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Community Patch new update -> beta 6


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#1
Shadooow

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I worked really hard and now this project is thanks to many other peoples who helped me near finish. After year of work... well it was worth it. The project now contains the largest collection of fixes and unique features into the game ever. Only to read all documentation takes hours hehe. Anyway, I added too many new features since beta5 than I intented so it needs at least a week or two of playtesting to make sure all features and fixes working as annouced, especially AI.

The main feature is that I fixed the crashing on other patch 1.69 language versions. With a new installer from Aldark its now easy to install with a language choice. Current languages are: English, Czech, Russian (except language in installer no change to English so far), German (without german TLK) and Polish

DOWNLOAD (windows installer by AlDark)
DOWNLOAD (7zip archive manual instalation for unix/MAC
DOCUMENTATION

If the game crashes when start after installation it means you choosed wrong language. If you have 1.69 german you need to choose German, if you are running on 1.69 english and you want German you need to choose English (and then later when I release it get a proper dialog.tlk of the language you need). This applies only for Polish and German as other languages dont have their 1.69 versions and thus are applied on English one with only dialog.tlk changed.

If there are any takers who would help me to make new Russian, German TLK or to translate installer texts in any language PM me. Also if there is anyone who is interested in support other languages, drop me PM as well.


Now to the changes since beta5:

Fixed broken stuff from patch
- fixed crashing on non-english 1.69 unofficial patches
- fixed glitch in delayed fireball script causing TMI
- fixed typo in drown spell that caused SR not being properly computed
- invisibility purge now doesnt have to be targetted
- removed Healing sting spell balance change
- AC type for creature skin restored back to default deflection from touch attack balance reasons
- ioun stones set back to "magical effect" from balance reasons (not everything have to be per rules)
- prevent AI to use an AA feat without a bow resulted in doing nothing
- corrected tcn01_c0207 tile that sometimes caused crashes
- fixed issue with timestop cast from npcs

New fixes and features
- fixed server crash at death/unpolymorph of the polymorphed character with low on hitpoints
- evards black tentacles grapple size bonus fixed
- added +1 ride skill bonus into Luckstone amulet
- Find traps spell cannot be extended anymore
- PDK feats cannot be used under many effects or when dying anymore
- PDK Heroic Shield cannot be targetted on party member in different area anymore, also fixed an issue with relogging that could prevent further use of this ability
- Bane spell Category fixed
- Epic Hellball spell wont damage/knockdown caster if cast on self
- AI - fixed (not) using throwing weapons in certain situations
- AI - fixed stop attacking when inside AOEs
- AI - fixed monsters sometimes ignoring Greater Sanctuary effect
- AI - fixed some situations where casters attack melee instead of cast spell
- AI - creatures with AI_LEVEL_HIGH or higher will effectively ignore/dispell Black Blade of Disaster
- Pulse: Level drain effect is now supernatural (so effect remain after resting)
- updated flying status on some creatures missing it
- flying creatures are now immune to the Grease spell
- oozes and sharks are now immune to the drowning (Drown spell and Pulse: Drown special ability)
- fixed Vine mine's subspells InnateLevel
- Shadowblend ability fixed and enabled to used by AI, also improved VFX to better suit effect
- Infestation of maggots: fixed a little glitch that could happen with immortal creatures
- added Destruction into specific spell immunity itemproperty
- Lizardfolk Shaman (A) blueprint name fixed
- all cobras racial type fixed (reptilian humanoids -> animal)
- fixed special AI for summoned shadow from SD feat
- fixed not copying local variables when dyeing an item
- assassin now can take epic skill focus: use magic device as a general epic bonus feat
- several new creature flags for custom content that allows to set creature being immune to drown, mark it as flying or mindless being
- weapon boost spells are now compatible with custom content, thus they will work for example with CEP weapons or Lance
- blood frenzy and barbarian rages wont utter battle cry under silence effect/cast
- continual flame will dispell shadowblend effects
- fear aura will trigger only once per each creature entering
- added portraits into fish group placeables
- added portraits into some door blueprints in default palette
- removed default wooden door portrait, most pre-1.70 placed door wont show up any portrait, only radial menu
- UMD DC for spellscrolls was changed to 7+InnateLevel*3 in order to allow use scrolls of lesser power to lower level characters
- projectile traps
-- all projectile traps placeables are now set non-static (as they have to be nonstatic in order to trap could work anyway)
-- spells fired from projectile traps now ignores spell resistance/immunity/mantle
-- spells fired from projectile traps now have correct caster level as per trap script
-- spell DC changed between different trap difficulty versions
-- projectile trap dart, shuriken, arrow and bolt rewritten from scratch as they did nothing

