving the community a chance to check out all the good stuff. Also include is a revert patch to take you back to 1.04. Here's what's changed:

    Neverwinter Nights 2 - Version 1.05 Beta Patch Notes
    March 12th, 2007

    *** PLEASE NOTE: THIS IS A PRE-RELEASE BETA VERSION OF PATCH 1.05. THIS BUILD HAS NOT GONE THROUGH A FULL TESTING CYCLE, AND SUPPORT FOR THIS PATCH IS NOT AVAILABLE VIA ATARI CUSTOMER SUPPORT.
    IF YOU ARE NOT COMFORTABLE RUNNING PRE-RELEASE SOFTWARE, YOU CAN REVERT BACK TO 1.04. PLEASE SEE OUR WEBSITE FOR MORE INFORMATION AT http://nwn2.obsidianent.com/support.

    If you would like to report any issues with this build, please visit the Official Neverwinter Nights 2 forums at http://nwn2forums.bioware.com/forums/index.html. Please indicate in the subject of your posting that you are using the 1.05 BETA.

    New Features
    General

        * Multi-Select is now available as an option in both the DM Client and main game client. By default, Mouse 4 will select the entire party, and Mouse 5 or holding CTRL+Left Click will enable lasso selection of party members.
        * Many substantial improvements to the AI scripts provided by community member evenflw have been integrated into the game. Additionally, revisions were made to AI to make both friendly and enemy characters be much more intelligent with feat use in combat.
        * There is now an
        * Advanced Options
        * button on the Server Options panel. Server Administrators can specify two URLs in this menu: One, intended to point to their server's homepage, if it has one, and one intended to directly point to the server's latest PWC file. Players will be able to see these links from the Server Details on the Internet Game browser and clicking them will launch the user's Browser and direct them to the URL specified.
        * Many of the skyrings (the geometry that exists at the horizon of the game world) have been revised to make them more visually appealing.
        * There is now a 4th parameter to the DisplayGuiScreen() script function that allows a user to define the name fo the *.xml file to load if the 'ScreenName' can't be found inside the INIs already. This will allow custom GUI creators to add GUIs (Using the ui\custom\ folder) and not need to edit the INIs stored in ui\default to make the game able to load them.
        * Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.
          Scripting
        * A bDisplayFeedback=TRUE parameter was added to both ActionGiveItem and ActionTakeItem. Changing it from the default of TRUE to FALSE will keep the feedback strings from appearing in the chat window when these script functions are used.
        * 2DAs queried by script functions are now cached. This should increase performance of scripts that frequently reference 2Das.
        * Within the Script Editor, hitting the Tab key now creates 5 spaces instead of inserting a tab character.
          Toolset
        * Within the appearance.2da, NWN2_Scale has now been split into three columns: NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. This will allow users to scale creature appearances non-uniformally through the appearance.2da.
        * The Grass, Creature Appearance Type, and Creature Soundset lists are now sorted alphabetically.
        * Walkmesh Helpers have been added to Placeables/Misc Props. These objects are invisible square objects that can be resized and placed on a map to bake a walkmesh. You can use them to make flat objects walkable that normally are not or would be difficult to bake. Some examples of situations where these would be useful are a long length of repeating bridge pieces or building roofs. To view the Walkmesh Helpers in the Toolset, turn on the display of C2 Collision volumes. There are two versions; each will play a different footstep sound. Special thanks to Zarathustra217 for the original concept and objects.

    Bug Fixes
    General

        * The Quick Cast menu was blocking movement clicks for its entire area - even parts that were not visible. Players can now click through any non-visible part of the Quick Cast menu.
        * Feats will now properly show their cool down timer countdown.
          DM Client
        * The DM Chat toggle could previously not be turned back on after it was turned off. This has been fixed.
          Effects/Spells
        * Certain multiclass characters could lose spells from their hotbar after making area transitions. This will no longer occur.
        * The Reflex save for Defensive Roll can now happen multiple times per day.
        * Manyshot was previously always applying the full attack bonus and penalty to hit, regardless of the character's BAB. This has been fixed.
        * Female Drow Clerics would be previously be forced to pick a new deity at level up if they had selected Lolth during character creation. This has been fixed.
        *

          Toolset
        * Several words that previously were incorrectly being highlighted by the syntax highlighter will no longer be highlighted.
        * The GetIsPartyTransition() flag for triggers always returned true, regardless of what was set in the toolset. This has been fixed.

