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#101
Shadooow

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Erhm, trying not to be rude especially when you put effort in it, but this is not what i need. Im sorry if I expressed myself badly, i thought that anyone doing this will base it on current (1.70) GUI - aka the custom image, CP writings on left side in middle and version writings in left down corner (if anyone can make and upload screenshot please post a link I cant). I am not able to make a screenshot, atm out of my PC but if you install this project you will see how its done.

So now to be more precise and specific, what I need is this:
- new image that feels like nwn, the old is good imo but its time to change and colorful would be nice too
- someone who can compose the Community Patch and 1.71 writings in the current style into any image.

The image you used ShadowM looks quite cartoonish and not really reminds me NWN, but thats just my opinion, best would be probably to get some more suitable images and make a poll.

Also see no reason to overwrite the (pre)loading image.

I already PMed this just letting know to others since its obvious i screwed it out and didnt provided enough informations.

ShadowM I offer help with any scripting in exchange to work it out. Lmk if you have something you can take a help with.

Modifié par ShaDoOoW, 16 juillet 2013 - 11:29 .


#102
ShadowM

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No I do not have you project installed so I did not even knew you had you own gui. I will install it temporarily on one of the laptop just to look at the gui. You also said in the pm that it seem quite easy to do and that you could probably do it yourself, so I took that as you were going to do it. I not over writing the pre loading image I just left that in case you decide to make you own and put it in. You can put in what ever files you choose. I have a busy schedule with my own projects and RL so it probably best if you did get a group of pictures and do a poll and then I put it in. As for looking cartoonish it had images from original D&D artwork so I guess you calling D&D base artwork cartoonish, but everyone has there opinions what they like.

#103
Shadooow

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Finally get to the nwn again: here is the current project's main GUI.
Posted Image


Also looking for a better (not different) textures for bioware default tilesets to be used as a generic replacement within this project.

Colors must be same +- so probably needs only higher resolution or idk. Simply something to fix these issues IMAGE (underdark).

Modifié par ShaDoOoW, 21 juillet 2013 - 11:07 .


#104
Shadooow

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I am now in the process of correcting/revisiting translations and their dialog.TLK, meanwhile I was searching vault for some TLK editor without bugs and with features I need for non-english languages (which I still havent find btw) I came across the unofficial ITAlian 1.69 translation:

http://nwvault.ign.c....Detail&id=1335
http://nwvault.ign.c....Detail&id=1385 - update

anyone knows whats the problem with the first one, or hat the updated one solves specifically?
anyone knows if there are other languages made? already got covered polish, russian, czech, german

Modifié par ShaDoOoW, 04 août 2013 - 06:23 .


#105
Eirinjas

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ShaDoOoW wrote...

Eirinjas wrote...

Here's a screenshot of the issue: 
img259.imageshack.us/img259/1081/v325.jpg

The fix that I have, unfortunately, does not have documentation, but I recall it fixing a number of issues with the same interior tileset.  I think it was made by Helvene.

hmm would ask you by pm but seems bioware ignores opinion of many many players and still didnt remove their newer feature so i cant send you anything

where did you get this tile? i mean, which group/special is that? cant find it, thanks


Sorry for the delay in responding; I rarely come on these forums.  Email me and I'll send you the files:  eirinjas@gmail.com

#106
Gruftlord

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could someone be so kind as to answer a few questions for me?

currently i have the latest release candidate (V2) of 1.71 installed and working.
i'm trying to find out how much 2da merging and hak editing i have to do for various situations.

say i have a module that uses CEP (lets assume v2.3). will i benefit from all the spell and class changes and other client side changes?
or do i need to merge the 2das and put them in my CEP custom hak? how mayn of the spell and feat changes are overwritten by the CEP?

and what is with old modules from the vault? it says in the description that scripts in the module will overwrite the fixes/take precendence over CPP. under what circumstances are those scripts in there anyway? all vanilla scripts all the time, and i basically have to update every mod myself?
or are only those scripts packed inside a module, which have been changed specifically for said module (i.e. usually only very few changes to base spells)?

from the wiki about CPP i figured nothing will break i any case (at least this is supposed to be that way). i.e. if the module/hak contains a custom overwrite, this will work as always, and just not benefit from any new changes/fixes. does this still hold true?

edit: if i use the 2damerger and use first "replace only vanilla" and then try to use "hak version" the merger aborts and the appearence.2da is messed up at the first column in line 307 (so first edit from hak merge script). did i do something wrong?

thank you very much and best regards
Gruftlord

Modifié par Gruftlord, 01 septembre 2013 - 08:20 .