TEXTs
- corrected names of few spells in specific spell immunity itemproperty
- Planar Turning - automatic
- PDK feats feedback externalized
- Vine mine duration corrected to round/level to match script
- changed outdated loadhints to refer to the new NWN community site at www.neverwinternights.info

Modifié par ShaDoOoW, 10 novembre 2011 - 02:04 .


#2
jmlzemaggo

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What a job.
Any advice for TK's AI players? Would both work together well?

#3
Shadooow

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jmlzemaggo wrote...

What a job.
Any advice for TK's AI players? Would both work together well?

sure it will, the patch works as any oficial patch in past, anything in override or hak will have bigger priority

so actually those AI fixes I made applies only if you don't use any custom AI

#4
HipMaestro

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One thing that confuses me about the various betas... is there an all-emcompassing, comprehensive list of all the fixes addressed by the community patch from its conception?  I remember reading some list, well... seems like at least a year ago or more, and it was a HUGE list of fixes and now I wish I had copied them so I could figure out what has happened since then.

Is this the patch that EdgarL originally posted to the Vault, now with many additions and other contributors?

Are all the previous versions still available (if so, they may have each documented the changes applicable to that version) or has the latest beta essentially overwritten all those?

I realize that a lot of work has gone into getting this patch to the point it is right now, but I would really like a list of the full scope of the changes, if possible, so I can hit the ground running.

Finally, in what respect is this a beta (actually, almost all the community patches have been listed as betas IIRC)?  Has it never been tested? Are you waiting for others to download it and try it out before officially releasing it?  Clarification, please.

Aprecio mucho! ;)

#5
Shadooow

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The list of changes and fixes adresses only those changes/fixes that have been done since the previous beta version. In this version inside installer there is only "strict" list of all changes across all beta versions without script-related changes. Also there is so far missing "full documentation" which I didnt make it to update in time of this beta version release. But Im working on it.

ElgarL posted only a tool to make this possible. He had planned to make a new client that will allow many great things, but he never finished it. The tool he made allowed me to inject the project's files into NWN core datas so it works like anz other official patch in past (anything in hak/override will have bigger priority).

Previous versions are not available as the last version contains everything what was in the previous.

Im working on it, once I will have this done I send a link be patient please :)

It has been tested in the process of creating, but not enought to release it into the world as a final version so yes, I need anyone who can to install it and try it. There shouldnt be any issues now so its absolutely safe, in any case, uninstall can be done via 1.69 critical rebuild.

#6
R-TEAM

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Hi,

have now quick testet with install over 1.69 German critical rebuild (the half official 1.69 german version ..) and it looks good - rund flawless and fine.
But here a couple of questions too ;)
As i have many "fixes/enhances" in my override and i need to know which are now obsolute ...
First the things in the list ->
The familary fixes are now all inbuild in the 1.70 (btw. the game still say it is 1.69 .... is this a bug or a feuture ? :) )
The hands from kurairyu too ....
Now to the things i have not read ->
If the AntiPCPropertiesTK fix included too or not more needed ?
As you have incorporatet the nice hands from kurairyu (have long time searched for the files ) it would be good to doing this with an nice body override too - but dont know his name - only the name on my HD -> mfunderwear.zip
It have a couple of hand too but this i have always overwrite with the hands from kurairyu ....
Then i have an file with name "modelfix.zip" here with 2 files (pmh0.mdl + pmh2.mdl).
Did you know which fix is this and if this now obsolute ?
And btw. it would be nice to add to the 1.70 the BCM tool (Better Craft Magic) and as i have seen here in the forum the idea of item durability (one thing NWN miss from newer RPGs)

