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Patch 1.72 beta development

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Shadooow
Patch 1.72 beta development

Neverwinter Nights Community Patch 1.72 beta

DOWNLOAD:

Direct link (version beta13).

INSTALLATION:

Simply unpack the archive into folder with NWN files (thus if you do this right it will want to overwrite bunch of files which you have to confirm). The 1.72 is international, works for all languages as there are no changes in dialog.tlk file yet.

To uninstall it, either run 1.69 critical rebuild, 1.71 installation, or manually delete/rename the xp2patch.key file and rename the xp2patch171.key which is included in the 1.72 beta distribution.

 

Below follows a list of new fixes and features ordered by a beta release version.

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Shadooow

Neverwinter Nights Community Patch 1.72 beta 1 content:

New fixes and features:

Tileset fixes:
- tib01_a04_01 - fixed gaps in the black tilefading coverage
- tib01_a08_01 - fixed gaps in the black tilefading coverage
- tti_d02_01 - black coverage polygon didn't faded properly
- tdm_z09_01 - small polygon gap fixed
- tdm_z11_01 - small polygon gap fixed
- tno01.set - -270 rotation changed to 90 to avoid potentional issues (while the game handled it custom content tools didn't)
- ttr01_l03_01 - fixed walkmesh around stairs, fixed several gaps between various polygons, added additional black coverage to door passage so there is no gap visible
- tts01_l03_01 - added additional black coverage to door passage so there is no gap visible
- ttr01_l06_01, tts01_l06_01 - fixed gaps between the wall and roof, added missing vertical texture for stairs, added additional black coverage to door passage so there is no gap visible
- tts01_d07_01, tts01_d09_01 - tilefading corrected
- tts01_h04_01 - removed flickering white line at the road crossing
- tts01_j17_01 - fixed gaps in the black tilefading coverage
- tts01_z14_01 - fixed gaps in the black tilefading coverage, black coverage extended to cover edge too
- ttf01_a02_03 (CPP tile) - fixed gaps in the black tilefading coverage
- ttf01_a03_01,ttf01_a03_02,ttf01_a03_03 - fixed visibility node (was rotated off by 90°)
- tno_d31_01, tno_d33_01, tno_d34_01, tno_d35_01, tno_d36_01, tno_d37_01, tno01_z_2120 - tiles heavily cleaned and corrected
-- fixed flickering of the ground textures
-- fixed shades under the trees that were messed up completely
-- road texture position united with NWN default (z=1)
-- in tiles tno01_d31_01 and tno01_d32_01, there was a polygon of grass missing
-- in tile tno01_d36_01 few tree trunks had a black texture instead of bark one
-- fixed the tree trunks coverage texture -> united to black (was either none or fuzzy bark in many cases)
-- fixed overlapping trunk with three wall in tiles tno01_d35_01, d36_01 and d37_01
- Beholder Caves tiles heavily cleaned and corrected
-- tib01_a01_01, a01_02, a02_01, a02_02, a02_03, a02_04, a04_01, a05_01, a07_01, a08_01, a09_01, a10_01 - fixed many gaps and overlaps, fixed animloops
-- tib01_a03_01 - emitter position corrected, fixed many gaps and overlaps

Other:
- x0_plc_wsd - fixed secret stone doors to be closed by default

2DA changes:
- polymorph.2da:
-- new collumn UseItems to determine whether given polymorph appearance can use items or not - however this is functional only when using NWNX_Patch or NWNCX_Patch plugins
-- collumn values: -1 = no items neither potions, 0/**** = default behavior, 1 = can use any unequippable useable items
-- this patch addon comes with already preset values for each polymorph so players dont need to set anything (basically every humanoid and monstrous humanoid shape with exception of Tenser's Transformation and Shapechange shapes (from balance reasons for now)
-- rebalanced animal shape creature weapons. In vanilla nwn every shapes have the same weapons and damage so both bear and badger has a 1d4 claws. This have been changed according to the standard creature counterparts.
-- table below shows the changes:
  shape   BEFORE: 1.weapon   2.weapon 3.weapon NEW: 1.weapon  2.weapon   3.weapon
-----------------------------------------------------------------------------------
| bear        | claw 1d4 | claw 1d4 | bite 1d4 | claw 1d8 | claw 1d8 | bite 2d8 |
| panther    | claw 1d4 | claw 1d4 | bite 1d4 | claw 1d2 | claw 1d2 | bite 1d4 |
| wolf        | claw 1d4 | claw 1d4 | bite 1d4 | nothing  | nothing  | bite 1d6 |
| boar        | claw 1d4 | claw 1d4 | bite 1d4 | nothing  | nothing  | bite 1d8 |
| badger     | claw 1d4 | claw 1d4 | bite 1d4 | claw 1d2 | claw 1d2 | bite 1d4 |
| dire bear    | claw 1d8 | claw 1d8 | bite 1d8 | claw 2d4 | claw 2d4 | bite 2d8 |
| dire panther    | claw 1d8 | claw 1d8 | bite 1d8 | claw 1d4 | claw 1d4 | bite 1d6 |
| dire wolf    | claw 1d8 | claw 1d8 | bite 1d8 | nothing  | nothing  | bite 1d8 |
| dire boar    | claw 1d8 | claw 1d8 | bite 1d8 | nothing  | nothing  | bite 1d8 |
| dire badger    | claw 1d8 | claw 1d8 | bite 1d8 | claw 1d4 | claw 1d4 | bite 1d6 |
-----------------------------------------------------------------------------------

AI improvements:
- added a module switch to enable managing OC henchmans' inventory. You can toggle this switch via "PC Widget Tool" item (70_pcwidget)
- creatures can now use taunt provided they have a ranks in it, they are in close range to the target, they can actually succeed and the opponent is high AC one
- added the "Cannot do" voice confirmation for a disarm trap henchman command when there is no trap around

Scripts:
- 70_s2_dthattk - new script that triggers for the Death Attack OnHit, this comes with already altered duration to be equal to assassin level/rounds instead of turns. Also newly, the duration is subject to difficulty scaling and thus the 71_SHORTENED_DURATION_OF_DISABLE_EFFECTS CPP module switch.
- nw_s2_animalcom - softcoded, druid and ranger levels stacks now - however this is functional only when using NWNX_Patch or NWNCX_Patch plugins
- nw_s2_familiar - softcoded, wizard and sorcerer levels stacks now - however this is functional only when using NWNX_Patch or NWNCX_Patch plugins
- x2_i0_spells - when activating Thundering Rage with ranged weapons, the deafness onhit property will be added onto ammunition instead (as this property doesn't work on ranged weapons)
- x2_s2_blindspd - effects made extraordinary
- x3_s2_palmount - fixed nonfunctional paladin mount speed increase

Client:
- added Rubies badger overhaul from CCC June 2012 (http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=8159)
- added a small selection of colored GUI icons from The Amethyst Dragon.

