Author Topic: So...how are you supposed to play NWN?  (Read 4858 times)

Offline idolminds

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So...how are you supposed to play NWN?
« on: Saturday, October 14, 2006, 06:33:58 PM »
I have no idea. I read the manual and everything, I can run around and know how to kill thingys. But...damn, I'm going wrong somewhere.

For example, at the very start of the game there that one part of town full of zombies. I can kill a few, but theres like 100 of them walking around. Health doesnt regen and once they start following you they dont quit. I'm just starting out so I dont have any potions or money for potions. Spells are like one-time things.

Ok, so I'm supposed to rest to regain health and reset the spells...but I can never rest since there are enemies somewhere in the same "zone".

So..am I supposed to kill a few, run back into the main town, rest, and go back over and over? Usually I run in, get a bunch of zombies to follow me, then lead them back to the guards and they kill them. That doesnt give me any XP, though so I stay weak.

How does this damn game work?

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #1 on: Saturday, October 14, 2006, 06:37:19 PM »
Do some side quests. Doing those should jump experience up.

Are you a mage?!?!? Mages are tough to play as, early on -- b/c of their lack of health.

Do you have a henceman in your party???

Offline idolminds

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Re: So...how are you supposed to play NWN?
« Reply #2 on: Saturday, October 14, 2006, 06:40:23 PM »
Henchmen are for sissies, and I usually play a ranger or something like that. I like shooting things.

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #3 on: Saturday, October 14, 2006, 06:44:57 PM »
Henchmen are for sissies, and I usually play a ranger or something like that. I like shooting things.

I do not reccommend playing NWN w/out the hencemen. It's hard to play a game that was meant to be played w/ more than one in your party, when you have big battles.

I recommend having a "tank" character in your party (such as a warrior), if you're going to be a ranger or a mage.

If you need to, you can always adjust the diffuculty for NWN in the Options menu somewhere.





Offline idolminds

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Re: So...how are you supposed to play NWN?
« Reply #4 on: Saturday, October 14, 2006, 06:49:09 PM »
I have to form a party? gah...

Just going through WoW withdrawls....needed something light. Maybe I'll play Oblivion instead.

Offline iPPi

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Re: So...how are you supposed to play NWN?
« Reply #5 on: Saturday, October 14, 2006, 07:13:03 PM »
I didn't like NWN.  Played the opening mission and never played it again.

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #6 on: Saturday, October 14, 2006, 07:17:02 PM »
I have to form a party? gah...
It doesn't *force* you to, but you should. NWN is meant for parties of a max up to TWO -- you and your henceman.

If you don't wanna form a party of two, DON'T. Go alone -- but, you might have a hard time; probably even if you drop the diffuculty slider...

Quote
Just going through WoW withdrawls....needed something light. Maybe I'll play Oblivion instead.
If you want a click-and-point 2D RPG where you would you go alone and don't form parties (b/c there's no option to), try Divine Divinity. If you can find it, it's great. :)

I bet Que will agree w/ me on that one.

Offline idolminds

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Re: So...how are you supposed to play NWN?
« Reply #7 on: Saturday, October 14, 2006, 07:20:12 PM »
Oh...duh. I should just play Diablo 2.

Offline Xessive

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Re: So...how are you supposed to play NWN?
« Reply #8 on: Saturday, October 14, 2006, 07:28:36 PM »
Oh man, the opening mission of NWN nearly ruined the whole game for me. I remember when Pug first showed it to me, got me to create a character and stuff, and I was dead bored.. I hated the game. He encouraged to keep at it, and told me to finish atleast 1 chapter before I judge the game ;D Haha man, I'm glad I did that! The game doesn't get really good until the end of the 1st chapter! After that I loved it! I loved it so much! And I loved that it can save your character!

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #9 on: Saturday, October 14, 2006, 07:31:24 PM »
Oh man, the opening mission of NWN nearly ruined the whole game for me. I remember when Pug first showed it to me, got me to create a character and stuff, and I was dead bored.. I hated the game. He encouraged to keep at it, and told me to finish atleast 1 chapter before I judge the game ;D Haha man, I'm glad I did that! The game doesn't get really good until the end of the 1st chapter! After that I loved it! I loved it so much! And I loved that it can save your character!

I liked Chapter 1 and 4, the best of the bunch -- the stuff focused around Neverwinter.

Chaps 2 and 3 bored me, pretty much....I didn't like the whole "ancient alien race" angle.