Regards
R-TEAM

#7
jmlzemaggo

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If you're still looking for:

* 7) Bare hands, heads & bodies nicer: Xaltar's Head and Underwear packs, by Xaltar

* 8) Gloves, nicer: Kurairyu's hands, by kurairyu

From the "Add-ons & Tips" list in my signature, also as a 'Sticky' in the main forum. 

+ some comments I wrote about it... which I don't even understand myself anymore, since I installed everything...
... some time ago... :D:

7 & 8) About hands only: Use Kurairyu's hands, by kurairyu, for the gloves only, but Xaltar's Head and Underwear packs, by Xaltar, for the bare hands (Models 00 & 01). Don't overwrite 7 by 8 when asked.

Good luck!

Modifié par jmlzemaggo, 03 novembre 2011 - 07:52 .


#8
Shadooow

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R-TEAM: familiars, kurairyus hands and anti pc properties (though my own version) as included in patch already so if you installed it you can clean these files from your override (but you absolutely dont have to, as said already many times anything in override or in hak will continue to work as before)

modelfix.zip is this -> http://nwvault.ign.c...s.Detail&id=382 I didnt included that because the fix is based on outdated model unfortunately, the patch 1.69 changed the model so I cant recommend to use this but if you used it and didnt seen any issues then I guess its safe

as for underwear stuff, I think thats not appropriate content to the patch as it contains nudity, the patch content should be as global as possible, the nudity is more like users choice

as for better craft magic, saw it and consider it unbalancing, the crafting is already imbalanced in some aspects especially wands and this will make it even better, not a great for patch

#9
R-TEAM

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Hi,

thanks for the answer ShaDoOoW :)
I think it is better to have not an version in patch and one that doing the same in override ....
As it is coming to problems it is better to have every fix only 1 version and not diff versions in override/Hak too, who make it more difficult to trace down bugs ...(this the reason i clean this)
And thanks for the hint with the modelfix files ....

And yes - dont have thinked over nudity problems with the underwear stuff ... you are right here.
(but i like it and will use it ;) )

As i dont have used BCM at all - i am not so much an magic orientet player ... an friend is an magican but have not widely used it in the past .... but i think it is an nice optional addition to the craft creation system - even if it needs better balancing :)
(but have it install seperately is not an big downside...)

btw. you have not comment on the item durability idea ....
(and i hear this very often if i show friends NWN this is most the only part he misses in NWN compare to actual RPGs ......)

Regards
R-TEAM

#10
R-TEAM

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Hi,

and more ideas :

Have you seen the "aenea_elementals" for the override folder ?
I would not say it is perfect and i am happy with the orginal fire elemental btw, but the air or water elemental are weird in here orginal models and it would be nice to have better models ...

Regards
R-TEAM

#11
Shadooow

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hey

durability is something very hard to implement and there are several ways how to do it and one have to decide which one is best, whether to use default 1.69 quality itemproperties or to make new "number" item property and where to do the durability decrease and also there must be a way how to repair item as well - while the idea itself is very interesting, it requires some serious consideration and I dont think its going to make it into the version 1.70 (as I said, beta 6 should be the last beta before release)

as for aenea elementals, they are nice but its a matter of taste for user, not everyone likes them and the default elementals are really not so bad and mainly they are not bugged. If you want better models and textures you should consider to use Project Q. The texture and model improvements are currently off content for patch as there is already the Project Q focusing on it. This policy may change after final release if there will be a demand for it from players but not at this point. The same goes for new models, thats CEP duty :)

#12
R-TEAM

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Hi,

thanks for the answers ShaDoOoW :)

Yes - i think too the process in handling the item durability is at the beginning and need more discuss to find the best way - but it is one of the few things that NWN lacks off .....
So it would make an hugh step to an modern NWN :)
Found it the most important extension i have read for NWN over the last Years ...