#107
Shadooow

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Gruftlord wrote...

could someone be so kind as to answer a few questions for me?

currently i have the latest release candidate (V2) of 1.71 installed and working.
i'm trying to find out how much 2da merging and hak editing i have to do for various situations.

hi, first of all, you dont have to :wizard: but if you want to get all CP changes working its quite a lot actually - but for this task there is Auto2DAMerger tool that should do that automatically - if you arent that type like me who needs control over this, if you are then you have to do it manually to easier maintain/see changes over vanilla and maybe decide to discard some of them

now to the questions:

say i have a module that uses CEP (lets assume v2.3). will i benefit from all the spell and class changes and other client side changes?

yes you should be automatically benefit from class/spell/feat changes and improvements because CEP doesnt use these 2DAs afaik - Ive already merged CEP2.4 2DAs for one builder, you can find it in project files

how mayn of the spell and feat changes are overwritten by the CEP?

CEP doesnt uses these 2DAs but if it was, then read my next answer

or do i need to merge the 2das and put them in my CEP custom hak?

for those 2DAs that CEP contains and which were changed, you should merge/re-apply CP changes in them and then place in cep2custom hak which should have top priority in your module hak list - alternatively you can place these 2da into any custom top hak you might have or even back to the any of the cep2top hak to avoid cep2custom if you have some reason to

and what is with old modules from the vault? it says in the description that scripts in the module will overwrite the fixes/take precendence over CPP. under what circumstances are those scripts in there anyway?

good question, mostly if the module creator changed some spells to deal more damage or changed behavior if caster wears item of specific tag - very rare but happens, not something you should be worry about as most bugs CP fixes are minor, merely visible or very specific.

all vanilla scripts all the time, and i basically have to update every mod myself?
or are only those scripts packed inside a module, which have been changed specifically for said module (i.e. usually only very few changes to base spells)

this, any script that is not in module is automatically loaded from data/patch_171.bif so if you feel its neccessary and I assure for random SP modules its definitely not - you have to manually update only scripts inside such module

from the wiki about CPP i figured nothing will break i any case (at least this is supposed to be that way). i.e. if the module/hak contains a custom overwrite, this will work as always, and just not benefit from any new changes/fixes. does this still hold true?

yes but there are special cases where its true only partially, say you have AD's first version of colored spell icons, but you still have default scroll icons-aka you dont have any custom spell icons  in your override - then after installing CP1.71 you might notice some of the scroll icons changed and now, since spell icons from your override are used, they dont match their counterpart as CP1.71 uses AD's gen2 spell icons and some of them are brand new - and scroll icons now reflect this.

edit: if i use the 2damerger and use first "replace only vanilla" and then try to use "hak version" the merger aborts and the appearence.2da is messed up at the first column in line 307 (so first edit from hak merge script). did i do something wrong?

you have to be carefull with this tool, its wasnt tested in every possible situation and the author lost source so he can't further support this tool - regarding your issue, its very probably limitation of the tool itself, sometimes its bugged and you should recheck if the outcome is okay. In case that not, try to "standardise" your 2da - remove empty line after columns definition, fix the row numbers (Im using 2daEdit 0.63 for that - after resacing automatically renumbers lines) etc... in case there is need to add new collumn, you have to do it manually this tool will not handle this...

anyway one word of caution woth hak version changes - if you dont use anything else than CEP, you can't use these changes, because clients need them too. It would make a incompatibility issues and players wouldnt be able to see for example "new" NPC models because their appearance.2da in CEP haks doesnt have them. A truly compatibility with CEP can be done only if CEP inherits the 2DA edits from CP and make a new version - which I fear never happens :innocent: (I approve that btw)

hope that answers most of your questions

#108
Gruftlord

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thank you for the explanation. much appreciated ShadoOow.
i don't intend to host any mods (aside from LAN maybe, where i will share my haks anyway). so i'm not afraid of client/server compatibility.
if i update my local CEP files, new creatures won't be supported by PWs anyway, so no issue if i have unsupported entries in there. pws with custom creatures will use custom 2das anyway.