    2DA Changes

          The following 2DA files have been changed in v1.05:
        * appearance.2da
        * classes.2da
        * cls_atk_1.2da
        * cls_atk_2.2da
        * cls_atk_3.2da
        * cls_bsplvl_arctr.2da
        * cls_bsplvl_eknight.2da
        * cls_bsplvl_harper.2da
        * cls_bsplvl_palema.2da
        * cls_bsplvl_wprst.2da
        * cls_savthr_barb.2da
        * cls_savthr_bard.2da
        * cls_savthr_cler.2da
        * cls_savthr_cons.2da
        * cls_savthr_dru.2da
        * cls_savthr_fight.2da
        * cls_savthr_monk.2da
        * cls_savthr_pal.2da
        * cls_savthr_rang.2da
        * cls_savthr_rog.2da
        * cls_savthr_sorc.2da
        * cls_savthr_wild.2da
        * cls_savthr_wiz.2da
        * damagelevels.2da
        * feat.2da
        * hen_companion.2da
        * hen_familiar.2da
        * iprp_damagecost.2da
        * iprp_srcost.2da
        * keymap.2da
        * placeables.2da
        * racialtypes.2da
        * spells.2da

          In addition, the following 2DA files have been added in v1.05:
        * cls_featmap_arctr.2da
        * cls_featmap_eknight.2da
        * cls_featmap_harper.2da
        * cls_featmap_palema.2da
        * cls_featmap_wprst.2da

Thanks Obsidian's NWN2 Assistant Producer, Nathaniel Chapman, for the heads up.

Offline Xessive

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #208 on: Friday, March 16, 2007, 02:07:51 AM »
Thanks MyD ;D

Offline MysterD

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #209 on: Friday, March 16, 2007, 02:05:19 PM »
Thanks MyD ;D

Welcome.

I'll be waiting on the final version of the patch, whenever that comes.

Are they going to release for separate downloads the CRITICAL REBUILDS of these "Final Patches"?

Offline Xessive

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Re: NWN 2: HUGE Thread -- UPDATE for 2/8/2007; Patch 1.04.870 released
« Reply #210 on: Friday, March 16, 2007, 02:31:03 PM »
Welcome.

I'll be waiting on the final version of the patch, whenever that comes.

Are they going to release for separate downloads the CRITICAL REBUILDS of these "Final Patches"?
I don't know.. People have been requesting individual downloads, but so far everything is through the updater except the BETA patches (and their rollbacks).

I'll wait for the final as well. Assuming of course I've reinstalled the game.

Offline MysterD

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NWN2 -- Huge Thread #2
« Reply #211 on: Monday, April 09, 2007, 05:28:49 PM »
Obsidian announces its first Mod-Making Contest.

Each contest will have a theme, BTW.

Here's the news and guildlines....


Quote from: Rob McGinnis
Obsidian Entertainment is pleased to announce its first Community Mod-Making contest.

For each mod-making contest there will be a theme, such as “The April Fool.” Each mod entered into this contest will involve the theme in some way. For “The April Fool” you might make a module about a court jester or a comedy. Maybe you might just make a silly mod, or perhaps you will make a dark mod about someone being fooled into giving up their fortune, their love or their soul.

For this first contest, the theme will be “Grimm’s Fairy Tales.” The final day to submit modules will be Monday, April 30th at noon Pacific Time.

You can remake one of Grimm’s Fairy Tales or do anything else as long as your mod has something to do with the theme.

Here are the rules for the contest:

1. All work submitted must be your own, with the following exceptions: You can use anything already submitted on Neverwinter Vault (http://nwvault.ign.com) as of the date of the contest announcement (you cannot use anything submitted to the vault after the contest is announced). You can ask for advice in the Toolset, Scripting or Custom Content forums, but no one can do any of the mod-making for you.

2. A document explaining your module must be included as a ReadMe. It should be no more than one page in length.

3. Each module must contain two to five areas. You must have at least one interior and one exterior. One of the exterior areas may be up to 24x24 in size, but the rest of the exterior areas may not exceed 16x16.

4. Modules should have at least 30 minutes, but no more than two hours of gameplay.

5. Entries should be uploaded to Neverwinter Vault on or before the declared end of the contest so that others may see your work. The module must be identified as a contest submission. Links to your module should also be placed in the thread (this thread) announcing the contest to make it easier for people to find them.

6. The winners will be announced about 30 days after the end of the contest. The contest will be judged by the community (voting on the vault) and by the Neverwinter Nights 2 Live team.

7. Have fun!

We have some great prizes lined up for the winners! I can’t wait to see what your imaginations cook up.