As for elemental, it is not that all elemental bad in the orginal NWN .. Fire and Earth looking good and "right" for an "Elemental" ...but i have always found the air/water looks wrong and nothing like related to air/water ... so i would be happy to have an updatet better looking version.
(and the aenea versions are not the best, but an right step and it can be used as override and so on all moduls available without doing rebuild moduls)

Regards
R-TEAM

#13
SHOVA

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ShaDoOoW, is there a list of what in your patch, of changes that are set, and ones that can be adjusted? Personally, I have not wanted to DL your patch, because after scrolling through the list of what's in it, I don't agree with how you changed the standard content. Some things look to be uberized, and others nerfed. (Not looking to pick a fight here, just giving my first impression) I believe that is why you haven't had more interest in the patch. Builders are scarred to change the game so drastically, when they see it allows this, (which all along the game hasn't) or changes that, (which can cause problems with their current build.) and appears that the patch can't be altered once it is added. Reading through the list you have, of changes, Some I do agree with, and are long over due.

#14
Shadooow

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SHOVA wrote...

ShaDoOoW, is there a list of what in your patch, of changes that are set, and ones that can be adjusted? Personally, I have not wanted to DL your patch, because after scrolling through the list of what's in it, I don't agree with how you changed the standard content. Some things look to be uberized, and others nerfed. (Not looking to pick a fight here, just giving my first impression) I believe that is why you haven't had more interest in the patch. Builders are scarred to change the game so drastically, when they see it allows this, (which all along the game hasn't) or changes that, (which can cause problems with their current build.) and appears that the patch can't be altered once it is added. Reading through the list you have, of changes, Some I do agree with, and are long over due.

Everything can be adjusted the same way how many adjusted evards black tentacles or undeath eternal foe spells when some patches nerfed them. Just open the script and changed it back, or disable that feature in 2da.

However I would like to hear which ones are those uberized. There were several peoples critiqued me in past that I have changed some things like they didnt want to etc. Though, they were not able to tell me which ones are them. Anyway therefore I removed almost everything what I though could be even a bit unbalancing in some environments (implosion nerf, healing sting balance change and ioun stones to be undispellable).

Also many these things are simply misunderstanding or rather lack of interest of what exactly that feature is. For example I found via google this:

Plus one change that seems to further support my
belief that this "patch" is really just a collection of the (subjective)
preferences of an individual:


* annoying sound when firing elemental projectiles removed

sadly it only shows only the ignorance of the poster as its clear he didnt played archer and mainly didnt tried to install the patch.

See this note was taken from "brief patch readme" which doesnt explain what was an issues, when it happened and how the fix working. That is mostly written in the "full patch readme" (that is not available for current beta version yet, but was for older versions) though exactly the ammunition sound wasnt described.

So to make this issue clear. The sound in question runs on the background of the projectile sound (but not so loud so its hardly recognizeable). But in case that an elemental damage bonus is present on bow itself (via custom content change) and mainly when an arrow without elemental damage like plain or +1 to +5. Then you hear very loudly each time you shot the "vss_blur" sound, feel free to find this sound in nwnviewev and play an endless loop as thats how it sounds with 6 attacks per round :P.

So tell me exactly which features are those you are talking about, its still time to remove anything that would tempt builders not to use this project or at leat explain it deeply.

Modifié par ShaDoOoW, 05 novembre 2011 - 04:45 .


#15
SHOVA

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thanks for the quick reply.
I think part of what is keeping folks from using this, is that builders already have made certain changes to spells, Evards for example, and with this patch would have to redo the changes to fit their world. To me as a builder, it sounds like more work.

Actual uber fixes I saw, from your readme,
- iprp_spells .2da
- Barkskin (6) changed to 7 (which will allow to make potions +4AC)
- Barkskin (12) changed to 13 (which will allow to make potions +5AC)
To me a potion should not exceed +3. so in my book these are uber fixes.
- encumbrance.2da
- expanded to allow insane strenght values above 50 to maximum strength NWN can handle (255)
- armor.2da
- dex bonus from robe was changed from 100 to unlimited to allow insane DEX modifiers up to 255
These while I wouldn't ever want to use in any of my mods, seems way over powered, even if it is 3rd ed rules.