so, in a singleplayer module merging the 2das, what kind of fixes could i expect?
and what kind of client side fixes will i get from merging, when on a PW? any visual improvements linked to that?
currently the merger edits the placables.2da and sets all lines static. what fix is this for?

and btw: i didn't see any changes to the scrolls. i use most icon replacers i could find on the vault, but whan i disabled them with the CPP active, some icons reverted to vanilla, the scrolls were amongst them.
spells, classes, domains and skills were changes. no redial menu icons, no 1.69 icons and no scrolls for me.
also, i found the big phenotypes were not supported with new hand meshes (but see my project post for links about that)
i haven't found a bif tool yet, so i couldn't check most of it myself. any suggestions?

Modifié par Gruftlord, 01 septembre 2013 - 10:39 .


#109
Shadooow

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EDIT: oh and btw there is a link to the unfinished documentation for 1.71 hope that helps. (red colored lines are those added in 1.71 version)

Gruftlord wrote...
so, in a singleplayer module merging the 2das, what kind of fixes could i expect?

thats a question that could take long to answer properly, so in brief:
- some AI issues - feats.2da causes some AI bugg - creatures stucking etc.
- some AI improvements - creatures will be able to use some feats (not exactly very popular change amongst builders btw - pm me for details if you are curious)
- some spell changes/corrections - possibility to use some creature abilities/class abilities under silence (AA arrows, etc), metamagic corrections (some spells cannot be when they should and vice versa), hostility fix for one or two spells...

and what kind of client side fixes will i get from merging, when on a PW? any visual improvements linked to that?

you mean - if you merge your own CEP2 haks, what could you expect? hmm i think that nothing, almost none of the client side fixes are 2da based, and those which are are in 2da that CEP2 doesnt use afaik, meaningless to do for a client, really

currently the merger edits the placables.2da and sets all lines static. what fix is this for?

Almost all 1.69 placeables are by default set in 2da to not static. I found out that in toolset when you are playing these placeables they are not static by default even when toolset might suggest that they are. This will not fix any already placed trees/other placeables from 1.69 but if you are starting a new module, you can take advantage of this.

and btw: i didn't see any changes to the scrolls. i use most icon replacers i could find on the vault, but whan i disabled them with the CPP active, some icons reverted to vanilla, the scrolls were amongst them.

yes, scrolls are still in vanilla style, but some of the spells has spell icon on scroll changed to match new spell icon from AD's gen2 icons.

also, i found the big phenotypes were not supported with new hand meshes (but see my project post for links about that)
i haven't found a bif tool yet, so i couldn't check most of it myself. any suggestions?

oh, just seen your post in my project forum (get no heads up about that so didnt noticed earlier) - i will respond there... But dont understand what you need bif tool for? Nwnexplorer should allow list the patch170/patch171.bif content normally if thats what you want.

Modifié par ShaDoOoW, 01 septembre 2013 - 11:34 .


#110
Shadooow

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anyone tried the new classes? My first idea was to make them enabled in 2da and disabled by variable so player could toggle them on ingame using CP widget, but since the Eye of Gruumsh is unfinished and I havent added new spells/code for some of his feats I abadoned that idea. But its still a nice plan if players find this usefull.

#111
Cursed Eclipse

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has this been reported yet? (1.69 - NO HAK or CEP)
Posted Image

Modifié par Cursed Eclipse, 13 septembre 2013 - 08:37 .


#112
Zwerkules

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I looked for this tile, it is o16_01. The problem with the walkmesh shown in your screenshot is not the only one.
The part above the door is flat and set to no-walk. It should be raised and set to obsucring so archers placed up there can not see through the stone wall and shoot through it as well.
I'll fix it and send a copy of the file to Shadooow if he wants it.

Modifié par Zwerkules, 14 septembre 2013 - 08:50 .


#113
Shadooow

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Zwerkules wrote...