NWNX_Patch and NWNCX_Patch plugins (version number v1.4):
- softcoded the animal companion and familiar summoning - builder is now able to override the summoned creature resref within NWScript
- softcoded the Assassin's Death Attack OnHit paralyse ability - builder is now able to edit and modify this ability entirely within NWScript, the new script name is "70_s2_dthattk". Also, this ability is now triggered only once per surprise. (was originally triggered for each attack in first attack flurry)
- allowed possession of the animal companion (however this doesn't work well with both animal companion and familiar summoned)
- enabled using items in polymorph, this is controlled with a new collumn in polymorph.2da
- disabled the double equip (throwing weapons) exploit
- fixed Ki Critical offhand bug (for weapon in offhand, the weapon of choice was incorrectly retrieved from onhand weapon)
- Holy Aura and Unholy Aura now properly affects only evil/good creatures (technical detail: unfortunately, this is hardcoded - aka it doesn't allow to make any other custom damage shield effect versus alignment)

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Shadooow

Neverwinter Nights Community Patch 1.72 beta 2 content:


Fixed broken stuff from previous Patch versions:
- added the switch for controlling old henchman inventory which wasn't included in previous release

New fixes and features:

AI improvements:
- new henchman AI improvements:
 - improved henchman AI performancy
 - fixed henchman healing in certain situations where it was broken before
 - improved henchman command for dealing with traps - previously if the nearest trap from master was too far it failed, now in such case henchman will try to deal with traps related to his position
 - henchman will be now able to handle trap that only his master can see
 - when told to deal with trap from radial command, the henchman conversation option to not help with traps will be ignored now

Spells and spellabilities:
- Find Traps spell on hardcore difficulty will now reveal trap position for everyone in party including all associates and even players in different area

NWNX_Patch and NWNCX_Patch updated (version number v1.5):
- softcoded the Devastating Critical ability - builder is now able to edit and modify this ability entirely within NWScript, the new script name is "70_s2_devattk".
- fixed bug when Improved Sneak Attack didn't work for assassin's without at least 1d6 rogue or BG sneak attack.
- fixed bug in Deflect Arrow ability that determined the defender's weapon relative to the attacker creature size (thus when there was kobold shooting, if defender had a scimitar in hand this ability didnt worked before etc.)

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Shadooow

Neverwinter Nights Community Patch 1.72 beta 3 content:

Fixed broken stuff from previous Patch versions:
- fixed a 1.71 final bug that blocked OnUserDefined event to be triggered, when spell was cast at non-commandable creature

New fixes and features:
- fixed pauldron model rotation on the bone golem creature (Pstemarie)
- added missing effect and duration scaling feature into PDK's fear spell version
- Magic Weapon and Greater Magic Weapon will apply attack bonus instead of enhancement if ever targets a ranged weapon or gloves

AI improvements:
- improved henchman AI performance in times the henchman has no master
- improved healing of others, creatures won't use full heals if the target is not badly wounded (previously only self healing routine was improved)
- further improved healing behavior of all creatures - they will now use lesser healing spells when dealing with less wounded creatures
- fixed a passive AI issue that happened when the creature received some order from her master
- henchman and other PC associates will be able to resurrect their master if they possess such talents

NWNX_Patch and NWNCX_Patch plugins (version number v1.6):
- softcoded the Healer's kits - builder is now able to edit and modify this item power entirely within NWScript, the new script name is "70_s3_healkit"
- fixed the instant healkit usage bug (when healer's kit was used on a healthy target, next usage was instant)
- fixed Holy avenger enhancement bonus bug (when holy avenger was added on a weapon with enhancement bonus greater than 5, after removal the greater enhancement bonus got removed instead of the +5 from HA)
- disabled automatical canceling of combat modes when moving, they will stay on until player manually disables them
- allowed to put Counterspell ability into quickslot

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Shadooow

Neverwinter Nights Community Patch 1.72 beta 4 content:

Fixed broken stuff from previous Patch versions:
- Fixed switch for managing henchman inventory which worked reversely.
- Fixed bug with henchman's automatic trap handling.
- Added missing code for Wounding itemproperty handling (somehow didn't make it into 1.71 final due to the overlook).
- Chain lightning: removed duplicate oTarget != spell.Target condition code (no impact on functionality, only cleaner coding).

Revisited features from previous Patch versions:
- Harpy song won't be used by AI under silence effect anymore.
- Removed ground targetting from the Blinding Spittle special ability (Eye of Gruumsh) as it caused misfires. (2DA change in spells.2da)
- Wounding property will be functional now even when player is dying.
- ground item models improved featuring ground models for shields and increased appearance range to 255 (Gruftlord)

New fixes and features:

Tileset fixes:
- tde01_c13_01: one mesh didn't faded properly
- tde01_a01_02: fixed flickeringof the lava behind the bars
- tdm01_z01_01: shiny water fixed (image)
- tde01_o16_01: pathnode changed to fix pathfinding issues
- tdt01_j02_02: "up in the air" walkmesh fix

AI improvements:
- Improved barbarian rage handling, creature using barbarian rage will immediately run into combat and won't stand flatfooted any longer. (Note this is 1.71 feature which is allowed by default only for henchmans and creatures with variable 70_ALLOW_RAGE = 1, it won't have impact on creatures using the special ability rage version)
- Improved intentional trap triggering by a henchman. It's still not perfect due to the engine limitation, but its not more reliable then before.
- Daze spell handling - won't be cast on creatures with more than 5 HD.
- AI will be able (with 50% chance) to cast silence spell at location instead of at target, granting no saving throw roll.
- Fixed henchmen AI issue that could cancel ongoing spellcasting in middle, to cast exactly the same spell again.
- Further improved defensive casting AI behavior:
 - henchmens are allowed to use it as well now, even if their AI level is not HIGH
 - defensive casting won't be used if creature is in Expertise/Improved Expertise mode
 - AI will now use defensive casting mode even if the creature has less than 100% (but at least 25%) chance to actually succeed in the concentration check
 - chance to use defensive casting mode now depends on the chance to succeed in the check and a the number of enemies threatening in melee

Spells and spellabilities:
- Firestorm: fixed bug that prevented the spell to affect placeables and doors.
- Harpy song: added deafness failure.
- Wail of Banshee: number of targets pool was decreased even for targets that were skipped.
- Power Word: Kill : immunity check didn't correctly passed caster into consideration.
- Various AoE spells: line of sight wasn't checked, spell now doesn't affect creatures behind walls. Spells affected: basically all OC and SoU spells with area of effect.
- Dispell spells will no longer affect dead targets (basically only a visual change since it had no effect anyway)
- Added formians and hound archon into list of creatures immune to petrification.
- Removed ground targetting from the Chaos Slaad Spittle special ability as it caused misfires. (2DA change in spells.2da)