Rob
« Last Edit: Saturday, April 28, 2007, 06:17:34 AM by MysterD »

Offline Xessive

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #212 on: Monday, April 09, 2007, 09:37:04 PM »
Not bad. I'll have to look into some of them. The modding community is supposed to be one of the big points of NWN2. Hopefully some great mods will take off (as they did in NWN1).

I'm still on Oblivion ;D Right now I'm getting ready to begin enjoying Shiverin' Isles!

Offline Pugnate

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #213 on: Monday, April 09, 2007, 11:18:12 PM »
Oblivion has me and it won't let me go.

Offline Xessive

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #214 on: Tuesday, April 10, 2007, 12:11:26 AM »
Oblivion has me and it won't let me go.
NWN2 is doomed to be constantly compared to Oblivion, hehe It's almost an unfair comparison, but it's stuck with it :P

Offline Pugnate

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #215 on: Tuesday, April 10, 2007, 12:15:18 AM »
I think they are totally different games and I can't compare them. But my point is that I can't even consider anything else ever since the slow leveling mod and the level cap mod were installed. I am so addicted. I love Oblivion.

Also dude the expansion was $18! That's insanity. I've never seen a full expansion sell for that low at launch.

Offline Xessive

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #216 on: Tuesday, April 10, 2007, 12:35:05 AM »
One more + for Oblivion ;D

Obsidian are gonna have to work real hard to draw people (i.e. myself) :P

Offline Pugnate

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #217 on: Tuesday, April 10, 2007, 12:37:52 AM »
Hey I wonder how that patch is coming along.

Offline Xessive

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #218 on: Tuesday, April 10, 2007, 03:33:15 AM »
Hey I wonder how that patch is coming along.
I haven't even bothered to check thoroughly.. But I suspect v1.05 isn't out yet.

I don't think I'm gonna bother man. My internet connection is too slow. Patch v1.04 is about 80 MB, which takes about 4 hours on my connection. So I'm giving up hope on that until they start releasing individual patches that I can download and install at my leisure. I normally store all patches I download in a backup folder for future reference, and for just such an occasion that my internet connection is too slow for me to download on the fly, I have it ready on disc.

Offline MysterD

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #219 on: Tuesday, April 10, 2007, 01:37:58 PM »
I haven't even bothered to check thoroughly.. But I suspect v1.05 isn't out yet.

I don't think I'm gonna bother man. My internet connection is too slow. Patch v1.04 is about 80 MB, which takes about 4 hours on my connection.
Beta version of 1.05 is out.
Given that, the Final version of 1.05 should be out soon, then...

Quote
So I'm giving up hope on that until they start releasing individual patches that I can download and install at my leisure. I normally store all patches I download in a backup folder for future reference, and for just such an occasion that my internet connection is too slow for me to download on the fly, I have it ready on disc.

You can stop giving up hope. They're online, on the IGN NWVault.

Obsidian has been posting ALL the individual patches so far on IGN's NWVault, if you want/need them!!!

Go sift through them all, if you wish. :)

Offline MysterD

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #220 on: Tuesday, April 10, 2007, 04:48:22 PM »
Looks like I was right about Final Version 1.05. Due next week.

And 1.06 is already being worked on.


Quote
- By Rich Taylor

Just a note about a few more 1.06 things. But first, regarding 1.05 Final, it seriously, really, probably, maybe, should be coming out early next week (which means this week - Rob)... That's about all I know about it. =)

EnableAreaWater() - Turn water rendering on/off in an area.
SpeakOneLinerConversation() - Now takes a volume parameter (Only supports talk, whisper, and shout)
SetScale() - changed to accept x, y, z axis as parameters
Dedicated Server now correctly lists modules in directory format that are located in the MyDocs directories.
Dedicated Server now takes a -moduledir parameter to allow launching modules stored in directory format to be loaded via command line parameters.

Offline Pugnate

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #221 on: Tuesday, April 10, 2007, 11:43:14 PM »
I admire their dedication. I think they probably don't want to release an expansion till their fix this experience. Did you finish the game D?

Offline Xessive

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #222 on: Wednesday, April 11, 2007, 02:16:16 AM »
Beta version of 1.05 is out.
Given that, the Final version of 1.05 should be out soon, then...

You can stop giving up hope. They're online, on the IGN NWVault.

Obsidian has been posting ALL the individual patches so far on IGN's NWVault, if you want/need them!!!

