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#301
Shadooow

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What is wrong with a bit flag?

Nothing, probably the best way. Yet Im not sure it is really needed so I decided to keep it the way I presented for now that is a single collumn in polymorph.2da UseItems with three values: default behavior (**** or 0), can use items (1), cannot use any items (such as potions) (-1). BTW it is fully compatible with custom content - it will allow to use any items that are not equippable and that are pointing to the rod, potion, scroll, wand, traps, thieves tool, healers kit, misc, container itemprops category. So its not hardcoded on a specific baseitem line and will work even with items from CEP for example.

 

If someone wants to help me, you can prepare a modified polymorph.2da file and set the values 0/1 for each polymorph.

 

Except that I also finished the feature to disable unequipping of cursed items (based on Game difficulty -> hardcore+). Which will come with a modified script for removing curse). Also I fixed the throwing weapon exploit, I mean directly in engine which is way better than my previous attempt in NWScript (which had some false positives over time...).

 

Few things I need to decide yet:

- if Remove Curse is cast on character wearing the cursed items what should happen: remove the items cursed flag?, unequip them but keep them cursed? or something else?

- any other standard spell/ability should do that ?

- additionally I can enable some extended behavior because builder can set the cursed flag to be not just 0 and 1 but even 2 (try putting 2 into SetItemCursedFlag and you will see) - so I can code that items with cursed flag 2 will be unequippable without problems etc.



#302
Gruftlord

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<getting...>

 

"Spring to one side"?

Ok, that's intriguing...

 

Edit: Where are you getting your pfd0_chest013.mdl from? I've taken a look at the OC chest and it looks fine (only vertexes that flex are the hem of the shirt).

 

Edit 2: Read the thread you referenced... That issue, I am almost positive, is a driver issue similar to other gfx card issues I've run into read about specifically dealing with hot material updates (the main clue there being OTR's issue with loaded appearances working, but script-changed appearances being buggy). IOW, I don't think the issue in that thread is solvable outside the engine/driver communication. OTOH, I'm not sure the "Spring to one side" issue is the same. Can you screenshot?

 

<...sidetracked, as usual>

 

6q5u6lwj8tk2.jpg

 

there it is. i agree, it's not the same issue as discussed in this thread. i observed, that most dangly meshes behave correctelly for me. only a few are bugged.

the mentioned part is vanilla and shows up on female dwarves on a standard leather armor +6 (btw: the leather armor +6 has a different chest piece than any other leather armor (+0-5 and 7). maybe also a "bug"?)

in motion it moves very rapidly from left to right with seamingly no frame in between for dangling.



#303
Bogdanov89

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ShadoOow, i wanted to ask something about animal companion and familiars in your latest CPatch.

 

In your latest Community Patch, if i have 12 levels of Ranger and 14 levels of Druid - will those levels stack when determining the level of my Animal Companion?

 

I know that in the default NWN the levels of Ranger and Druid will NOT stack when determining the level of the Animal Companion - which is really really bad :(

 

If your CPP does not already fix this, could you please make an (optional) file that makes Ranger/Druid levels stack when determining the level of the animal companion?

 

Thank you very much! :)

 

edit:

I read on nwnwiki that a lot of wizard/druid/ranger/sorcerer familiars/animal companions (and even hired mercenaries like Daelan the Red Tiger) have bugged feats/stats/abilities on various levels and that they are overall buggy, especially when leveling up.

Does the latest CPP fix all these animal companion/familiar (and hired mercenary) issues and bugs?



#304
Shadooow

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ShadoOow, i wanted to ask something about animal companion and familiars in your latest CPatch.

 

In your latest Community Patch, if i have 12 levels of Ranger and 14 levels of Druid - will those levels stack when determining the level of my Animal Companion?

 

I know that in the default NWN the levels of Ranger and Druid will NOT stack when determining the level of the Animal Companion - which is really really bad :(

 

If your CPP does not already fix this, could you please make an (optional) file that makes Ranger/Druid levels stack when determining the level of the animal companion?