Other scripts:
- Module Switches globalized. The switches setup will now be transferred into every single player module the player will play. Note, the module settings has always priority - but player is able to override even module settings via PC Widget Tool.
- Newly, a skill and saving throws bonuses/penalties will be propertly stackes as well if the module switch to stack ability bonuses is active. (Note that a single saving throws itemproperty is capped to +12 thus you might not get what you expect. Examplet: wo rings +8fort => +12fort)
- Incorporated the "new engine polymorph" package. This has been substantially reworked, several bugs has been fixed, class locking disabled by default, added comments, code better formatted. This handles:
 - disabled casting spells in polymorph that player normally doesn't have access to
 - fixed polymorph temp hitpoints stacking (dependant on 2DA change in polymorph.2da)
 - fixed losing all merged item properties when "repolymorph" happens
 - fixed losing bonus spell slots from ability bonuses (but only up to the ability bonus that was merged into shape)
 - merged ability decreases now ignores immunity to ability decrease from shape or from other merged items (without NWNX, that is)
 - dying after unpolymorph
 - and this features the OnPolymorph event inside NWScript without NWNX, the OnPolymorph event script is "70_mod_polymorph". (see here: http://forum.bioware...s-without-nwnx/ )
- Player given items are no longer lost when OC henchman level up. (But still be gone when moving between chapters!)
- Upon respawn, outgoing AOEs cast by the respawning PC will be dispelled. (At this moment only AOEs in the area of the respawning PC - should be enough in most situations.)
- Upon respawn, player will be stripped of every effect, not just negative ones.
- 70_inc_itemprop: added three new functions for builders:
 - ItemPropertyBoomerang
 - ItemPropertyWounding
 - ItemPropertyItemCostParameter
- 70_inc_itemprop: added also three new constants, useful for checking itemproperty type:
 - ITEM_PROPERTY_BOOMERANG
 - ITEM_PROPERTY_ITEM_COST_PARAMETER
 - ITEM_PROPERTY_WOUNDING
- in several spell scripts, the oTarget != spell.Caster sanity check position swapped from unification/efficiency reasons

NWNX_Patch and NWNCX_Patch plugins (version number v1.7):
- Enabled and implemented Boomerang itemproperty. Throwing weapon with this property will return to hands of wielder = never decreases quantity.
- Increased limit in SetItemCharges function to 100.
- Fixed losing spellslots after polymorph - instead, spells in the slots will be "consumed". Also, merged bonus spell slots won't be consumed at all (note this is dependant on new scripting engine for polymorph which marks which item was merged and which wasn't, without it this feature won't be functional.)
- Added a method of checking whether is NWNX/NWNCX_Patch currently in use, see code below:

//return TRUE if the NWNX_Patch or NWNCX_Patch is currently in use and functional - only works with v1.7 and higher
int NWNX_Patch_IsInUse()
{
    SetLocalString(GetModule(),"NWNX!PATCH!VERIFY","0");
    string sRetVal = GetLocalString(GetModule(),"NWNX!PATCH!VERIFY");
    DeleteLocalString(GetModule(),"NWNX!PATCH!VERIFY");
    return sRetVal == "1";
}
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Shadooow

Neverwinter Nights Community Patch 1.72 beta 5 content:

Fixed broken stuff from previous Patch versions:
- fixed name and description of the Eye of Gruumsh's Blinding spittle ability (the first one, second had correct name).
- duration of the paralyse from Planar binding spells was calculated incorrectly when spell was cast extended

Revisited features from previous Patch versions:
- the "stack ability bonuses" switch renamed and redescribed in the PC Widget Tool conversation because it now stacks not just abilities but also skills and saving throws (and x2_inc_switches library). Note: nothing changes for builders, the internal name stays the same to provide backwards compatibility of course)
- improved barkskin texture changed to be closer to the vanilla in colors

New fixes and features:

HAK version only:
baseitems.2da: added hidden/unused standard content: pouch (1x1 container), small box (2x1 container bag), old icon style cloaks (same name in the list, its the lower one)
appearance.2da: added one more hidden/unused creature: orc chieftain C (wasn't added before because he missed animations - that turned out as an easy fix however, so there he is)

2DA changes:
baseitems.2da: slightly increased reach of the attacks made with whip (should allow to attack distant placeables like in Indiana Jones)
iprp_feats.2da: added all standard feats as a bonus feats, starting on line 100. Some feats were excluded though: those that were already available and those that doesn't work as bonus feats or has undesired side-effects. This is specifically tailored to be easily used by scripting. To create a new bonus feat itemproperty with chosen feat, use ItemPropertyBonusFeat(100+FEAT_* constant); just check if the property is valid - if not its either one of the feat that has the IP_CONST_BONUS_FEAT_* counterpart or that doesn't work as bonus feat.
appearance.2da: all creatures with F type of model allowed to select wing and tail (comes with modified creature models) [Showcase image]

Creatures:
- added flank immunity to elemental and ooze creatures (using the bonus feat: defensive awareness 2, this also applies for a druid elemental shape)

AI:
- unwillingly polymorphed creatures will attempt to cancel polymorph if they are allowed to do that (shapechangers/shifters)

Spells and spellabilities:
- Continual Flame: stolen flag replaced with item cost decrease workaround (NOTE: the item cost after casting this spell will be slightly lower than before)
- Time Stop: added immunity feature - builder can now make creatures immune to the time stop (NOTE: works only in multiplayer unless builder modify the script to use the multiplayer workaround also in singleplayer (line 53 change to "if(FALSE)")
- metamagic checks in all spells has been replaced with the binary AND (&) to support custom content such as metamagic stacking

Other:
- added a new switch into PC Widget Tool: switch to merge all items into all polymorph shapes.
- HotU associate conversation made custom content compatible (if player had custom content familiar or animal companion he couldn't talk to him before)