- major change in scrolls, all classes now can cast scrolls of the spells they have in their spell list. This means that Bard no longer can automatically without 25+ UMD skill cast all scrolls, and Assassin, Harper Scout, Blackguard and Pale Master now can cast from some spells too.
I don't care for this fix, seems giving automatic being able to cast it because I can already do it is for lack of a better word, cheesy. Again, its just my build/play style.

Most of the fixes are in fact a good thing, its these very build style specific ones that I don't want to add in, then have to either re-script, or work around to deal with. I think that is where your major opposition to making this a universal patch is coming from. If the main patch took care of the basic, non style type fixes, and the stylized fixes were available as an add on patch, perhaps it would be more acceptable to the old fogies like me.

#16
Shadooow

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SHOVA wrote...

thanks for the quick reply.
I think part of what is keeping folks from using this, is that builders already have made certain changes to spells, Evards for example, and with this patch would have to redo the changes to fit their world. To me as a builder, it sounds like more work.

This is not true. As said before, anything in override/module/hak will have priority. If a builder changed all spells on his own like many servers out there did (AW,BoW,HG etc.), the spellscript from 1.70 wont be used. Of course that means that you wont get any spell fixes from the patch until you rewrite your spells onto 1.70 version using a new spell engine concept. But that optional and totally up to you.

Actual uber fixes I saw, from your readme,
- iprp_spells .2da
- Barkskin (6) changed to 7 (which will allow to make potions +4AC)
- Barkskin (12) changed to 13 (which will allow to make potions +5AC)
To me a potion should not exceed +3. so in my book these are uber fixes.

For a low magic environment its understandable. Point is, there is no default Barkskin potion that would used the Barkskin (7) (formely 6) or 13 (formerly 12). If someone made his own potion and used a lvl 6 then there is a question of why he did it as it has the same effect as a third lvl version which comes in default NWN palette. So a custom content could made only a +4 ac potion using a 12 caster level. Now this change allows builder to make a potion of even +5 ac if he wishes to. That however doesn't change a regular module in any way. And btw notice that you could get a +4AC from this potion before (if you made a copy with lvl 12 caster lvl) already.

More closely if you look into 1.69 barkskin spellscript you would see that in some older patch a lvl 6 gave +4ac and lvl 12 gave +5, that was changed in some patch but not along with the itemproperties. Also see nwnwiki page for barkskin spell http://nwn.wikia.com/wiki/Barkskin .

EDIT: some spells has more than one variant that can be place into item (potion/wand). Mostly the caster levels are scaled only when the spell gets another +1 so each variant has either more damage or more AC/enhancement or damage/ab. Most of them is not used in the default NWN palette however.

- encumbrance.2da
- expanded to allow insane strenght values above 50 to maximum strength NWN can handle (255)
- armor.2da
- dex bonus from robe was changed from 100 to unlimited to allow insane DEX modifiers up to 255
These while I wouldn't ever want to use in any of my mods, seems way over powered, even if it is 3rd ed rules.

Both changes applies only if a builders allows such strenght or dexterity scores in first place. Or if the player cheats use console to gain uber abilities in his single player game. Previously if he did it, he couldnt move due to the game thought the max weight is 0 ue to the missing lines in encumbrance.2da, similar with AC from dexterity with robe. No need to be afraid as this does not affect a normal environment in any way.

- major change in scrolls, all classes now can cast scrolls of the spells they have in their spell list. This means that Bard no longer can automatically without 25+ UMD skill cast all scrolls, and Assassin, Harper Scout, Blackguard and Pale Master now can cast from some spells too.

I don't care for this fix, seems giving automatic being able to cast it because I can already do it is for lack of a better word, cheesy. Again, its just my build/play style.

I dont understand your comment but this is a nerf actually.