 

Thank you very much! :)

Hmm neat idea. But requires an engine modification (which is reason why nobody did this before) so this will take some time, the NWNX stuff is time consuming a lot.

 

I read on nwnwiki that a lot of wizard/druid/ranger/sorcerer familiars/animal companions (and even hired mercenaries like Daelan the Red Tiger) have bugged feats/stats/abilities on various levels and that they are overall buggy, especially when leveling up.

Does the latest CPP fix all these animal companion/familiar (and hired mercenary) issues and bugs?

Yes. Though none of the hired mercenary fixes because there are no bugs to my knowledge.



#305
Bogdanov89

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Thank you for replying :)

 

Could you (everyone else is also welcome ^^) please help me out with the following two questions, the first one being very long:

 

I recently formatted my PC so i am reinstalling NWN and both Expansions (not the Diamond edition) - after installation i guess i should apply the 1.69 HotU Critical Rebuild (about 300 megabytes).

 

I play neverwinter (original and expansion campaigns) with my brother over internet - i make the online game through the Neverwinter Nights game itself (not the separate dedicated nwn host tool) and then he joins it.

 

Both of us would like to have your latest Community Patch (1.71 final) active in our multiplayer game, along with the following additions:

- Hyper-Gore Re-Revised Edition

- Empower/Maximize boost override for a Community Patch Project

- Vanilla icons override for the Community Patch Project

- (maybe) Henchman Inventory & Battle AI mod v1.08 by Tony K

 

Since both i and my brother are really bad at all that techical installation and packing/unpacking/merging of files, could you please explain (in simple english ^^):

- How (and in what order) do i (and my brother on his PC) install all of the above mods/patches so that it all works properly with each other?

- Since i am making the multiplayer game that my brother joins, do i (or he) need to do anything additional to make all the mods/patches work properly in multiplayer (original campaigns)?

- Should i use the manual or the "installer" version of the 1.71 CPP from the http://neverwinterva...y-patch-project website? What is the difference between those installer versions?

- I already have the english version of NWN - do i need to separately download and install the 1.71 English Language Files and the Dialog English Text Tables?

 

My second question would be about the TonyK Henchman Inventory & Battle AI mod v1.08:

I read his list of improvements to the overall AI of enemies and companions/henchmen (text link): http://vnfiles.ign.c...READMEv1.08.txt

I like it's features (especially the ability to tell your henchmen what to do) but i do not know how many of those features are already present in 1.71 CPP.

Could you please also take a look at that text file and tell me how many of those AI features are already present in your latest CPP?

Would it be possible to have missing AI features implemented into the CPP in a future version?

Does the current version of "TonyK Henchmen Inventory & Battle AI mod" work properly with the latest version of your CPP, or are there potential issues/bugs?

 

Thank you very much for reading all that and helping out :)



#306
Gruftlord

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In short: both you and your brother should mirror what you install. I could go into details which things are only needed on the host, but i think its easier to just install everything on both computers. There is no harm in that

Install order: hotu critical rebuild patch 1.69. Then cpp 1.71 installer. Its the easiest option for you. You chose the language during installation, so no need for additional files.

Everything else are overwrites of vanilla thing and they all should be installed/copied to you override folder. Order doesn't matter.

Possible tonyk improvements will make their way into cpp eventually and are already being looked into. For now,if you intend to play the original campaign or SoU i suggest installing tonyks ai. If you play hotu or any community modules (they already have henchmen inventory control) you could ignore tonyks ai altogether (most of his fixes are already present in cpp, often with additional fixes.) Tony k is usefull for the two first official campaigns mostly for the inventory and dialog options. Everything else is mostly covered by cpp nowadays

#307
Shadooow

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Thank you for replying :)

 

Since both i and my brother are really bad at all that techical installation and packing/unpacking/merging of files, could you please explain (in simple english ^^):

1) How (and in what order) do i (and my brother on his PC) install all of the above mods/patches so that it all works properly with each other?