Other scripts:
- Improved OnOff script, will try to activate/deactivate nearest sound object with same tag (based on http://neverwinterva...e-noises-lights )
- Devastating attack: added a module switch option to enforce "only once per creature" devastating critical behavior
- improved merging weapon properties in polymorph: if weapon is allowed to merge but the shape is unarmed, itemproperties will be merged onto skin instead (to support staffs and other weapons with defensive itemproperties)
- improved polymorphing others support - the new polymorph supports custom content abilities that polymorph others (such as Baleful Polymorph spell). This has been improved with extended immunity check and a possibility to cancel such polymorph for a shapeganger/shifter creatures or player characters.
- 70_inc_spells: added secondary protection to undispellable AOEs which will prevent AOE from being dispelled (destroyed) even in the module which doesn't use CPP dispel scripts
- 70_inc_spells: added new function spellsIsImmuneToPolymorph to determine whether is target immune to polymorph ability
- 70_inc_shifter: ApplyPolymorph subroutine detached into 70_mod_polymorph in order to make possible to modify the merging items routine without need to recompile all polymorph spellscripts
- 70_inc_shifter: a short explanation of how this new polymorph engine works written into the library header comments
- 70_mod_polymorph: added a new polymorph event type "PREPOLYMORPH" which fires before polymorph effect is applied to the player and handles the ability bonuses and additional polymorph-related effects
- x2_inc_switches: added three variables for NPCs, IMMUNITY_DEVAST to enforce creature immune to devastating critical ability (NWNX_Patch dependant), IMMUNITY_POLYMORPH to enforce immunity on custom polymorph others abilities and IMMUNITY_TIMESTOP to enforce immunity to Time Stop spell (CPP Time Stop script dependant)
- x2_inc_switches: module switch to restrict musical instruments now allow value of 3 which combine both 1 and 2 restrictions
- nw_i0_generic: generic creature ai detached into 70_ai_generic script to allow to change internal AI without need to recompile all scripts
- x0_inc_henai: henchman ai detached into 70_ai_henchman script to allow to change internal AI without need to recompile all scripts
- gargoyle/skeleton/zombie placeable scripts: added secondary protection to undispellable AOEs which will prevent AOE from being dispelled (destroyed) even in the module which doesn't use CPP dispel scripts
- nw_ch_ac1: enforced stealth mode when explicitely told to from associate conversation (which worked only in case that player ended conversation right after the spoken command)
- nw_ch_ac4: fixed the bug that allowed to speak with associate in disable states such as petrify
- nw_ch_ac4: animal companions, familiars, summoned creatures and even dominate creatures will now use HotU associate conversation which allows to command cast spells

NWNX_Patch and NWNCX_Patch plugins (current version v1.8):
- fixed crash exploit with special attacks

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Shadooow

Neverwinter Nights Community Patch 1.72 beta 6 content


Fixed broken stuff from previous Patch versions:
- fixed critical error in devastating critical nwnx modification that resulted in crash if player deved creature in whirlwind attack
- fixed critical issue that prevented automatic combat mode cancel when player equipped incompatible weapons (thus player could with right method use improved expertiese with ranged weapon or flurry of blows with greatsword)
- fixed Shou Disciple's Dodge +2 and Dodge +3 feat name and description in character sheet/toolset item bonus feat selection

Revisited features from previous Patch versions:
- the stack ability bonuses switch name changed back, to ensure that old scripts using the previous module switch name will be compiled without error
- the fixed orc chief C hidden model added into hak in order to guarantee this model will appear with fixed animations even for players without CPP installed
- removed unneccessary DOA base items files from patch172.hak (and in future from the builders resources DOA fix)

New fixes and features:

Tileset fixes:
ttf01_a03_02 - corrected a little gap between polygons
ttf01_p12_01 - corrected two gaps between polygons, added black coverage to block view from below to above
ttd01_p12_01 - corrected two gaps between polygons, added black coverage to block view from below to above

2DAs:
appearance.2da - mounted horse appearances "height" changed to unmounted racial default since that doesn't change until reload/relog and because it proved better in gameplay anyway
baseitems.2da - skin set to have no "height" in order to workaround full inventory issue
              - ugly DOA cloak replaced with standard cloak - this actually appears only when placing cloak item from palette to area, but now it appears 100% matching with what you see at ground once you place it
itemprops.2da - added more choices to throwing weapons
              - allowed to put attack, damage and enhancement penalty properties on all equippable items (since it works on them)
weaponfeats.2da - new 2da for builders/players allowing to change/setup weapon feats for all weapons including custom content ones (note, the 2da itself is nonfunctional without NWN(C)X in place)


Spells and spellabilities:
Restore spells: won't remove horse/related effects anymore

Other scripts:
nwscript - changed maximum value in internal comment for ItemPropertyDecreaseSkill, now states 50 instead of 10
x2_mod_def_unequ - added special workaround to solve skin issue with polymorph and relog
70_mod_polymorph - added special workaround to solve skin issue with polymorph and relog (this is rather for convinience - it will work without this but could take a slightly longer than the skin is reequipped)
70_inc_shifter - added new function CancelPolymorph to support canceling polymorph from happening in OnPrePolymorph event
               - added support for custom content - newly the polymorph ID, lock and temp HPs will be possible to override from OnPrePolymorph event
70_spellhook - musical instrument requirements will be now checked also on item and will override module settings - thus it will be possible to enforce extra rules only for a specific musical instrument
x2_inc_switches - new module switch to disable AC from Tumble skill, to detach sneak immunity from the immunity to critical hits and to disable monk abilities in polymorph.
                - added special workaround for NWNX modules switches
x2_mod_def_load - included all the new switches from 1.72 - they are commented out/disabled by default of course
x3_mod_def_load - will now execute x2_mod_def_load from compatibility reasons
x3_mod_def_enter - will restore all horse-related effects after relog/load
x3_inc_horse - fixed attack penalty stacking, and save-load issues with effects, all horse-related effects improved and reworked and are now custom content compatible; they are now created by unique object so they cannot be confused with different effects that player might had from custom content
             - removed null tail (existing characters with null tail should be sooner or later changed to no tail if module not modified horse scripts)
x3_s3_horse - fixed possibility to mount horse that cannot be reached (behind fence, pit etc.)

NWNX_Patch and NWNCX_Patch plugins (current version v1.9):
- allowed to disable most hooks via nwnplayer.ini (will be explained in depth in 1.72 readme)
- fixed the action cancel issues when joining/removing party and possibly also when changing PvP status
- fixed bug with Defensive Stance not canceling properly when casting a spell/using potion and other cases
- added 3 extra module switches maintained in NWN(C)X_Patch plugin. Module switch to disable AC from Tumble skill, to detach sneak immunity from the immunity to critical hits and to disable monk abilities in polymorph.
- added new feature to modify bonus AC from Tumble skill, two options: 1) to disable it completely based on module switch 2) to override the value on specific creature by an integer variable "TumbleAC" on the fly. Can be even negative.
- added new feature to modify default item's Item Level Restriction value. To override the required level use an integer variable "CILR".
- added new feature to modify/add weapon feats. This is done by the a new custom 2da called weaponfeats.2da, the structure is self-exemplatory. This allows to add weapon feats for custom content weapons or even make a ranged weapon to be weapon of choice for Weapon Master.
- added new feature to modify whether is weapon finessable or not. To do this, set an integer variable "finesse" with value 1 (allowed) or 0 (disallowed). Note: this does not take into consideration creature/weapon size (intent)!
- added new feature to modify whether is weapon monk weapon or not. To do this, set an integer variable "ubab" with value 1 (allowed) or 0 (disallowed).

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Werelynx

I don't know if this is the right thread to report bugs, but it appears that polymorph.2da does not have that new column for item usage (and does not work). It has column in patch(and works) but I downloaded it some time ago elsewhere (can't find it, you might have removed it?) It is not in 172 hak you provide.

Anyway I need that .2da to make my own edits to it if you don't mind.

Also since I installed that erf in "new polymorph" and played I experienced two crashes (this is under 172 beta13 as well, which I have just intalled)

- once upon loading save in that module (that is after I removed override file to check if it would work without that .2da)

- once upon trying to summon animal companion

The module I tested was vanilla empty one.