Offline Quemaqua

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Re: So...how are you supposed to play NWN?
« Reply #10 on: Saturday, October 14, 2006, 07:38:33 PM »
I had the same experience with NWN, only I never got past the opening bit.  And yes, I'll vouch for MyD on the goodness of Divine Divinity.  You should really try it.  It's got some improvements to the standard Diablo 2 style gameplay, and it's not randomly generated... and it's really an extremely pretty 2D game.  If you've tired somewhat of the D2 experience, give it a shot.  I had a great time with it.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Xessive

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Re: So...how are you supposed to play NWN?
« Reply #11 on: Saturday, October 14, 2006, 07:43:21 PM »
The prologue of NWN and first chapter are the only parts I didn't like much, though the end of chapter 1 was really good. In chapter 2 the overrun city fof Luskan was so-so, but it picked up after it. Hunting for the "Words of Power" in chapter 3 was cool, although I agree the whole ancient race of lizard people was a little far-fetched, but the adventure was great. The conclusion to the game was great, I loved the final confrontation.

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #12 on: Saturday, October 14, 2006, 08:30:24 PM »
The prologue of NWN and first chapter are the only parts I didn't like much, though the end of chapter 1 was really good.
I loved the whole zombies taking over Neverwinter theme. It's ZOMBIES! Need I say more???
It frickin' ruled!!!! :)


Quote
In chapter 2 the overrun city fof Luskan was so-so, but it picked up after it. Hunting for the "Words of Power" in chapter 3 was cool, although I agree the whole ancient race of lizard people was a little far-fetched, but the adventure was great.
I didn't like the whole ancient race thing. A lot of those quests were linear and not many ways to finish them. Pretty linear and cookbook.

Many of it was far-fetched, which is okay, since it's a "fantasy" game, but I found a lot of that "anceint race" storyline was poorly developed and felt quite rushed. Most of the decent stuff in Chaps 2 and 3 were the side quests.

I always liked the whole storyline w/ Fenthick, Aribeth, and the leaders of Neverwinter. Personally, I thought that should've been the focus of the game, since that story seemed very well developed.

Quote
The conclusion to the game was great, I loved the final confrontation.
The Final Chapter battles....
(click to show/hide)

Offline Cobra951

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Re: So...how are you supposed to play NWN?
« Reply #13 on: Saturday, October 14, 2006, 08:48:09 PM »
I didn't like NWN.  Played the opening mission and never played it again.

That's me too, more or less.  I don't like the attempted mix of fake real time with an underlying turn-based combat engine.  Pick one or the other, and don't tell me you can't adapt D&D rules to real-time combat, cause that's BS.

Offline sirean_syan

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Re: So...how are you supposed to play NWN?
« Reply #14 on: Saturday, October 14, 2006, 09:51:04 PM »
Oh...duh. I should just play Diablo 2.

I can work with that logic.

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #15 on: Saturday, October 14, 2006, 10:10:57 PM »
Oh...duh. I should just play Diablo 2.

I still reccommend Divine Divinity -- w/ the newest patch installed, of course. Divine Divinity has the heavy action of a Diablo and Dungeon Siege series game, but it also has that huge open world to explore w/ lots of quests kind of gameworld that like say an Oblivion would deliver.

Like many other epic-sized foreign RPG's (such as Gothic series, Beyond Divinity and Sacred), it was buggy out the box, yet was Divine patched up quite well once it had a good number of patches behind itself.

Offline idolminds

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Re: So...how are you supposed to play NWN?
« Reply #16 on: Saturday, October 14, 2006, 10:18:48 PM »
Yeah but I already have Diablo 2.

Offline iPPi

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Re: So...how are you supposed to play NWN?
« Reply #17 on: Saturday, October 14, 2006, 10:31:28 PM »
Heh.  I recently checked to see if my Diablo II account was still active... it was still active... except _all_ my characters' and their gear have expired.  :(  All that good and godly gear gone.

Oh well...

Offline sirean_syan

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Re: So...how are you supposed to play NWN?
« Reply #18 on: Sunday, October 15, 2006, 12:12:56 AM »
Yeah but I already have Diablo 2.

Yeah, but you only played for like an hour.

Offline idolminds

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Re: So...how are you supposed to play NWN?
« Reply #19 on: Sunday, October 15, 2006, 12:24:14 AM »
We got to Act 2 one night, but that was it. Then WoW took over or something.

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #20 on: Sunday, October 15, 2006, 06:34:23 AM »
Yeah but I already have Diablo 2.

Then you need to go get Divine Divinity.
Trust me and Que on this one.