2) Since i am making the multiplayer game that my brother joins, do i (or he) need to do anything additional to make all the mods/patches work properly in multiplayer (original campaigns)?

3) Should i use the manual or the "installer" version of the 1.71 CPP from the http://neverwinterva...y-patch-project website? What is the difference between those installer versions?

4) I already have the english version of NWN - do i need to separately download and install the 1.71 English Language Files and the Dialog English Text Tables?

1) 1.69 critial rebuild and then it doesn't matter. Though, maybe there is a conflict in hypergore and TonyK, if thats the case you might be asked to overwrite some files - I would suggest to install TonyK last and allow overwrite (or in reversed order not to overwrite files),

2) No, in multiplayer most of the modifications needs to be just on the host/server sidem however as Gruftlord said if you can mirror your installation on both machines, thats the best way to do that..

3) manual version is intented for those who are unable to execute EXE files.

4) no, this is there for players who downloaded non-english manual version and then they are decided to change language to english, so they wouldnt have to download full package with different language

 

My second question would be about the TonyK Henchman Inventory & Battle AI mod v1.08:

I read his list of improvements to the overall AI of enemies and companions/henchmen (text link): http://vnfiles.ign.c...READMEv1.08.txt

I like it's features (especially the ability to tell your henchmen what to do) but i do not know how many of those features are already present in 1.71 CPP.

Could you please also take a look at that text file and tell me how many of those AI features are already present in your latest CPP?

Would it be possible to have missing AI features implemented into the CPP in a future version?

Does the current version of "TonyK Henchmen Inventory & Battle AI mod" work properly with the latest version of your CPP, or are there potential issues/bugs?

 

Thank you very much for reading all that and helping out :)

Im working on it. Problem is that the readme claims a things that Im not able to verify neither copy into vanilla AI. or example:

6) Spellcasting henchmen will not waste their spells on weak enemies.

Anyway. I think that CPP AI have all the fixes and minor improvements that TonyK has. What remains are some extended features like the one above. I wont be definitely provide them all but I already managed to copy some of them and I plan to release it at sunday.



#308
Shadooow

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Few updates on the NWNCX plugin.

 

1) Im pulling the cursed flag feature off. At least to be automatical, the ingame cursed flag = undroppable flag and while perhaps setting to value of 2 could work the item is still undroppable which is generally not needed for cursed items. Thus since Ive already coded this I keep this as an extra feature which will need to set a variable on an item, perhaps 71_CURSED or just CURSED with value 1 (im more inclined for the one without prefix myself so it can work with already established modules where this variable might be used).

 

2) Animal companions. Thanks for the idea, after quite lot time spent for this I am now able to softcode this function and will provide a way how to change it inside NWScript using the default summon animal companion/familiar scripts. This is best way because then you can code your own improvements such as custom feat that increase familiar/animal companion level or different animal version in case the character is cursed/blessed etc. etc.

 

And whats even better is that I found a way how to possess and control animal companions as if they were familiars! There is a small problem when character has both of them where using possess on animal companion moves control into familiar instead. But such combos are unlikely so I think I could keep this enabled by default.

 

 

Unfortunately, I have these features only for server version for now (NWNX_Patch not NWNCX_Patch) and coding this into client will take up to one week yet.


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#309
Bogdanov89

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Thank you both for replying.

 

About the animal companions - you mention that you will enable us to code stuff... but since i have no clue about coding, is there any possibility of a "druid+ranger levels = animal companion level" mod being made and uploaded to the neverwinter vault, so that it can be used by everyone even without coding knowledge?



#310
Shadooow

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Thank you both for replying.