Go sift through them all, if you wish. :)

Thank God for the NWVault! It's kind of annoying to go through them to figure out what's what, but it's better than nothing. I wish Obsidian would just post them on the site like the original NWN, or like Blizzard (they're real organized)!

I saw the 1.05 beta around, but I never install the betas (unless I'm actually testing).

Offline MysterD

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #223 on: Wednesday, April 11, 2007, 02:39:25 PM »
I admire their dedication. I think they probably don't want to release an expansion till their fix this experience. Did you finish the game D?

Not yet.

Often, I'll play NWN2 for a bit -- then when I read about what features are coming for the next patch, I wind up stopping b/c I want to play this campaign w/ those new features and game fixes. Many of them additional features -- such as the improved performance from 1.03, the new additional hotbars/toolbars added from 1.04, just seem VERY important to the game experience for me. 1.05's upcoming addition of "multiple party member selection at once" and "major UI improvements" sound very important to me, as well. Important enough for me to wait for the next patch. 

Right now, I'm up to getting the Stronghold in NWN2, BTW.

I'm happy w/ this approach. I think w/ each patch, NWN2 has gotten better and better for me, as I've played along w/ new features thrown in w/ each patch. It sure had made my NWN2 experience better, to say the least.

Offline MysterD

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #224 on: Wednesday, April 11, 2007, 02:42:20 PM »
Thank God for the NWVault! It's kind of annoying to go through them to figure out what's what, but it's better than nothing. I wish Obsidian would just post them on the site like the original NWN, or like Blizzard (they're real organized)!

I saw the 1.05 beta around, but I never install the betas (unless I'm actually testing).

Oh, when you roll the mouse over the filename on the NWVault, let it hang for a few secs -- it tells you what exact patch version it actually is -- what version this patch is requires for a start and what version it'll update to.


Offline Xessive

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #226 on: Thursday, April 12, 2007, 09:00:13 AM »
NWN2 Final Version 1.05 was released....and then suddenly revoked, since it causes issues w/ the Toolset.

Obsidian says it'll be up again, soon....
Haha as much as I want them to release patches fast I don't want them to rush things :P

I really hope they keep up with NWN2 support for as long as (or longer) NWN1 was supported by Bioware.

Offline MysterD

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #227 on: Tuesday, April 17, 2007, 04:56:28 PM »
Patch 1.05 Final Version (also known as 1.05.912) has been re-released!

So, go get it w/ your Auto-updater!

Or look for the correct patch you will need here at the NWVault.
(If you decide to go for it manually, you'll be looking to upgrade to Version 1.05.912, BTW)

Quote
The new 1.05 patch has been made available (again). You can get it through the auto-updater and through the link in my signature.

Neverwinter Nights 2 – Version 1.05.912 Patch Notes
April 17th, 2007

NEW FEATURES

General
--A beta implementation of Multi-Select is now available as an option in both the DM Client and main game client. By default, Mouse 4 will select the entire party, and Mouse 5 or holding CTRL+Left Click will enable lasso selection of party members. We are planning to continue to revise and improve our Multi-Select functionality in future patches.
--There is now an “Advanced Options” button on the Server Options panel. Server Administrators can specify two URLs in this menu: One, intended to point to their server’s homepage, if it has one, and one intended to directly point to the server’s latest PWC file. Players will be able to see these links from the Server Details on the Internet Game browser and clicking them will launch the user’s Browser and direct them to the URL specified.
--There is now a 4th parameter to the DisplayGuiScreen() script function that allows a user to define the name fo the *.xml file to load if the 'ScreenName' can't be found inside the INIs already. This will allow custom GUI creators to add GUIs (Using the ui\custom\ folder) and not need to edit the INIs stored in ui\default to make the game able to load them.
--Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.
--Players can now adjust the scale of their player models in the character creation process.
Scripting
--A bDisplayFeedback=TRUE parameter was added to both ActionGiveItem and ActionTakeItem. Changing it from the default of TRUE to FALSE will keep the feedback strings from appearing in the chat window when these script functions are used.
--2DAs queried by script functions are now cached. This should increase performance of scripts that frequently reference 2Das.
--Within the Script Editor, hitting the Tab key now creates 5 spaces instead of inserting a tab character.
Toolset
--Within the appearance.2da, NWN2_Scale has now been split into three columns: NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. This will allow users to scale creature appearances non-uniformally through the appearance.2da.
--The Grass, Creature Appearance Type, and Creature Soundset lists are now sorted alphabetically.
--There is now an option to have the TAB key insert 5 spaces instead of a TAB character in the Script Editor.