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Shadooow

There are few weird things going on...

Okay, polymorph.2da is not inside patch172.hak because there are only 3 2das which differs in no hak and hak version.

You can find this 2da in 1.72 builders resources folder which should be part of the beta13 7zip package (i checked). Another option is using nwnexplorer to export it.

 

As for new polymorph package. That was removed as it wasn't working as intented. You will need to start again in that empty module. If it crashes without it, then I will need a saves.

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Arthandas

There's something wrong with Tabitha and Ansel in the prelude chapter. Ansel keeps summoning skeletons but Tabitha doesn't destroy them and shortly there are like 50 skeletons standing all over the room (I'm using beta 13).

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Shadooow

I need savegame.

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Arthandas
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Shadooow

Thanks for savegame.

I confirmed a bug in turn undead script. I will fix this in next 1.72beta.

Its weird issue but its basically only visual, it will not affect anything other than possible lagging over there. Just continue further and ignore this for now :D.

If you want it much I can send you fix. Tabitha will then destroy all skeletons. Send me PM.

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Arthandas

Nah, it's ok. Thanks for your time.

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Prodavec

Thanks for keeping community alive.

I have a question. In this thread I see your last message with download link for "Hotfix version v20b". As I understand it contains newer versions of nwn(c)x_patch.dll plugins and I should to use that files instead of files included in 1.72 beta 13 package?

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Shadooow

yes and its 20c just today

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Prodavec

Nice. Is it possible to keep (or add) version/build meta information into DLL like:

- File version

- Product version

for ez determining current installed build in the system? Currently there's only way to get some info about DLL version is "Modification Date" field and hash sum. But it's very unreliable way.

 

Thanks!

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Shadooow

ill try to incorporate this into next version

The version info should be visible in logs (logs/nwncx_patch.txt, logs.0/nwnx_patch.txt) however the last version 20c still shows up in log as 20b because I forgot to update this...

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time bandit
Thx for keeping it up, Shadooow! Good work, man. Are you in this alone?
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Prodavec

Currently we are playing singleplayer and coop modules (tired of MP), even campaign (including both expansions). Is it ok to use NWN(C)X for that purposes? I mean is it required to load nwncx_patch.dll and nwnx_patch.dll or it is not required but recommended even playing solo?

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Shadooow

It is absolutely OK. A new player in NWN should not see a difference when running game via NWNCX+nwncx_patch. If you read what nwncx_patch offers you might be able to take advantage of some of the features even in vanilla campaigns.

The biggest advantage of nwncx_patch lies in custom content but even in vanilla there are several features you can use without any preparation from builder of the module you play.

1. Possessing animal companion

2. No more canceling modes when moving.

3. Possibility to change several rules using module switches

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Shadooow

Neverwinter Nights Community Patch 1.72 beta 15 content:

DOWNLOAD


Fixed broken stuff from previous Patch versions:
- fixed AC decrease calculation in polymorph for druid/cleric+monks when 72_POLYMORPH_MERGE_CASTING_ABILITY switch is enabled
- 70_s3_healkit - correctly cleans up poison/disease ID now
- 70_ai_henchman - fixed yet another "passivity issue"
- nw_s2_turndead - fixed issue happenning in one of the OC campaign prelude
- nw_s1_barbrage - fixed incorrectly calculated AC penalty for Eye of the Gruumsh
- PC widget conversation - corrected the description for 72_ENABLE_FLYING_TRAP_IMMUNITY
- added missing '70_s2_learnscrol' script announced in beta 13 (sorry overlooked)
- [nwnx_patch] fixed several crash/memory leak issues
- [nwnx_patch] fix for nwnx_patch feature to allow str/con/dex based spellcasters that resulted in losing spelluses upon login
- [nwnx_patch] re-enabled to put counterspell into quickslot
- [nwnx_patch] fixed a bug that allowed sorcerer/bard get 255 spells uses
- [nwnx_patch] fixed nonfunctional ini settings to disallow possess animal companions and the possess icon won't show up at all if this option is set in client
- [nwnx_patch] fixed flurry of blows ignoring Disable Sticky Modes=1 settings
- [nwnx_patch] fixed a bug that disallowed AI to use combat modes

Revisited features from previous Patch versions:
- feature to turn aoe spell into singletarget has been removed as it was causing unexpected issues with spellscripts not using CPP struct-based spell engine
- removed no longer functional UnarmedDamageTable column from classes.2da
- 70_s2_disarm - removed the discipline check and some other code because it turned out this script unfortunately fires after successful disarm check has been made only
- Several improvements in Spell Engine overriding features:
 1) Revisited the priority of the variables. The priority is now "specific on creature/item > non-specific on creature/item > specific on module" ie. 58_DAMAGE_CAP_OVERRIDE on creature has priority over SPELL_DAMAGE_CAP_OVERRIDE on creature and this has priority over 58_DAMAGE_CAP_OVERRIDE on module
 2) Limit override now allows to use local non-specific type of variable, ie SPELL_LIMIT_OVERRIDE int 15 (any spell that has some limit will have this limit set to 15) and specific type of variable on module, ie. 448_LIMIT_OVERRIDE int 15 (IGMS spell will fire 15 missiles only for everyone in module)
 3) Added module-wise modifier for damage cap override, ie. 58_DAMAGE_CAP_MODIFIER int 5 (fireball damage cap modifier will be 5 higher for anyone in module)
 4) The spell resist override (whether the spell allows SR or not) now also allows to disable SR on spell that has SR check by default (previously it only allowed to enable SR checks on spells without it)
 5) Also, the spell resist override can be used on module now, ie. 58_SR_OVERRIDE int -1 (disables SR on fireball for anyone in module)
- [nwnx_patch] reworked the way how plugin calculates number of spells learn for wizard-like spellcasters, now refers to new collumn SpellsLearnTable instead of SpellsKnownTable (to avoid issues in toolset)

New fixes and features:

Tileset fixes:
- tdr01_a34_02 - fixed visibility node
- ttr01_h19_01 - setfillumcolor replaced to selfillumcolor
- ttr01_u14_01 - setfillumcolor replaced to selfillumcolor

Scripts:
- 70_s2_aoo - AOO wont happen also in case the creature is attempting to counterspell, complete cleanup with more options such as set AOO to be sneak attack
- 70_mod_levelup - added notification message when player levels up with Gruumsh Sight feat that he needs nwnx_patch/nwncx_patch to get the bonuses.
- nw_ch_action_13 (default vanilla henchman "when join" script) - made the script compatible with increased number of henchmens via custom content
- x0_i0_anims - CheckIsCivilized() was missing dwarfs (although opinions whether are dwarfs civilized vary...)