 

About the animal companions - you mention that you will enable us to code stuff... but since i have no clue about coding, is there any possibility of a "druid+ranger levels = animal companion level" mod being made and uploaded to the neverwinter vault, so that it can be used by everyone even without coding knowledge?

This modification will be part of the plugin. It fits patch objectives, there is no reason why it shouldnt stack and there are no alance issues when this will be enabled. And mainly, anyone who wouldnt want this will be able to change it in NWScript.



#311
Bogdanov89

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This modification will be part of the plugin. It fits patch objectives, there is no reason why it shouldnt stack and there are no alance issues when this will be enabled. And mainly, anyone who wouldnt want this will be able to change it in NWScript.

So my "lvl12 druid + lvl12 ranger" character will automatically have a lvl24 animal companion?

AWESOME, thank you! :)

 

Will this change come with the next version of the CPP, or with some other modification?

 

Also, about your next CPP version release (i think you mentioned it coming out this Sunday) - will it be a Beta or a full ("stable, no bugs") release?

What will that new version's main features/improvements be?



#312
Shadooow

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So druid and ranger levels will automatically stack when determining animal companion level?

AWESOME, thank you! :)

 

Will this change come with the next version of the CPP, or with some other modification?

 

Also, about your next CPP version release (i think you mentioned it coming out this Sunday) - will it be a Beta or a full ("stable, no bugs") release?

What will that new version's main features/improvements be?

With a help of Rollo I established a CPP own forums where I posted about this few days ago: LINK

 

And it will be beta for sure, I included some extra content such as Ravenloft Skies but its only for a trial and I will remove it if I get negative observations. (Plus I havent permission yet for this one...).

 

And the NWNX plugins should be always treated beta. The whole NWNX is. It was always at one's own risk. But that doesn't mean you shouldn't use it, ir works and if it wont you report it...



#313
Gruftlord

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Shadooow, will this also include Wizard/Sorcerer stacking for familiars?



#314
Shadooow

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Shadooow, will this also include Wizard/Sorcerer stacking for familiars?

yes, but dont they normally?

 

EDIT: btw. since this forum starts to be bloated by the discussion on this project, you can use forums on new vault here



#315
Gruftlord

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already made a new account, waiting for approval. btw: have you considered some form of Bug tracking solution? then all open issues would be visible much more easily, and volunteer contributers would know where they might be able to help. though that all depends on how long the open list is still for NWN.



#316
Shadooow

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already made a new account, waiting for approval. btw: have you considered some form of Bug tracking solution? then all open issues would be visible much more easily, and volunteer contributers would know where they might be able to help. though that all depends on how long the open list is still for NWN.

No. Not worth the effor when I am the only one who can/is willing to fix them. The list of known issues is on the CPP forums on new vault.



#317
Rolo Kipp

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<mutters...>

 

@ Gruftlord: activated.

Would have been faster, but had this window closed :-P

 

<...slightly senile imprecations>



#318
Bogdanov89

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Two questions if i may ask:

 

1. ShadoOow, should i post any questions/suggestions i have for CPP at this forum right here, or at the new one at Neverwinter Vault you suggested?

What is this bioware forum thread gonna be used for?

 

2. Kinda unrelated, but if all you great wizards of NWN can please take a look at a character-making idea i am trying and provide your suggestions, i would be most grateful!

Here is the link: http://forum.bioware...rom-lvl1-to-20/



#319
Shadooow

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Two questions if i may ask:

 

1. ShadoOow, should i post any questions/suggestions i have for CPP at this forum right here, or at the new one at Neverwinter Vault you suggested?

What is this bioware forum thread gonna be used for?

Any you want. Im checking both. The forums at vault are more transparent and every specific suggestion/question can have its own thread which good because on this forum, Im repeating the same questions every 2 new pages :)


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#320
Shadooow

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I said sunday, but I got it almost complete now, so Im posting the current stuff inside patch171addon package so you have a chance to suggest changes into the features/changes Ive included.