BUG FIXES

General
--The Quick Cast menu was blocking movement clicks for its entire area – even parts that were not visible. Players can now click through any non-visible part of the Quick Cast menu.
--Feats will now properly show their cool down timer countdown.
--The Chat Window is no longer cleared after an area transition.
DM Client
--The DM Chat toggle could previously not be turned back on after it was turned off. This has been fixed.
Effects/Spells
--Certain multiclass characters could lose spells from their hotbar after making area transitions. This will no longer occur.
--The Reflex save for Defensive Roll can now happen multiple times per day.
--Manyshot was previously always applying the full attack bonus and penalty to hit, regardless of the character’s BAB. This has been fixed.
--Female Drow Clerics would be previously be forced to pick a new deity at level up if they had selected Lolth during character creation. This has been fixed.
--Spears now give the proper 3x critical damage multiplier.

Toolset
--Several words that previously were incorrectly being highlighted by the syntax highlighter will no longer be highlighted.
--The GetIsPartyTransition() flag for triggers always returned true, regardless of what was set in the toolset. This has been fixed.
--The DescID column in NWN2_Dieties.2da can now accept a string enclosed in quotation marks in addition to a STRREF.

Bug Fixes from 1.05 Beta
--Augment Healing and Summoning were not selectable. This has been fixed.
--The functionality of the Height and Girth sliders has been improved and allows for more attractive results now.
--The TAB key inserting 5 spaces rather than a TAB character is now optional in the script editor.
--Barter and Trade will now work from the Radial menu in Multiplayer.
--Spears are now giving the proper 3x critical damage multiplier.

2DA Changes
The following 2DA files have been changed in v1.05:

appearance.2da
baseitems.2da
classes.2da
cls_atk_1.2da
cls_atk_2.2da
cls_atk_3.2da
cls_bsplvl_arctr.2da
cls_bsplvl_eknight.2da
cls_bsplvl_harper.2da
cls_bsplvl_palema.2da
cls_bsplvl_wprst.2da
cls_savthr_barb.2da
cls_savthr_bard.2da
cls_savthr_cler.2da
cls_savthr_cons.2da
cls_savthr_dru.2da
cls_savthr_fight.2da
cls_savthr_monk.2da
cls_savthr_pal.2da
cls_savthr_rang.2da
cls_savthr_rog.2da
cls_savthr_sorc.2da
cls_savthr_wild.2da
cls_savthr_wiz.2da
damagelevels.2da
feat.2da
hen_companion.2da
hen_familiar.2da
iprp_damagecost.2da
iprp_srcost.2da
keymap.2da
placeables.2da
racialtypes.2da
spells.2da

In addition, the following 2DA files have been added in v1.05:

cls_featmap_arctr.2da
cls_featmap_eknight.2da
cls_featmap_harper.2da
cls_featmap_palema.2da
cls_featmap_wprst.2da

Offline MysterD

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Re: NWN2 Official Mod-Making Contest announced by Obsidian
« Reply #228 on: Tuesday, April 17, 2007, 05:09:08 PM »
Request for Mods
-------------------
Ever since we began talking NWN 2 Patches in this thread that was meant for Mod-Making Contest (which isn't flying right now), I think it's time to make a merger w/ this NWN2 thread.

Can I ask for this thread to be merged w/ this old NWN2 thread?

Thanks, guys.

Offline Xessive

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Re: NWN2 -- Update: Version 1.05 Re-RELEASED
« Reply #229 on: Tuesday, April 17, 2007, 10:16:37 PM »
Nice, good thinking (and doing) :D

There are quite a few interesting mods out there I really wanna try, but not just yet. I'll probably get back into NWN2 after I'm done with Shivering Isles! Just started it, and so far so good!

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Re: NWN2 -- Update: Version 1.05 Re-RELEASED
« Reply #230 on: Wednesday, April 18, 2007, 01:36:02 PM »
Nice, good thinking (and doing) :D

There are quite a few interesting mods out there I really wanna try, but not just yet.
Sweet.
Know of any good NWN2 Mods that you've tried or heard about???

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I'll probably get back into NWN2 after I'm done with Shivering Isles! Just started it, and so far so good!
Same here, though I'll probably test NWN2 for a bit, to see if it runs any better and if the new features are worth while....whenever I get around to that...


EDIT:
I spent a few minutes w/ NWN2 patch 1.05.