NWNX_Patch and NWNCX_Patch plugins (current version v1.22):
- allowed custom spellcaster classes to level up with feats that has spell-level requirements like Empower Spell
- improved custom class spellbook population: partially invalid spells will no longer be filled into spellbook (what doesn't have innate level set is now considered as invalid spell), fixed issue where the spellbook added both master spell and subspells
- fixed losing spellslots and spelluses upon login when ELC is enabled
- fixed losing spelluses upon login/load with multiple items with charisma ability bonus
- fixed automatic toggling off combat mode when moving via keyboard and when attack action ends
- possessed creatures that aren't familiars or animal companions will be able to use placeables (only levers and such, nothing with inventory from safety reasons)
- support for custom base classes alignment settings - alignment selection is now reading values from 2da, where previously it was hardcoded
- fixed Sight of Gruumsh feat not giving intented bonuses to saving throws
- improved SetTag function in way the object with changed tag will be retrieveable via GetObjectByTag under its new tag. Also added note this function cannot set area and module tag.

New NWScript functions and features:
- NWNXPatch_GetMovementRateFactor
- NWNXPatch_SetMovementRateFactor
- NWNXPatch_GetAreaWind
- NWNXPatch_SetAreaWind
- GetLastAttackSneak
- SetWeaponIsFinessable
- GetWeaponIsFinessable
- SetWeaponIsMonkWeapon
- GetWeaponIsMonkWeapon
- SetNumberOfAOOs
- GetNumberOfAOOs
- SetFavoredEnemyModifier
- GetFavoredEnemyModifier
- SetTumbleACBonus
- SetItemLevelRestriction
- Possibility to set AOO to be sneak attack (see 70_s2_aoo for example code)

 

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Prodavec

Appreciated

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Kaiketsu

the "find traps" spell seems busted to me. It detects traps, but doesn't disarm them (the floor ones at least) contrary to the description.Is it intended?

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Shadooow

Yes this is intented - whether will spell disarm traps or not depends on difficulty.

Since this spell is named find traps and in official rules doesn't disarm them, it will disarm traps only under very easy, easy and normal difficulty. Under hardcore rules and very difficult it will only reveal them.

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Kaiketsu

ah, I see. Well, it does make sense, however I think the description should be changed, because it's a source of confusion now :)

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Shadooow

One more reason why I didn't change the description is that I would then need to get polish, german and other translations of that change.

How would you change the description btw? Could you post it here?

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Kaiketsu
 
 

This would work:

"All traps within the area of effect become known to the caster of this spell and are disarmed."

Just remove the "and are disarmed" part.

 

The spell is kinda useless without the disarm part, though.

 

 
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Kaiketsu

"Magic circle vs alignment" spell is bugged. it likes to linger on your henchman even long after it's dispelled/ended. it seems that it somewhat gets remembered on the map it was cast. Ie. when I reenter blacklake district, my henchman suddenly gets this circle vs alignment active out of nowhere.

It comes with an annoying sound effect that keeps replaying every time an ally gets within radius of the spell, so it's hard not to notice the bug :)

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Shadooow

can you olease upload savegame with this bug and post link?

 

also - are you playing vanilla nwn or Project Q campaign? Do you use patch-haks? if so which? if just vanilla make sure there is not vfx_persistent.2da in override

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Kaiketsu

Vanilla NWN :) I only use 1.72 and henchmen AI. I'll send you a saved game soon. Just enter the blacklake and you'll see the circle appearing out of thin air actually working as if it was a real spell cast there.

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Kaiketsu

I'll upload the save today, meanwhile can I ask for a simple feature? an additional slider to reduce the volume of spell effects. Most of those are obnoxiously loud (esp. if they affect several of your party members like henchmen, summons, familiar at once) and/or annoying because they replay over and over.

 

In addition, can I at least ask to disable the ear-piercing shimmer that the "Pixie" familiar produces constantly? one can go crazy by listening to that 100% of the time.

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Shadooow

Neverwinter Nights Community Patch 1.72 pre-release content:

DOWNLOAD

I think its about time to close this. There should be no more major changes in spells and scripts and new fixes/features as of now. Things might get removed though. Please give it an extensive testing and report any issues you might find. Thanks.


Fixed broken stuff from previous Patch versions:
- fixed problem with henchmans getting stuck until re-assigned to attack
- Epic Spell: Hellball will no longer affect npc's allies
- added blueprints from 1.71 which were missing entirely for some reason (fixes the problem with PC Widget Tool not spawning)

Revisited features from previous Patch versions:
- multispellscripts removed from spells.2da to maintain backwards compatibility. Instead, the original spellscripts are now executing the multispellscripts using ExecuteScript. The 2DA merging template still contains the multispellscripts with warning it should only be used for persistent worlds and not singleplayer modules.
- added missing 2da merger schemes for baseitems.2da
- the odd damage workaround in flame strike and firestorm spellscripts recoded to simpler solution
- removed the delay on creeping doom AOE self-destruction
- small improvement in the spellsSetupNewAOE function
- the Eye of Gruumsh Sight error message when levelling up will only shows in single player now

New fixes and features:

Tilesets:
tds01_edge.2da - fixed missing door edge tile
tdm01_s06_01.mdl - fixed polygon gap
tdm01_z05_01.mdl - fixed polygon gap (Zwerkules)
ttr01_z17_01.mdl - fixed polygon gap (Zwerkules)

2DAs:
disease.2da - unused column Type given back to make comparing 2das easier
domains.2da - new column Level_0 added at the end to make comparing 2das easier

Spells:
Delayed Blast Fireball: added delay based on position from center of the AOE into effect and feedback applications
Flame Strike: spell will no longer damage allies under high difficulty settings
Silence: spell cast event is now signalized regardless of spell resistance result

AI:
- fixed bug in Sneak Attack code that allowed henchman to attack his master

DIALOG.TLK corrections:
Battletide: area of effect medium not large
Darkfire: removed the mention about non-magical weapon as the spell doesn't take this into consideration

Other:
- all custom scripts added in community patch will now be available inside "1.72 builders resources"

NWNX_Patch and NWNCX_Patch plugins (current version v1.29):

Follows a quick summary that sums changes done in nwnx_patch/nwncx_patch since last announced version 1.22.