Modifié par ShaDoOoW, 05 novembre 2011 - 07:02 .


#17
SHOVA

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how I am reading the last change to scrolls, is you changed the standard bio made item to be castable (readable) by any character that can already cast the spell, (either has it memorized, or known). While in some SP games this could be useful, in MP that is a huge change that could greatly unbalance, the game. It appears more of a style of play thing, rather than a needed to be fixed thing. When you take into account that most PWs use the standard scrolls from bio, in order to not push the 16k limit, making such a change "universally" across one item type is scary for those who would consider this.

I am still not sold on using the patch. It has beta in the title, and while yes, I have been known to use beta versions before, but, after the last CEP beta and having to start completely over on my mod, I am not willing to chance it yet. perhaps if others were weighing in on how it does, I would change my mind. So far it has just been you, and your opinion on it isn't exactly unbiased. Please don't take this the wrong way ShaDoOoW, many things that you have listed I am interested in using, but I'll wait for it to be a final version, or at least used by some of the PWs I play at.

#18
Shadooow

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SHOVA wrote...

how I am reading the last change to scrolls, is you changed the standard bio made item to be castable (readable) by any character that can already cast the spell, (either has it memorized, or known). While in some SP games this could be useful, in MP that is a huge change that could greatly unbalance, the game. It appears more of a style of play thing, rather than a needed to be fixed thing. When you take into account that most PWs use the standard scrolls from bio, in order to not push the 16k limit, making such a change "universally" across one item type is scary for those who would consider this.

I am still not sold on using the patch. It has beta in the title, and while yes, I have been known to use beta versions before, but, after the last CEP beta and having to start completely over on my mod, I am not willing to chance it yet. perhaps if others were weighing in on how it does, I would change my mind. So far it has just been you, and your opinion on it isn't exactly unbiased. Please don't take this the wrong way ShaDoOoW, many things that you have listed I am interested in using, but I'll wait for it to be a final version, or at least used by some of the PWs I play at.

Problem is that it seems you don't know exactly how does spellscrolls work by default. And you are not the only one I guess as this is quite weird issue. So I will explain it to you.

In 1.69 by default you can use whatever scroll that has "use limitation class" of the any class your character have (Problem is that there is "use limitation: Bard" on almost every arcane spellscroll even though bard doesnt have it in his spell list and I removed him from here, so bard can use only those he has in his spelllist). Others appear to be red thus unusable unless you get Use Magic Device skill. Then it takes only 5UMD rank and you can use all spellscrolls. And now - if you play on easy or normal, you cast them automatically. But if you play Hardcode or Very Difficult there is a UMD check script which behave weird and not logically. By default, if you have at least 1 level of wizard, sorcerrer or bard, then you don't have to beat the UMD DC of 25+InnateLevel (I changed DC to 7+(3*InnateLevel) as before it was impossible to use scrolls by rogue on lower levels, if you compute it you find out that a DC for casting a lvl 9 spellscroll is a same than used to be) even althought the spell on the scroll is divine! On the contrary, if you are cleric, paladin, druid or ranger and you have a 5UMD ranks and you try to use any scroll even such that has a spell you have in your spell list, you have to beat UMD DC.

And thats what I changed -> if you are druid and you try to cast a scroll of a nature's balance, you dont have to make UMD check. If you are bard and you try to cast a scroll of Implosion then you have to make UMD check. So in the end, it does nerf bard very hard and fixes a divine casters with UMD.

The only extra feature is that a Pale Master, Harper Scout and Blackguard classes were added on few spellscripts (cats grace, bulls strenght, eagles splendor, animate dead, contagion, inflict spells) as a limited use: class in order to be able to use such spellscroll without UMD.

The scrolls change was fully explained in the full readme which was included into to last two versions (and will be again very soon).

Yes, this change is according to old thread on bioware forum in contrary with Bioware intent, as someone else already found this issue long time ago and told it to Bioware and they responded they know about it and it was intent in the time when they made that script. However my opinion is that Bioware abadoned this game and their old intent might not be desireable in this moment, so if something doesn't make sense then I change it to make sense.