One thing I noticed right off the bat -- before 1.05, when you roll-over a character w/ the mouse, you see their name only. W/ 1.05 installed, now we see their name AND their Health Status like in the old NWN1 days and BG days -- which tell you if the character is "Uninjured", "Severed Injured", "Injured", "Barely Injured", etc etc. Even though you could and still can always right click over an enemy in NWN2 and see their actual health bar, now you have this new additional feature!

Sweet!!!


EDIT 2:
Ahhhh, I like the new party controls for selecting party members. Hit the key, outline who you want in your party w/ a little highlight box -- bang, selects them all. A lot like the BG and PS:T days -- draw and highlight w/ a small box who you want to select. Very nice.

Though, I don't have a mouse 5 and 4 buttons for these commands, so had to map them elsewhere. I don't have 5 mouse buttons on my mouse; hehe. I used the brackets for those commands
« Last Edit: Wednesday, April 18, 2007, 08:57:20 PM by MysterD »

Offline Xessive

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Re: NWN2 -- Update: Version 1.05 Re-RELEASED
« Reply #231 on: Thursday, April 19, 2007, 04:17:30 AM »
Can't we just hold CTRL and use the left mouse button for at least one those commands? (I thought I read that in the fix list).

Some of those interface fixes are the way the game should have been on release.. I mean considering that's the way they were in NWN1.

I'm looking forward to the fixes.. Now I hope I can download the patch!

Offline MysterD

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Re: NWN2 -- Update: Version 1.05 Re-RELEASED
« Reply #232 on: Thursday, April 19, 2007, 01:40:42 PM »
Can't we just hold CTRL and use the left mouse button for at least one those commands? (I thought I read that in the fix list).
I think so; I'd have to check....

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Some of those interface fixes are the way the game should have been on release.. I mean considering that's the way they were in NWN1.
Agreed.
And I'm glad they implemented them into the game.

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I'm looking forward to the fixes.. Now I hope I can download the patch!
hehe!

Offline MysterD

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Re: NWN2 -- Update: Version 1.05 Re-RELEASED
« Reply #233 on: Saturday, April 28, 2007, 06:15:01 AM »
The always blunt J.E. Sawyer of Obsidian speaks on what he think went right and wrong w/ NWN2, in his opinion.

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Neverwinter Nights 2 interview
Interview by Vault Dweller, posted on Fri 27 April 2007, 15:04:25
More info on Neverwinter Nights 2 - More info on Obsidian Entertainment - More info on J.E. Sawyer

1. You took over Neverwinter Nights 2 development in March 2006, when the game was in an "almost done" state. What was your first impression of the game (design, features, etc)?

Despite having a large amount of design documentation, I didn't feel I had a clear picture of how we were going to get to a finished game. Arguably of more importance, the game didn't feel fun. There's a lot of abstraction in D&D RPGs, so it's never really going to feel "viscerally" fun, but the controls and interface were frustrating. Of course, the framerate was also very low and that was a barrier to understanding other underlying problems (e.g. companion behavior).
Wow.....a designer that actually admits problems w/ their own game.

I think the controls and the interface are fine now. They've been fine for me for some time, since they fixed some of the cam issues in patch 1.03.

Now, I'll definitely agree w/ the framerate and companion issues.

Kudos.

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2. If you had a chance to lead the development from the beginning, what would you have done differently? An inquiring mind wants to know.

Beware those who come bearing high-minded ideals of what they would do in retrospect. But, since you asked...

In terms of designing the OC, I would have gone for something a lot more open-ended, more about exploration and optional content/companions than critical path game length.I also think I would have asked for engineering to focus on revising game logic roadblocks that prevent modders from extending the ruleset. For example, revising the custom spell list data. Revisions to the resource system and the addition of a manager also would have helped a lot.
More open-ended, yes. That would've been nice!

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And though I know it would have resulted in a lot of resistance and probably less attention from the media, I would have pushed back as much as possible against replacing the renderer. I just don't think we had the time to do it completely and well. It also really screwed up all of our GUI code and changed all of the art asset pipelines throughout production.

But again, this is all in retrospect.
Okay.

Quote
3. What did you change when you took over and why? What did you want to change, but couldn't for whatever reasons?

I usually focus on technical aspects, so I leaned heavily toward examing the technical implications of the features design was requesting. The programming team was incredibly burdened, so I had to "finish the map" and determine what we were going to keep/cut. Class features, feats, spells, and scripting requests took the largest amount of time.

I also re-designed the end battle of the game with the various forms of the King of Shadows. There were a number of conditions in place that made the battle very hard to design and tune: all companions (sans traitors) were supposed to be present in the fight, the ritual abilities were supposed to be important in the battle, and the Silver Sword of Gith was supposed to be important in the battle. I think the final result was "okay" at balancing those elements.
He doesn't sound super thrilled w/ the end-battle....