Fixed broken stuff from previous plugin versions:
- SetMovementRate function will now restore movement if previous value was immobile
- fixed SetCurrentHitPoints function
- SetNoRestFlag will now work also for players inside area automatically
- added missing skill timer into pickpocket skill softcoded script
- fixed the feedback on scroll learning which was printing incorrect text instead of name of the spell learned
- fixed rare crash issue with custom spell functions (AddKnownSpell etc.)
- fixed several issues with AB/critical threat which were caused by old fix for Ki Critical feat issue

New features and improvements:
- defensive stance will not be canceled by spellcasting and other non-movement actions, in fact the only way to cancel it would be manually now
- improved function SetCustomToken to be able to set system tokens 0-9, very usefull for sending player texts with <CUSTOM0-9>
- improved function GetEffectType to be able to recognize taunt, knockdown and new custom effects
- softcoded all special attacks into new script 70_s2_specattk; script is able to modify every special attack and even add support for new custom ones
- softcoded taunt skill into 70_s2_taunt
- all softcoded scripts improved to use new nwnx functions in order to better duplicate vanilla behavior
- improved defensive stance softcoded script, it is now possible to remove the immobility effect
- added OnLevelDown event; runs 70_mod_leveldown
- function NWNXPatch_BroadcastAttackOfOpportunity now takes third parameter int bAllowRanged=FALSE, if TRUE aoo will be possible with ranged weapon as well
- reworked former SPELL_RESISTANCE_OVERRIDE variable; new name is "GetSpellResistance" and now takes 0 into consideration, to remove override variable has to be deleted instead
- more possibilities for attack of opportunity in 70_s2_aoo script; aoo can be set not only to be sneak attack but also death attack or both

New NWScript functions:
NWNXPatch_GetIsFeatGranted
NWNXPatch_GetTotalDamageDealtByType
NWNXPatch_SetTotalDamageDealtByType
NWNXPatch_ActionUseSpecialAttack
NWNXPatch_SetAttackRoll
NWNXPatch_SetAttackSneak
NWNXPatch_SetAttackCriticalThreatRoll
NWNXPatch_SetAttackKillingBlow
NWNXPatch_GetWeaponCriticalThreat
SetWeaponCriticalThreat
NWNXPatch_GetWeaponCriticalMultiplier
SetWeaponCriticalMultiplier
NWNXPatch_SetAttackCoupeDeGrace
NWNXPatch_CheckItemFitsInventory
NWNXPatch_SetEffectTrueType
NWNXPatch_SetEffectSpellId
NWNXPatch_SetEffectCreator
NWNXPatch_SetEffectCasterLevel
NWNXPatch_SetEffectInteger
NWNXPatch_GetEffectInteger
NWNXPatch_GetEffectPosition
NWNXPatch_EffectAttackIncreaseUncapped
NWNXPatch_EffectModifyBAB
NWNXPatch_VerifyClientRunningNWNCX
NWNXPatch_GetStartingPackage
NWNXPatch_SetStartingPackage
NWNXPatch_SetAreaDayTime
NWNXPatch_GetAreaAmbientColor
NWNXPatch_SetAreaAmbientColor
NWNXPatch_GetAreaDiffuseColor
NWNXPatch_SetAreaDiffuseColor
NWNXPatch_GetAreaShadowsEnabled
NWNXPatch_SetAreaShadowsEnabled
NWNXPatch_GetAreaChanceOfLightning
NWNXPatch_SetAreaChanceOfLightning
NWNXPatch_GetAreaSpotModifier
NWNXPatch_SetAreaSpotModifier
NWNXPatch_GetAreaListenModifier
NWNXPatch_SetAreaAreaListenModifier
NWNXPatch_HighlightObject
NWNXPatch_UnhighlightObject
NWNXPatch_SetDisableObjectHighlight
SetImmunityOverride
RemoveImmunityOverride
NWNXPatch_GetEffectRemainingDuration
NWNXPatch_TakeItemFromCreature

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Shadooow

First issue found, the patch core files doesn't contain 70_inc_nwnx and contains slightly outdated 70_inc_main and nw_i0_spells.

This is problem only for builders trying to use the new nwnx functions, you can get these 3 files in '1.72 builder resources\1.72 spell scripts\includes' and put them into your module to fix this temporarily.

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Vanes

I'm getting crashes playing with 1.72 Prerelease version which I don't get when playing with the beta 15 version. It's really hard to know what is causing it, but the only thing I'm changing is going from 1.72 Beta 15 to Pre-release (along with the nwncx_patch plugin update). Players using beta 15 can play on the 1.72 Pre-release server just fine, but the latest version crashes almost instantly.

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Shadooow

EDIT: Okay no need I reproduced this myself, holy shit how this could happen!

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Shadooow

Found it. No idea how this happened, one of the hooks had changed adress, hook I didn't modified for months. Anyway.

Here is fixed plugin. The problem is only with nwncx_patch. Your players need to download this and overwrite nwncx_patch.dll in NWN folder. Or you can tell them to use last beta (15) or not to use NWNCX to join game. I will update the whole community patch 1.72 package soon too.

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Vanes

Any way to silence debug messages, perhaps via NWNX.ini? I get these "70_s2_specattk: nEvent: 2, nType: 65002, nDamage: 0, nAB: 0, oTarget: <creature>" in my combat log.

Oh and thanks for the quick reply! :) Looking forward for the release!

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Shadooow

oh forgotten relic inside 70_s2_specattk, for now open the script in editor (check core resources) and remove the sendmessagetopc line thats there, compile, debug gone

 

btw check your messages here at vault, i send you two messages regarding the bugs you reported in community patch project page

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Shadooow

Neverwinter Nights Community Patch 1.72 pre-release hotfix content:

DOWNLOAD

All reported issues fixed.


Fixed broken stuff from previous Patch versions:
- fixed include files 70_inc_nwnx 70_inc_main and nw_i0_spells not being updated from beta15
- ioun stone scripts redirected to the multiscript

Revisited features from previous Patch versions:
- added extra instructions into 70_inc_shifter to help builders fully install it
- removed debug messages in softcoded script for special attacks

New fixes and features:

x3_inc_horse: fixed not being able to mount horse with certain effects like EffectModifyAttacks
 

NWNX_Patch and NWNCX_Patch plugins (current version v1.29c):

You can read additional comments and info at nwnx forum thread.

Fixed broken stuff from previous plugin versions:
- fixed critical bug in client plugin that caused very frequent crashing
- fixed buying items from store not placing item where you dragged it
- fixed possible crash when using EffectModifyBAB
- fixed SetEffectCreator NWScript definition that wasn't cleaning variables properly thus leading to unexpected behavior on other effect functions
- fixed taunt softcoded script still using GetEffectType (which no longer returns EFFECT_TYPE_TAUNT)


Revisited features from previous plugin versions:
- removed GetEffectPosition (was only used for now removed function SetEffectIntegerVoid anyway + it was not working properly with system effects)
IMPORTANT EDIT: also removed the improvement made to GetEffectType function. I realized some of the existing custom content scripts might rely on this function to return 0 (like if type is 0 and spellid is bigby then the effect must be knockdown so lets do some action). If you want to find out if effect is knockdown use new function NWNXPatch_GetEffectTrueType instead.


New features and improvements:
- better method of patching shou disciple 2d20 unarmed damage bug
- custom effects (truetype 96 and above, note 96 is used by modifyBAB) will now fire new script 70_mod_effects when applied and removed events, this allows to make new custom effects, example included inside script
- EffectModifyBAB will now show icon (using above events) and also update character sheet
- innate and equipped effects will be automatically applied to dead targets without need to use new function

New NWScript functions:
NWNXPatch_GetFirstEffect
NWNXPatch_GetNextEffect
NWNXPatch_GetEffectTrueType
NWNXPatch_ForceApplyEffectToObject

 

 

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Cursed Necrosis

I found a bug: 

Whenever i would enter combat, my familiar (Pseudodragon) or any companion with sneak skill (Dorna from SoU) would enter Detect mode instead of sneak mode.

