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NWN:EE assets

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Shadooow
NWN:EE assets

I made a very quick comparsion between 1.69 and NWN:EE. Note this comparsion was just a brief, if someone wants perfect results a full comparsion is required: unpack all 1.69 bifs in right order and overwrite duplicated, then extract all bifs from NWN:EE in right order and overwrite duplicates - then compare both folders against each other.

General changes

- 2das, dialogs and scripts are sorted into new .bif and are no longer present in "patch" bifs - this reduces some of the duplicate files and should make modding easier

- newer stuff is put into "ovr" folder in installation path, this seems to have lower priority than override in documents folder; untested: might work the same way as core resources

UPDATE: It seems that the "ovr" folder indeed works as a *.bif file but has higher priority than bif file, that means that it will override default assets in *.bif files but won't override files in modules - this makes it perfect place for anything like community patch

2DAs

- loadhints.2da: removed 2 lines (probably those refering to old and now nonfunctional websites)

- portraits.2da: added several new portraits

Scripts

- nwscript.nss: added several new functions

  • SetTag
  • GetEffectTag
  • TagEffect
  • GetEffectCasterLevel
  • GetEffectDuration
  • GetEffectDurationRemaining
  • GetItemPropertyTag
  • TagItemProperty
  • GetItemPropertyDuration
  • GetItemPropertyDurationRemaining
  • CreateArea
  • DestroyArea
  • CopyArea
  • GetFirstArea
  • GetNextArea
  • SetTransitionTarget
  • SetHiddenWhenEquipped
  • GetHiddenWhenEquipped

- nwscript.nss: expanded functionalities/notes of few functions:

  • GetTransitionTarget
  • SetName
  • CopyItemAndModify

 

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Surazal

Many thanks for this information.

Just a comment on the ovr folder for patches - I don't think wrting to EE's installation directory is a good idea because it defeats the purpose of separating program and user files (ie the installation directory should be treated as read only).

Very interested in your views on this matter.

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Shadooow

I don't think wrting to EE's installation directory is a good idea because it defeats the purpose of separating program and user files (ie the installation directory should be treated as read only).

I agree. Just as it wasn't good idea to edit bif files before.

But there might be projects that needs it. Which is a case of community patch. NWN:EE completely changed bif and key files. Adding new bif into game distro is now extremely hard to do (because anyone attempting to do that would have to recompile the nwn_base.key from all the bif files one by another. Plus, the beamdog client will instantly spot this and will offer update to the client as his files doesn't match with beamdog's.

The 'ovr' folder might be solution for projects like community patch, projects that requires its files to be lowest priority as possible in order not to break existing module's content, but at the same time providing its functionality into every module player plays rather than to those player imports it.

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ShadowM

Thanks Shadooow for detailed release notes. I wish BD release notes were this detailed, and future ones. :)

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Surazal

Thanks for the explanation.

NIT v5.0 support for EE is nearly complete and, at present, does not provide any support for copying files into the Beamdog's Library folder. I will think about the ovr folder once I have completed more testing.

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Shadooow
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