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I honestly wish I could have cut the warlock class. I know people were really excited about it, but it took up a lot of my time, programmer time, and artist time. There are a lot of specific detail things I would have liked to address, but in a game with a million details, it wasn't feasible.
Wow....I'm a Warlock in the game....
And I'm loving this class...

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4. How would you evaluate the finished product? Any lessons learned there? What worked well, what worked ... uh, not so well? What was the game's biggest strength/weakness?

I think the game as released is a high 7, low 8 title. To be honest, the major issues are due to a lack of polish. There's certainly a lot of stuff in the game, but none of it really looks or feels great. At best, the controls and features feel good, at worst they feel terrible.
Damn, that's VERY blunt.

I agree w/ the "lack of polish" comment; especially as it was, out the box. It's a lot better now w/ 1.05, but the game, more than anything, needs some issues fixed -- namely, the framerate issues.

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For example, the camera. Programming got the camera in and fixed a number of its glaring problems, but for all the various camera modes you could run in, it was hard to find one that felt good. The toolset is also an appropriate example: highly functional, very powerful, not enjoyable or fast to use for many tasks.
I think after 1.03, I was happy w/ the camera. It moved and felt more like the original NWN, once that patch fixed some issues.

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The biggest problems during development were an unrealistic scope and a lack of focus on quality/fun from the beginning. It's arguable that the former resulted in the latter. With D&D games, it's easy to become consumed by the idea of adding every feat, class, and race you can find in various books.
That's blunt, heh.

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5. What was the overall feedback? What features were loved and approved? What features, if any, were disliked and criticized?

People loved the ability to control their companions. Unfortunately, the necessity of that was sort of driven by the default behavior companions exhibited. Players also enjoyed the various sub-races and classes added to the game. And while some builders liked the power of the new toolset, many were also turned off by its interface, slow speed, and clumsiness.
Yeah, I like being able to control my companions.

I do like w/ patch 1.05, now I can do like in Baldur's Gate or PS:T and highlight w/ my mouse exactly who I want to control w/ the new "box drawing" feature. Makes life easy to get all my companions or some of them to follow me.

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Of course, the camera and "watch a slideshow" features were not enjoyed by a significant volume of people. Forced companions annoyed some players, as did our companion death system. People did like the stronghold for the most part, though its larger effect on the siege was pretty negligible.
I so far like the stronghold; it's been cool. :)

I don't mind how death is handled -- it's a lot like KOTOR.

I don't mind the forced companions, either.

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6. What do you think of the Highlander-inspired "I'm not really dead" feature in NWN2? Did it add anything (i.e. no need to reload, uninterrupted gameplay experience) or removed challenge from combat?

It made the game easier. Some people view that as a good thing, others don't. Because companions were often required in certain sections, it would have been a tremendous amount of work to allow companions to die "for realz".

My personal preference is for optional companions, "Death's Door" buffers, and full death being a possibility.
Okay.

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7. I would be interested in a fresh take on the Obsidian influence system (TM). I think it's more of a reaction system where NPCs merely react to what you do and the "welcome to the Dark Side, Luke" influence options are never given. What's your opinion?

I don't think there are any mechanical limitations that prevent us from giving influence systems more depth. I believe it always comes back to scope. Each NWN2 companion's dialogue is already huge, and there still many cases where they don't respond to something that seems glaringly appropriate for their input.

I would like to see a reaction system that is more generalized to types of behavior, less dependent on the companion having specific reactions to specific events. For example, a character does not like racism and he or she has a pool of generic reactions to comments marked as racist. It could potentially open up more opportunities for the companion to express himself or herself and adjust opinions accordingly.

And I do think it would be nice to really corrupt/adjust characters' attitudes, but that is a scope issue as well.
Interesting.

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8. The crafting system vs the generously supplied loot. What are your thoughts on that? Also, the upcoming expansion will feature a less complicated crafting system. Was this decision based on some feedback you've received?

The crafting system makes better equipment than available drops if you bother to focus on it. On my playthrough, I had customized multi-effect greatswords for every occasion. It took a huge amount of time to process all of the materials required, but once I had the finished product, it was worth it.
Awesome.

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You might have to ask Kevin for specific changes and reasons for changing crafting in Mask of the Betrayer. I gave a lot of feedback on the crafting system, mostly that it was tedious. There's not really any "difficulty" in crafting, but the entire process is this weird sort of inductive system that runs contrary to what is found in some other games.