CompUSA has it for like $10 at their actual store in their jewel case section and even online:
http://www.compusa.com/products/product_info.asp?pfp=srch1&Ntt=divine+divinity&N=0&Dx=mode+matchall&Nty=1&D=divine+divinity&Ntk=All&product_code=329453

« Last Edit: Sunday, October 15, 2006, 09:09:08 AM by MysterD »

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #21 on: Thursday, July 10, 2008, 01:42:53 PM »
Original NWN gets patched up to 1.69.

Quote
1.69 Patch Details

Warning! As of this patch, all modules created/saved with the version 1.69
toolset are tagged as requiring version 1.69 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 1.69 toolset.

If you want to go back to 1.68, we have a 1.69 to 1.68 patch available.

New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)

Audio:
=-=-=-
15 New Music Tracks:
14 New Ambient Sounds


New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves,
   Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)

New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.

New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gem parts used for the new "Gem Golem" weapons.

New Item
=-=-=-=-
Portable Encampment


ini file setting additions/changes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Added new nwnplayer.ini file settings, so that red/green color blind
    users don't get killed by traps unexpectedly.
    [trap Colors]
    FriendlyColor=0,255,0
    HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file
    (set to 1 to enable cloaks, 0 for no visible cloaks).
    [Game Options]
    Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable,
    only supports English).
    [Game Options]
    In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at
    level up for players (defaults to off).
    [Server Options]
    Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points rolled
    on the level up summary gui (defaults to off).
    [Server Options]
    Hide Hit Points Gained=0
- 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
- Added new nwn.ini file setting to set how far into the distance grass
   should be rendered (default value 900.0, valid values range from 900.0
   to 30000.0).  Increasing this value will cause more grass to be rendered
   in outdoor grassy areas, but will also reduce game performance in
   these areas.
    [Video Options]
    Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of
   creature deaths.
    [Game Options]
    Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by
   an encounter trigger every time that it spawns creatures. If this option
   is turned on, the encounter trigger will always spawn creatures based on
   the triggering player's level rather than potentially using left over
   spawned creature from an early triggering that was initiated by a much
   higher level player.
    [Server Options]
    Always Reset Encounter Spawns=0
- Updated Get2DAString() scripting command 2da caching code to cache a number of
   2das specified in an ini setting.
    [Server Options]
    2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes
   (defaults to off). Enabling this will degrade game performance. It should
   only be used for script debugging purposes (i.e. when you have a bad script
   that causes your module to lock up, checking the log file will let you know
   the last script that executed).
    [Script Options]
    Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the
   log file (defaults to off). Enabling this will degrade game performance. It
   should only be used to determine which scripts you need to optimize to
   improve the performance of your module. Note: "Enable Logging" should be
   turned off when profiling is enabled.
    [Script Options]
    Enable Profiling=1
- Added new option to the nwtoolset.ini file to set the toolset CPU affinity
   on multi-core computers. If you have more than one CPU on your PC, then
   you can use this setting to make the toolset run on only one of the CPUs
   by specifying the number of the CPU (0-31). Setting "CPU Affinity=-1"
   will turn off CPU affinity
   (default 0).
    [Start Up]
    "CPU Affinity".
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a
   setting of -1 will be converted to 0). If you need to disable this
   feature set the value to -2.

Feat Prerequisite changes (these may make some existing characters invalid in
   multiplayer games)
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a
   prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the
   description   (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club"
   rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain
   (rather   than one).

General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under
   Windows Vista.
- Fixed issue with corrupted textures on newer Nvidia cards.
- Colorized the cloaks in the official campaigns (they are no longer all
   tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Fixed how Damage Resistance works against weapons that do more than one
   type of damage (i.e. Morning Stars and Halberds). The target now uses the
   worst of the multiple damage resistances against weapons that inflict
   more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks
   are   done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set
   to 10 as it is cast from an item, rather than using the player's paladin
   caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the
   creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position
   of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining
   a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the
   Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in
   the toolset) rather than "NWN". Screenshots are also now placed in the
   screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when
   used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with "Improved Expertise" mode not being correctly displayed in
   the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party
   started attacking something during your rest period (the OnPlayerRest event
   is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to
   "shiny water" being enabled in watery areas of the official campaign.
- Fixed issue with the DM "Send Exit Event" radial command when used on generic
   triggers. The DM object wasn't being set correctly as the exiting object
   causing scripting calls to GetExitingObject() to not work correctly.
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
- Fixed some memory leaks.
- Fixed some exploits.