Also note that a spellscrolls put into store directly in area will still have the old scrolls, that is with bard class on them even though its not a bard spell. If a builder wants to get rid of bard there, he will have to remove old scrolls and give new one from palette.

BTW nothing in patch counts towards to 16k limit.




And now to the rest of your comment. I dont get why some peoples are so biased to this patch. Its simple. Install it, if it makes something wrong then stone me. While the list of the changes is so long a regular player or builder shouldn't notice anything after installation (provided he got main GUI in his override as if not thats the first thing he would noticed hehe). A veteran builders who did many changed already, mostly into spell or who uses CEP2 wont get 50% of fixes anyway as the CEP override new 2das and scripts in module overrides new default. So you wont lose anything by installing it. And nobody force you to rescript your changes into spells or merge your 2DAs. And notice that the patch includes a brand new utility to automatically merge your 2DAs.

#19
Shadooow

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Thing is, I have no disappointed "customers". But there is a lot of peoples who are afraid to install it because some other peoples spreading false informations about this project and its usefulness.

These peoples either:
- don't like me
- don't like project's name or project itself in general
- are experienced builders who are convinced that they don't need it as they can do it themselves or they already did or they have heavy modified module so it would override most of my fixes anyway
- didn't tried to install my patch at all or/and didn't read all documentation available
- didn't put enough effort to understand a certain issue (like for example your though about armor.2da and encumbrance.2da fix) and simply misinterpret the change in wrong way

I cannot however see how any of this reason authorizes these peoples to tell others, that this project is wrong and that they shouldn't use it. I also don't like for example the World of Serpent Inn's changes into the classes or their environment in general, but that doesn't mean its bad server and I'm not telling others not to play there.

I choosed the word of Community in the time I found this project as I hoped that the community will help me and will interest int this project. Unfortunatelly after year and the way how the community (un)supported me, it looks that the NWN community is really in bad state. That way or another (or I am completely wrong and out of mind) its too late to change the project's name. The fact that the content is gathered from many community members will have to be sufficient.

Modifié par ShaDoOoW, 06 novembre 2011 - 01:02 .


#20
jmlzemaggo

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I have to admit I'm not on my usual hero side here...
First I'm no tech at all...
Second my actual NWN works so fine, and I made so many changes... which I remember nothing of, even if I was pretentious enough to write a list about it. Now you said, overrides are no troubles... 
So, maybe I'd make a second NWN folder with your work in it soon enough. 

Just two thoughts: 
- I'm not that afraid, even pretty much confident. Just a matter of time. 
- I do not hate you at all. :P
All I could maybe need is a two lines statement: "Here are the reasons why you shoul install my work of heart". 

Beside the fact I can't open your .exe file on my Mac, of course. Which is absolutely secondary... 
Is it really? 
It is not... ;)

Modifié par jmlzemaggo, 06 novembre 2011 - 01:20 .


#21
Shadooow

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You dont spreading crap about my project so you dont count :D. If you want I can make a 7zip installation for MAC/unix but only in english so far, or wait for final version which should be close.

#22
jmlzemaggo

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English is fine.
But if the 'final' is as close as you say, don't bother for now.
Remember to think of .zip when it's the right moment...

#23
Shadooow

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jmlzemaggo wrote...

English is fine.
But if the 'final' is as close as you say, don't bother for now.
Remember to think of .zip when it's the right moment...

Ok I uploaded a 7zip manual instalation, see my original post for link. Just extract in the NWN directory and confirm overwriting of any files (will want to overwrite dialog.tlk and x2patch.key). Its working for linux, but no idea whether it will work on MAC as I havent seen a NWN structure there. But again, if anything goes wrong you can use 1.69 critical rebuild and then stone me. BTW all instances of nwn should be closed before you attempr to install it.

#24
jmlzemaggo

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No critical rebuild for Mac either. I'd just make a brand new NWN directory & trash it if it goes wrong. Anyway, I'll wait for the final.

#25
Stanley Woo

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Moved to Custom Content forum.