The one advantage to the inductive system is that you can have hidden formulas that the player finds through experimentation, but I'm not sure it's really worth it when the basic system is so convoluted that 90% of players won't use it.
Okay.

I wonder how it'll be changed for Mask, now....

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9. Looks like everyone liked the castle thingy. What's your opinion on strategy games' (or any other genres) elements in RPGs?

I think strategy elements are great. They add another layer on top of all the "in the field" party management and tactical combat. But strategy elements have to make changes that are a) visible and b) meaningful. If there are too many variables involved in any given system, it becomes hard to guarantee that what the player is going to do will mean anything.

There were a lot of great visual changes in Crossroad Keep, but in the siege, your party members are incredibly powerful compared to your soldiers. The soldiers helped out somewhat, but they weren't that important.
Okay.

Quote
10. There was some criticism of the party system that forced party members on you. What are you thoughts on this feature and party systems in general?

I generally think that forced companions are irritating, especially when they are a lot of them. Forcing companions ensures that the player will get some aspect of that companion's role in the story, but it does not ensure that the player is going to enjoy that aspect at all. It also leads to "immortal companion syndrome".

I like party systems, but I prefer to keep the maximum number of party members low enough that a player can choose to "go solo" if he or she is skilled in the nerdly arts.

Thank you for the interview, Josh

That's interesting -- yuh, it would've been damn cool if you could go solo, if you so choose.

But, I dunno -- making a game balanced for those who want to take a full party vs. those wanting to go solo; might've been hard to make that?? Probably some algorithm would've been used to scale this equally??? Hell, I dunno....



Offline Xessive

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Re: NWN2 -- Huge Thread #2
« Reply #234 on: Saturday, April 28, 2007, 09:45:50 AM »
I read through most of it, and all the highlighted (bold) parts. I pretty much agree with him on every point. Those were exactly the issues that bothered me the most. I really would not have minded if the game used the older renderer (which probably would not have compromised the game's performance). And his last comment on party systems generally expresses my view on it. I like teamwork, and if I'm gonna have a team I'd rather have a small, accessible, easily controlled team (max 3 members).

I'm glad someone in Obsidian speaks for me.

Offline MysterD

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Re: NWN2 -- Huge Thread #2
« Reply #235 on: Saturday, April 28, 2007, 02:02:12 PM »
I read through most of it, and all the highlighted (bold) parts. I pretty much agree with him on every point. Those were exactly the issues that bothered me the most. I really would not have minded if the game used the older renderer (which probably would not have compromised the game's performance). And his last comment on party systems generally expresses my view on it. I like teamwork, and if I'm gonna have a team I'd rather have a small, accessible, easily controlled team (max 3 members).

I'm glad someone in Obsidian speaks for me.
I like what Josh Sawyer had to say -- namely b/c it sounds like, "Okay, I know what we need to fix, next time around."

W/ the patches, they really been trying to fix what they can.

I really wonder what kind of changes they will make w/ NWN2: Mask expansion, based on what he saw as issues in NWN2.

Offline Xessive

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Re: NWN2 -- Huge Thread #2
« Reply #236 on: Sunday, April 29, 2007, 04:12:00 AM »
Yeah, I'm curious as to what they will actually fix/add in the expansion. I'm pretty glad that they are making an expansion, and I really hope it addresses a lot of the issues and adds some great features.

Offline MysterD

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Re: NWN2 -- Huge Thread #2
« Reply #237 on: Sunday, April 29, 2007, 06:36:55 AM »
Yeah, I'm curious as to what they will actually fix/add in the expansion. I'm pretty glad that they are making an expansion, and I really hope it addresses a lot of the issues and adds some great features.

I'm glad they are working on an Expansion, too.
I hope there's a good handful of side quests in it, too.

I really do hope Obsidian works on a NWN2 Expansion...
And hopefully a NWN 3, one day.

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Re: NWN2 -- Huge Thread #2
« Reply #238 on: Saturday, May 05, 2007, 06:18:46 AM »
Jerro's Haven Spoilers
(click to show/hide)


EDIT:
BTW, I made my way to Chap 3.
« Last Edit: Sunday, May 06, 2007, 04:01:01 PM by MysterD »

Offline MysterD

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Re: NWN2 -- Huge Thread #2
« Reply #239 on: Thursday, May 10, 2007, 03:03:19 PM »
I made my way to the Mountain, which has a dragon and Giants there.

(click to show/hide)