I'll fix it and send a copy of the file to Shadooow if he wants it.

of course thanks for help bozh of you

and bump for my question with unlocked classes:police:

#114
Cursed Eclipse

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ShaDoOoW wrote...
 I came across the unofficial ITAlian 1.69 translation:

http://nwvault.ign.c....Detail&id=1335
http://nwvault.ign.c....Detail&id=1385 - update

anyone knows whats the problem with the first one, or hat the updated one solves specifically?

No substantial difference, but even if valid, are both not very accurate.

Modifié par Cursed Eclipse, 14 septembre 2013 - 11:16 .


#115
Grani

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Hello ShaDoOoW!
Just a quick question, have you included spell fixes to support CEP weapons in 1.70 patch or not?
I'm talking about these: http://nwvault.ign.c....Detail&id=3503

Thanks.

PS: Maybe one more question, since I'm already on it - does 1.70 fix the bug of trident weapon focus not working?

Modifié par Grani, 16 septembre 2013 - 03:51 .


#116
Shadooow

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Grani wrote...

Hello ShaDoOoW!
Just a quick question, have you included spell fixes to support CEP weapons in 1.70 patch or not?
I'm talking about these: http://nwvault.ign.c....Detail&id=3503

Thanks.


1) Flame weapon (and similar spells) can be cast on mauls (and other CEP weapons). 
- all weapon based spells in CP were modified to allow custom content weapons, its compatible not just with CEP weapons but any other since it reads informations from 2da

2) Bone medusas (and other CEP skeletal creatures) join the BioWare skeletal creatures in the "immune to petrification" club. 
- CP cannot suport this on a appearance ID basic but CP has a feature for a builder to mark a creature to be immune to pertrify and many other things via variable. All you need to do is to add this variable to your blueprints.

3) Flame weapon (and similar spells) can be cast on all creatures that have a single creature weapon, regardless of which slot it is in. (Bug fix -- BioWare's version missed one of the three creature weapon slots.)
- fixed of course

PS: Maybe one more question, since I'm already on it - does 1.70 fix the bug of trident weapon focus not working?

CP does not fix this. I had it in plan but it required use of 2 or 3 module events and the resulting fix would still be counted towards +20ab cap. I suggest to use NWNX to fix this. (I maybe release a client "fixes" plugin in future, was thinking about adding this fix to the nwnx_fixes too but thats a bit problematic since if you used a nwnx_weapons with it, it wouldn't worked correctly, maybe not at all)

#117
Grani

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Thanks. ^_^

#118
Shadooow

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Grani wrote...

Thanks. ^_^

So I made that plugin! See the CP project downloads. I called it nwncx_patch as I would like to add more fixes over time. Suggestions welcome, though Im not that good in this so don't expect miracles :wizard:.

#119
Shadooow

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Releasing second version of the patch plugin. Please help me test it and lmk any issues. Requires NWNCX, then simply extract the zip file into your NWN directory and run game via NWNCX loader.
This plugin is not dependant on CPP and can be of course used standalone.

Direct download from CP project

Features:
- weapon focus for trident fixed
- effect icons limit increased to 255
- enabled custom base classes in initial character selection

Explanation:
- a trident's weapon focus is not working and you don't gain +1ab from this feat.
- effect icons are limited to 131 and even if module/server has in hak custom effect icons player won't see them. (This is however possible only via nwnx, without it a module builder cannot set a effect's icon.)
- even if a module/server has custom base classes, player is not able to select them in initial character creation.

Neither this plugin, or Community Patch itself adds new base classes nor new effect icons. This is only a feature to allow players to select/see them in modules/servers where these features are.

Modifié par ShaDoOoW, 20 septembre 2013 - 04:59 .


#120
Shadooow

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Im planning revisition of the bard music and musical instruments. Would like to hear opinions on this.

#1 Deafness has 20% chance to interrupt any bardic music. (Only under HardCore/VeryDifficult difficulty)
#2 Bard instruments follow the same rules (with silence check too ofc). Any item could be marked as musical instrument by variable MUSICAL_INSTRUMENT/int/1

Optional features:
#3 Bard instruments will require perform skill. A rogue that can use a bardic instrument via UMD won't be able to use it without perform anyway. This is normally unrealistic in NWN since only bard can take Perform skill. So this will be optional for builders who either wants to restrict it only and only to bards or those who enabled Perform skill to other classes as well. Also planing a possibility to restrict this to bard song's uses which could be useable in high magic environments.