 

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
- 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

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:
- 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

Other:
- x0_plc_wsd - fixed secret stone doors to be closed by default
- x3_s2_palmount - fixed nonfunctional paladin mount speed increase
- x2_s2_blindspd - effects made extraordinary
- 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

Client:
- added Ravenloft sky override (http://nwvault.ign.c...es.Detail&id=62)
- added Rubies badger overhaul from CCC June 2012 (http://nwvault.ign.c....Detail&id=8159)

NWNX_Patch and NWNCX_Patch plugins:
- softcoded animal companion and familiar summoning - builder is now able to override the summoned creature resref within NWScript
- 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


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#321
Bogdanov89

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I don't understand half of that but it sounds awesome, thank you ShadoOow! :)

 

I was thinking of making something like a Monk/Druid/Shifter character, that would fight in various Shifter forms/shapes.

 

Did the CPP ever do any major changes/reworks to how Druid and Shifter forms/shapes work?

 

Are there any changes or improvements that i should be aware off?

 

Perhaps changes to which items/weapons/armor/feats/abilities are "transfered/stacking" with the form's/shape's stats/feats/abilities?



#322
Shadooow

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I don't understand half of that but it sounds awesome, thank you ShadoOow! :)

 

I was thinking of making something like a Monk/Druid/Shifter character, that would fight in various Shifter forms/shapes.

 

Did the CPP ever do any major changes/reworks to how Druid and Shifter forms/shapes work?

 

Are there any changes or improvements that i should be aware off?

 

Perhaps changes to which items/weapons/armor/feats/abilities are "transfered/stacking" with the form's/shape's stats/feats/abilities?

Not really, though the change to creature weapons thats coming might be considered as major.

 

The only changes to shapechanging that are enabled by default are:

- merging of custom non-weapon items in offhand as if it was shield (this is something you wont use in OC but some PWs made a flags that you can equip in offhand)

- spectre shape gets the benefits of incorporeal creatures (50% conceal + passability/ghost effect)

- polymorphing to the spectre shape release character from entagle/grapple effects

 

The rest of the CPP features is not enabled by default because community wouldnt agreed with them. But as a player you can enable them via CPP Widget tool. This includes:

- allow to merge bracers/gloves into shape (but the item properties goes to the skin, so you wont be able to get damage bonuses for your creature weapons)

- allow to stack ability bonuses from merged items (only ability bonuses stacks, skills werent implemented and other abilities would be imbalanced when stacked)

 

+ if you use the new_polymorph package from CPP project page then:

- you won't lose spellslots from ability bonuses when shapechanging (that is if you allow abilities to stack, otherwise you might still lose some of them)

- you won't lose any shapechange bonuses when you re-polymorph (often happes in multiplayer when server attempts to save your character, the polymorph is then reinitialized and character loses all the merged properties and additional effects)

 

Add the ability to use items in polymorph and I think that scripts like this one are not needed. Mainly because of the balance issues. None of the changes in CPP make character any more powerful than it should be, whie the script in link makes them extremely powerful so it can ruin your gameplay experiences.



#323
Talon

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Great news..

In patch there is some to help the Dm Client like NWNCX_Loader?

btw..

I reopen my italian nwn server and many people come back to enjoy the game!

I must thanks shadooow Work and support for this!:)


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#324
Shadooow

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Great news..

In patch there is some to help the Dm Client like NWNCX_Loader?

btw..

I reopen my italian nwn server and many people come back to enjoy the game!

I must thanks shadooow Work and support for this! :)

No, what would you imagine to help with dm client?

 

and btw CPP doesn't replaces NWNCX_Loader it. Its dependant on it.

 

BTW: the release of the patch 1.71 addon is delayed for some time until I get a statement on the permission of the ravenloft sky override.



#325
Gruftlord

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btw: i see ProjectQ is getting some more vanilla fixes as well. do you guys share your resources as well between the two projects?