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Shadooow

Cannot reproduce, can you send me a savegame?

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Cursed Necrosis

Sadly not because i had to re-install Neverwinter Nights recently so i lost my saved games, If it helps try playing SoU as a human fighter with Dorna as an companion and go as far as mid-way through the elven crypt.

 

EDIT: I tried to re-create this bug was not able to, this might of been a problem on my end and not the patch.

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Shadooow

Neverwinter Nights Community Patch 1.72 pre-release hotfix2 content:

DOWNLOAD manual installation

DOWNLOAD windows installer by Surazal

Another update, everyone who installed previous 1.72 should install this asap. You can now try new windows installer, so far contains only english language, other languages needs translate the installer GUI. Help with translating to french, german, polish, italian and russian would be welcome.


Fixed broken stuff from previous Patch versions:
- fixed bug in AI, where creatures were unable to use healing potions
- fixed knockdown dealing 10 points of fire damage
- fixed knockdown not working on creatures 2 size smaller than attacker
- fixed disarm not working when the target weapon wasn't droppable
- fixed typo in module switch name for hardcore evasion rules
- corrected few inconsistencies with 1.72 builder's resources and the actual files in release

Revisited features from previous Patch versions:
- when nwn(c)x_patch is enabled, stacked poison will show poison icon and green hp bar
- changed some of the CPP module switches checks in scripts to use GetModuleSwitchValue instead of GetLocalInt to make sure it will get the global switch value from database
- corrected/improved some comments in the custom scripts

New fixes and features:
- added code for new module switch to enforce hardcore DnD uncanny dodge II rules (NWN(C)X dependant)
 

NWNX_Patch and NWNCX_Patch plugins (current version v1.30):

You can read additional comments and info at nwnx forum thread.

Fixed broken stuff from previous plugin versions:
- fixed bug in NWNXPatch_GetIsFeatGranted function which caused crash if invalid class was put in
- completely reworked the OnClientLeave improvement to fix issue with loading saved games
- fixed SetDisableObjectHighlight not working with FALSE
- fixed not being able to take metamagic feats during level up on a first level of spellcasting class

Fixes to the nwnx_patch only:
- removed potential memory leak in spontaneous spell improvement
- flying creature trap immunity feature made disabled by default
- fixed crash with ranged devastating attack

Fixes to the nwncx_patch only:
- fixed bug in level up spell gain that was counting racial ability modifier twice

Fixes to the softcoded scripts:
- fixed knockdown dealing 10 fire damage
- fixed knockdown failing when used on targets with tiny size
- fixed disarm not being possible against targets without droppable weapon
- fixed typo in module switch name for hardcore evasion rules


New features and improvements:
- enabled debugging, use DebugLevel=X in nwnplayer.ini under [Community Patch], values 0: almost no debug messages (default no need to set), 1: prints debug messages for using NWNXPatch_ functions, 2: prints debug messages for most hooks too, 3: prints debug messages for all hooks including those running extremely often
- plugins will now be able to recognize global module switches using the new OnModuleInit event
- new feature to enforce DnD hardcore rules Uncanny Dodge 2 feat behavior using module switch (link into 3.5SRD uncanny dodge description)
- new feature to grant immunity to flanking use variable IMMUNITY_FLANKING int 1 (I recommend to create a custom effect for it)
- improved comments and descriptions in most scripts

 

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Cursed Necrosis

I was able to replicate the bug i metioned before, for some reason it only happens at level 4 or below but it doesn't happen all the time, even ghouls are doing this.

EDIT: I have a save game but i don't know how to upload it.

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Taro94

I can help with the Polish translation. :)

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Surazal

I know someone who would be happy help with the Russian translation.

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Valgav

So there's two of us for polish translation ;)

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Shadooow

Coll guys, but first I need to make sure the texts in installer says what they should say and doesn't need rewrite, once this will be revisited you can help with translation.

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Shadooow

Neverwinter Nights Community Patch 1.72 Release Candidate 1:

DOWNLOAD manual installation

DOWNLOAD windows installer by Surazal

I solved all reported issues, revisited a lot of things based on suggestions you provided and added vanilla icons into installer.


Fixed broken stuff from previous Patch versions:
- Removed incorectly appearing Ability Bonus: in cloak descriptions.
- Fixed smallest ochre jelly not have promised immunity to flanking.
- Fixed lowres female gnome head 1 texture not having colorable eyes and lips.
- fixed bug where softcoded skills didn't check skill timer when several actions were queved in same time.

Revisited features from previous Patch versions:
- SAVING_THROW_TYPE_PARALYSE replaced in all scripts with direct value 20 to provide backwards compatibility with vanilla nwscript.nss
- Removed the feature to change all target-only-enemies spells into target-everyone happening on highest difficulty settings.
- MODULE_SWITCH_CURSE_IGNORE_ABILITY_DECREASE_IMMUNITY module switch disabled by default and added into PC Widget Tool.
- New AI feature to use detect mode corrected to be used only against stealthed enemies (and not enemies creature can't see because they are behind corner).
- Chance for taunt will now be rolled only once per round not once per AI call (as those can fire quite often) to avoid using it too often.
- Several improvements to the softcoded taunt skill script to support AI using it.

New fixes and features:
- Fixed OnSpawn script in multiple HotU summon blueprints. (which fixes issue where these summons are not respecting multisummon module switch)
- Timestop: In server mode and if nwn(c)x_patch is running, the spell will now show timestop icon.
- AOO will be ignored in case character is performing taunt or pickpocket skills (however, this won't work for AOO caused by ranged weapon due to the technical limitations...)
- Fixed weird AI issue where creature with ranged weapon threatened in melee would often reequip her weapon.
- Gruumsh blindsight 10feat will overwrite blindsight 5 feet in the feat list in character sheet.
- Several small corrections and improvements in Gruumsh/Shou class or feat descriptions.
 

NWNX_Patch and NWNCX_Patch plugins (current version v1.31):

You can read additional comments and info at nwnx forum thread.

Fixed broken stuff from previous plugin versions:
- fixed bug where player with intelligence 10 or less was unable to take first level of wizard class
- fixed secondary crash with 255 spellslots happening when character gained/lost 255+ slots on levelup/leveldown

- fixed bug where softcoded skills didn't check skill timer when several actions were queved in same time.

New features and improvements:
- fixed client crash with hellball visual effect
- fixed bug with delevellng RDD that didn't removed bonus abilities properly
- overriding variable "TumbleAC" will now work even when module switch to disable AC from tumble is enabled

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Cursed Necrosis

I don't know if this has been asked before but i realized that the CPP adds 2 new classes (Shou Diciple & The Eye of Gruumsh) which are from the PRC, is it possible to add the other PRC classes aswell or only some of them, if at all?

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