Ideas, opinions?

EDIT: done, those who uses CP spell engine from 1.71 (where customizable internal spellhook was introduced) can immediately test it, an erf file with this feature is now available for download standalone in CPProject downloads.

After import, if you wish the musical instruments to be restricted, set up variable 71_RESTRICT_MUSICAL_INSTRUMENTS int 1/2 on module. 1 = perform restricted (DC 7+3*SpellLevel by default) 2 = bard song restricted.

I've set up standard nwn music instruments to allow this (blueprints inside erf). Each will play music if you use it and fulfill all requirements.

Any custom item can be marked as a musical instrument by variable MUSICAL_INSTRUMENT int = 1. You can also set up custom perform DC (in case you restricted musical instruments to it) via variable MUSICAL_INSTRUMENT_DC int value. And you can also set up sound to be played by MUSICAL_INSTRUMENT_SOUND string sound_resref, if you don't set up song it will play the Bard song's sound by default.

Modifié par ShaDoOoW, 22 septembre 2013 - 10:18 .


#121
Shadooow

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Last three days I was working on a new polymorph engine which would fixed various polymorph issues. Now its done. Download is in CP Project Files section file new_polymorph.zip, contains erf that you should import into your module and choose rewrite for all and polymorph.2da which you should put into override or your top hak. If you already modified some of the required files or polymorph.2da you have to export the erf content somewhere else and merge it. It requires further testing though; I haven't tested it in multiplayer environment, don't know what happens when player exit and re-enter module, also don't know if it work in saved games etc. So treat this as a
beta version yet.

This new polymorph is partially depending on a CP, but it will work fine even without (in this case you lose casting in polymorph verification though).

Features:
- casting verification in polymorph, only spells that polymorph has access to can be cast now
- fixed temporary hitpoints recharging
- fixed polymorph duration recharging
- gear remerging when a engine repolymorph happens
- disables levelling up while in polymorph (temporary locks all classes)
- fixes ability decreases from gear on a shapes with immunity to ability decrease
- includes all features and fixes from CP 1.71: fix for crash after unpolymorph, switch to stack ability bonuses, switch to allow merge arms slot (under items category), spectre gains incorporeality bonuses
- in a certain configuration (partially) prevents from losing spell slots granted by ability bonuses: works when you turn on stacking ability bonuses and when current shape merges all items granting these bonuses (which means it doesnt apply on Polymorph self and Shapechange, but works great in Risen lord shape - myself would recommend to allow merging both items and armor for all druid shapes) - it does not prevent losing bonus spell slots from gear though (cant see a way without NWNX)

Minor feature or rather remark is that all polymorph parameters, polymorph ID, tempHP (base not current), polymorph spell1-3, mergingItems/Armor/Weapon, and former items are all accessable by local variable on a player, see 70_mod_polymorph for details.

Known bugs and remarks:
- if an item contains two or more ability bonuses or decreases of the same ability (which is very unresponsible!) it might not work correctly if ability stacking is enabled
- I noticed a constitution drop after engine repolymorph when a polymorph had an constitution decrease merged
- merged decrease abilities doesn't work at all if a player has negative energy property - this is normal issue that could be partially resolved by decreasing ability bonuses instead, but Im hesitating to do that yet - need suggestions
- polymorph engine uses recursive function each 3 seconds to maintaing compatibility and to remove addition polymorph effects in case a builder wouldn't set up OnPolymorph event properly - Im guessing a module variable might be used to turn this off if a builder sets everything correctly - need suggestions
- each casting of polymorph will create an invisible placeable on a location of polymorpher - it should be invisible but I havent applied CUTSCENE_INVISIBILITY so let me know if you spot this placeable in any way, if you do I will consider placing it below ground or custscene invisibility again

The package contains:
polymorph.2da (collumn HPBonus renamed to
TEMPHP,  not needed to work, but you lose this functionality without) -
put into override/hak
70_mod_polymorph - new script
x2_mod_def_equ (contains code for OnPolymorph event that I recently published on scripting forum)
x2_mod_def_unequ (contains code for OnPolymorph event that I recently published on scripting forum)
70_spellhook (contains verification for casting spells in polymorph, work only with CP 1.71beta something rather use latest)
some 70_inc_* files (safe to overwrite)
all polymorph spell scripts (safe to overwrite)

Any questions?:wizard:
Oh, should explain the engine repolymorph - this happens when a polymorphed character is saved by server or player himself (player can use export character which will save his character too). In this situation polymorph is removed, character saved and polymorph restarted: temporary hit points are applied on maximum again, duration is restarted, merged item bonuses are lost.