Spell/Feat description and other text changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform
   skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save
   Bonus required.
- Updated description for displacement spell. It was incorrectly listing a
   "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on
   "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1
   Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4
   deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the
   bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities
   given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement
   bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the
   dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.
- Updated description for "Hammer of the Gods" to properly relect the effects of a
   successful Will save.
- Fixed many spelling errors and typos in the official campaign.

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #22 on: Thursday, July 10, 2008, 01:43:41 PM »
Since my post was too long, here's the rest of the LONG-as-hell README notes for NWN Patch 1.69.

Quote
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter"
   by default. This script is used to give pre-existing characters horse related
   feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made
   creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in
   the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the
   desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed some environment mapping issues for Wings/Tails.
- Fixed a scaling issue for Wings/Tails.
- Fixed incorrect portrait on Rope placeable.

Script-specific:
=-=-=-=-=-=-=-=-
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
   object GetPCChatSpeaker();
   string GetPCChatMessage();
   int GetPCChatVolume();
   void SetPCChatMessage(string sNewChatMessage="");
   void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
   string GetDescription(object oObject, int bOriginalDescription=FALSE,
       int bIdentifiedDescription=TRUE);
   void SetDescription(object oObject, string sNewDescription="",
      int bIdentifiedDescription=TRUE);
   int GetColor(object oObject, int nColorChannel);
   void SetColor(object oObject, int nColorChannel, int nColorValue);
   itemproperty ItemPropertyMaterial(int nMaterialType);
   itemproperty ItemPropertyQuality(int nQuality);
   itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
    int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
    void AdjustAlignment(object oSubject, int nAlignment, int nShift,
      int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new
   cloak systems.
- Fixed issue with the scripting command SetCreatureAppearance() not restoring
   players to PC movement speed when restoring the character back to one
   of the playable races.
- Evard's Black Tentacles now applies the damage per tentacle, rather than all
   tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and
   Death Arrow now take into consideration the Epic Weapon Specialization feat
   (x0_i0_spells.nss)
- Fixed Isacc's Missile Storm Projectile Traps to work again (x0_i0_spells.nss).
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level
   (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats
   (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell
   (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the
   bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection
   bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one
   creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Fixed missing concealment bonus on the Shadowdancer's Epic Shadowlord
   (x2_ch_summon_sld.nss).
- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss, nw_t1_negstrc.nss,
   nw_t1_negdeadc.nss, nw_t1_negminc.nss).
- Fixed duration calculation on Gaze and Howl fear effects (nw_s1_gazefear.nss,
   nw_s1_howlfear.nss)
- Fixed Gust of Wind to only disperse cloudlike area of effect spells
   (x0_s0_gustwind.nss).
- Added a horse scripting system for builders that want to use horses in their
   modules. View the x3_inc_horse script in the toolset for more information.
- Tridents and Magic staves are now considered melee weapons by the scripting
   command GetMeleeWeapon() (x2_i0_spells). If you have used this scripting command
   in your own custom module, you will need to recompile your scripts to take
   advantage of this change.

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description
   (spells.2da).
- The spell War Cry now requires a somatic component as per the spell
   description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description
   (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description
   (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta
   Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration
   is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA,
   CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA,
   CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium
   armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Fixed issue with Champions of Torm not being able to take Ambidexterity and
   Two Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).

Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons
   no longer all use the ir_nod.tga (so that the community can properly override
   the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da
   from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with
   building tilesets.
- Added support for 10 new custom animations (plus a new mount and dismount).

Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the "Pillar #,
   Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette.
   You can turn this off by unchecking "Animation Loop 1" in the tile properties
   for the placed tile group). 

Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender
   that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger
   human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu
   select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the
   NPC horse to use Jousting animations in game, rather than the normal horse combat
   animations.

Offline scottws

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Re: So...how are you supposed to play NWN?
« Reply #23 on: Thursday, July 10, 2008, 02:04:48 PM »
I think I still have this game in shrinkwrap someplace.  To this day I have no idea why I bought it.

Offline Quemaqua

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Re: So...how are you supposed to play NWN?
« Reply #24 on: Thursday, July 10, 2008, 05:04:06 PM »
I think a lot of people feel that way.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: So...how are you supposed to play NWN?
« Reply #25 on: Thursday, July 10, 2008, 05:26:47 PM »
It's cool that even after all these years, Bioware's still patching the damn thing.
Kudos to them on that.

I wish more companies would be like Bioware and Blizzard, in that regard...

Offline Ghandi

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Re: So...how are you supposed to play NWN?
« Reply #26 on: Thursday, July 10, 2008, 09:54:42 PM »
Reading this thread brings back great memories of how much I hated this game. I actually paid for half an hour of utter frustration.