Modifié par ShaDoOoW, 18 octobre 2013 - 06:13 .


#122
Shadooow

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Neverwinter Nights Community Patch 1.71 RC3 released:

DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)
(only english version available, builders resources and NWNCX Patch plugin are included inside package)

I know I promised that next version will be final, but I'm still not there yet. Sorry. At least there is more time to polish already existing content - if you think something should be otherwise and you can support it with good arguments I will remove or reconsider it. The new polymorph "engine" is not included in this release, and probably won't be neither in final release - it needs more testing and it uses quite ugly workarounds so it will not be a part of the base patch.

Hidden classes has been revisited. Since they are intented to be selectable by players playing single player modules without modifying 2da, they are now enabled as player classes by default (that is, player with CP installed should see them in level up class selection) but they are disabled by default because they might not be desired by majority builders and player that want to take them must first enable them. This can be done in the PC Widget, player can spawn this widget via console command "dm_spawnitem 70_pcwidget". PC Widget item opens conversation which allows also to toggle some module switches and change a gameplay as player desire. To allow these classes in your module by default with scripting, you have to set variable on a player:

SetLocalInt(oPC,"70_AllowShou",1);
SetLocalInt(oPC,"70_AllowGruumsh",1);

Another option is to modify cls_pres_* 2DAs but thats a way rather for a more advanced users.

I'm working on a better documentation with all these new features and hopefully will be finished soon.

Fixed broken stuff from previous Patch versions:
- fixed adjustable swinging/spike trap, so they no longer allow evasion when unset DC
- removed the AI improvement for unseen attackers as it sometimes caused monsters to stop chasing target
- fixed tilefading gaps on grassy trees in castle/rural tileset

Revisited features from previous Patch versions:
- Touch Attack feedback (re)allowed for all spells even when cast from item: the reason of this was to hide the roll when it's cast from onhit, but at the same time this hidden feedback when PC used scroll/wand etc.
- spell engine structure name revisited to avoid bug in Torlack's external compiler (this is only "visual" change that should't change behavior neither functionality of your scripts)
- removed 70_inc_spellfunc library and integrated changes from there into default versions of the functions in x0_i0_spells (wasn't possible before, but now due to the globality of spell struct it is)
- spell penetration for modified caster level improved: now applies also in case the overriden caster level is lower than original (this was previously intentionally ignored but now reconsidered)
- altered poison and disease "engine" to create creator object from the invisible object placeable to maintain compatibility when the script is used in a module without CP installed
- the two unlocked prestige classes, the Shou Disciple and the Eye of the Gruumsh, enabled as player class by default but restricted by variable so they can be toggled on/off by the PC widget tool or custom scripting

New fixes and features

Tileset fixes:
- ttu01_f13_01 - missing polygon when tilefading corrected
- tic01_o16_01 and tni02_o16_01 - small gap between stairs and black coverage corrected
- tdm01_p11_01 - needless coverage polygon removed
- tcn01_s09_01 and tcn01_t09_01 - window tilefading issue corrected
- tcn01_z15_01 - white polygon when tilefading issue fixed
- tcn01_o16_01 - walkmesh fixed (Zwerkules)
- tde01_b02_01 - tilefading corrected
- tde01_b04_01 - corrected polygon positions to remove the small gap visible in the corner
- tde01_h10_01 - missing polygon when tilefading added
- tde01_p13_01 - missing polygon when tilefading added
- tde01_s06_01 and tde01_t06_01 - tilefading corrections
- tin01_g06_01 - fixed weird bitmap on oven (helvene)
- tin01_s01_01 - missing polygon when tilefading added
- tni01_s01_01 - missing polygon when tilefading added
- lot of fixes in mechanical tileset, the texturing work there is sloppy at least, I tried my best in retexturing the worst issues, but this tileset would deserve a complete retexture, content:
 - many texture corrections so the same objects on different tiles are now connected smoothly
 - few texture replacements where it was obvious that current texture is wrong
 - few forgotten vertical objects made to fade
 - few polygon gap corrections
Placeable fixes:
- fixed tilefading in the "Bookshelf 2" placeable
- added fixes from "More TNO placeables" by Tiberius Morhuun
 - laying rubble texture fix
 - hanging flags texture fixes

Creature fixes:
- Helmed Horror will not leave footprints anymore
- sound of Will-O-Wisp and Lanter Archon changed to more positive one instead of the spectre sounds (Twisted_Euphoria)

Spells and spellabilities:
- empower metamagic allowed for Sunbeam and Sound burst spells
- Keen edge: keen itemproperty will be correctly extended when recast before expiration
- Crumble: fixed bug that caused this spell to be nonfunctional on placeables and doors
- Finger of death: target selection scheme changed from selective to singe-target to allow target neutral creatures
- Slay live: added missing impact damage visual effect
- Deflecting force (prismatic dragon ability): effects made undispellable
- Inflict Wounds: visual effect changed to less intrusive one
- Storm of Vengeance: fixed rare case when AOE lasted longer than 10 rounds
- Barbarian rage: implemented the Eye of the Gruumsh strength bonus
- implemented the Blinding Spittle and Command Horde feat of the Eye of Gruumsh hidden class

Scripts:
- spell penetration for modified caster level improved: added more reliable solution to hide SR decrease/increase effect icon entirely (sometimes appeared for a second previously under special conditions)
- metamagic exploit fix improved, now will cancel every spell that has been cast metamagically without metamagic feat (previously, only empower/maximize were checked and instead of cancel they have been negated - in case of max/emp being abused in polymorph engine will allow to cast the spell and the metamagic flaw will be just negated as it was previously)
- fixed bug in the spell penetration calculation where spells cast from special ability tab had their caster level equal to (innate level*2-1)
- fixed bug in 'SPAWN_CONDITION_FAST_BUFF_ENEMY' that prevented creatures to cast metamagically enhanced spells
- crafted wands and scrolls will be free to use to anyone if crafted on easy/very easy game difficulty
 
Other:
- musical instruments greatly improved
-- musical instruments now play sounds when used
-- cannot be used under silence anymore, also deafness add 20% chance to failure
-- a new module switch added to enable additional restriction for either Perform skill or Bard Song feat uses (see x2_inc_switches or full readme for details)
- nonexistant sound reference of 'negative damage hit' visual effect fixed
- negative damage hit visual effect from weapons changed from electrical to real negative (Caution: this is serverside actually, be sure your players have a CP installed or distribute them CP's visualeffects.2DA in your haks!)
- added NWNCX plugin into the main package, for players using NWN Client Extender, featuring:
-- enables to choose custom base class in initial character creation
-- fixes trident weapon focus

AI fixes and improvements:
- high AI creatures will not try to sneak sneak/critical immune targets
- high AI creatures will use defensive casting if it has sense
- bards can cast with armor now even with just automatic still spell II (was III)

Modifié par ShaDoOoW, 17 novembre 2013 - 07:23 .


#123
Shadooow

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Looking for help with the silver haired nymph (original hak http://nwvault.ign.c...es.detail&id=21 ). My problem is that the original hak didnt provided also high-res texture from texturepacks (its inside Textures_Tpa.erf). I workarounded that by changing the texture name to 70_nymph so that there is no highres texture and game uses the low instead of brown-haired highres. But that really ugly workaround so if you can help me and modify the highres texture to have silver hairs I would be grateful.

#124
Shadooow

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Has anyone noticed this highligt above horse ears?
Posted Image
Anyone willing to fix this? (I dont think its in my abilities to do that myself).

#125
Gruftlord

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is this a horse rescaled to fit to an elf? does the highlight appear on humans? i guess the highlight, as well as the glowing tail highlight will perfectly fit ears and tails on a human riding a horse.

do the same with a halfling character, and you will see that the underlying issue is much much more widespread: when using the rescale feature the highlight will not be rescaled.

i only know this from observations. if you manage to fix this, you have my eternal gratitude.