You are correct it doesnt appear on human, but I dont understand the rescaling. This is a horse from a standard palette and the horse on image is tail actually not the npc I used and placed to area so I dont understand what you mean with this scaling.Gruftlord wrote...
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.
Community Patch discussion and development thread
#126
Posté 19 janvier 2014 - 08:39
#127
Posté 21 janvier 2014 - 09:35
I wanted to play NWN (both DLCs) with my friend over internet (i am hosting), but with your latest Community Patch version (RC3?) fully active for both him and me.
Since i am REALLY bad with all this technical wizardry (simple pc gamer), can you please tell me what to do so that the server i host has all the awesome changes your community patch brings?
Thank you!
#128
Posté 22 janvier 2014 - 12:04
if you are using a dedicated server for hosting then extract the archive with patch into folder with dedicated server as wellBogdanov89 wrote...
Thank you for improving NWN
I wanted to play NWN (both DLCs) with my friend over internet (i am hosting), but with your latest Community Patch version (RC3?) fully active for both him and me.
Since i am REALLY bad with all this technical wizardry (simple pc gamer), can you please tell me what to do so that the server i host has all the awesome changes your community patch brings?
Thank you!
if you are hosting from you normal game installation you dont have to do anything, it will work automatically (and yes it wont require community patch to join the game opposed to official patches)
#129
Posté 22 janvier 2014 - 01:23
Problem signature:
Problem Event Name: APPCRASH
Application Name: nwmain.exe
Application Version: 1.6.9.0
Application Timestamp: 486cfadc
Fault Module Name: nwmain.exe
Fault Module Version: 1.6.9.0
Fault Module Timestamp: 486cfadc
Exception Code: c0000005
Exception Offset: 001cec74
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: f239
Additional Information 2: f239b800942226fe03157817d515cf1d
Additional Information 3: e2fd
Additional Information 4: e2fdb7073e4eba50d88db756a8748660
I am using Windows 7 32bit, same crash happens for my brother that is using Windows 7 64bit (also from Gamers Gate).
#130
Posté 22 janvier 2014 - 01:39
#131
Posté 22 janvier 2014 - 02:05
I also wanted to ask you about the "non beta" patch - where can it be found?
I looked at the "http://social.bioware.com/project/3045/#files" - but all those look like tiny files, less than 2 MB in total.
So where can i find the full and latest "non beta" patch, in case i run into some issues with the 1.71 RC3?
Side question:
Can you please tell me does Dexterity increase Bow/Crossbow/Thrown Weapon damage?
Is there any way to increase the actual damage of a ranged weapon?
#132
Posté 22 janvier 2014 - 02:54
here is also the initial 1.70 http://neverwinterva...y-patch-projectBogdanov89 wrote...
That fixed it, thank you!
I also wanted to ask you about the "non beta" patch - where can it be found?
I looked at the "http://social.bioware.com/project/3045/#files" - but all those look like tiny files, less than 2 MB in total.
So where can i find the full and latest "non beta" patch, in case i run into some issues with the 1.71 RC3?
1) no, thats normal behavior and CPP didnt changed itSide question:
1) Can you please tell me does Dexterity increase Bow/Crossbow/Thrown Weapon damage?
2) Is there any way to increase the actual damage of a ranged weapon?
2) yes, Mighty property allows a wielder to add up to +X str damage if he has enough strenght modifier of course, other than that normally you can only boost ammunition, BUT this is what CPP enhances and allows builder to add all these properties on weapon in toolset (and possibly in forge like the one in HotU):
- keen
- damage (just like on arrows but it doesnt stack)
- enhancement bonus (doesnt stack with arrows unless arrows are not +X piercing but slashing perhaps)
- and more but those doesnt boost damage
Modifié par ShaDoOoW, 22 janvier 2014 - 02:56 .
#133
Posté 22 janvier 2014 - 06:07
ShaDoOoW wrote...
You are correct it doesnt appear on human, but I dont understand the rescaling. This is a horse from a standard palette and the horse on image is tail actually not the npc I used and placed to area so I dont understand what you mean with this scaling.Gruftlord wrote...
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.
create a halfling or gnome paladin. level him to lvl 5, summon mount.
the horse is now the size it would fit a human.
climb the horse
the horse is now rescaled to fit the halfling. the glowing outline however is not.
rescaling monsters to make them appear smaller has the same effect, unless you specifically create a smalleer model. don't ask me how to do this rescaling in the toolset though, i only know this from observations ingame.
edit: maybe this guide can help:
http://nwvault.ign.c....detail&id=3412
quite from the guide:
The highlight on a creature is not scaled. This is the "glow" which appears when you position
the cursor over the creature or press the Tab key. So, for example, a baby
dragon still has a normal-sized dragon highlight. The highlight can be switched
off by setting "Targetable" to 0 in the appearance.2da line for the invisible
appearance. It's worth doing this for appearances scaled to less than 100%
- there's no known downside to this tweak (in fact Bioware already implemented
it for horses).
Modifié par Gruftlord, 22 janvier 2014 - 06:18 .
#134
Posté 22 janvier 2014 - 09:56
I got a couple of basic gameplay related questions about your 1.71 RC3 - if you can please answer my noobish questions, it would mean very very much to me
1. Druid and Shifter forms - which pieces of gear do they actually "scale" from?
I mean, which pieces of gear/items are actually benefiting when using Druid or Shifter forms?
How do buffs like Bull's Strength and Cat's Grace interact with Druid and Shifter forms?
2. If i take Zen Archery, is my Wisdom affecting the Attack Rolls or the Damage Rolls of my ranged weapon?
Are ALL thrown/bows/crossbows affected by Zen Archery?
Does Zen Archery work with Mighty ranged weapons?
Do Thrown Weapons benefit from feats like Point Blank Shot and Rapid Shot, and is there any way to "repair/resupply" a good Thrown Weapon - or must i find/buy a new one?
3. About Weapon/Armor Crafting in the Original Campaigns/SoU/HotU - is there a way to make magical weapons/armor, or is it only possible to make the regular (kinda junk) weapon/armor?
Is it possible to apply weapon/armor enchants (magical improvements) to items that i already own?
Do i need any specific skills, feats or attributes to fully apply various weapon/armor enchants?
4. If the moster i am fighting has no spell resistance, are my Spell Penetration/Greater Spell Penetration feats useless against it?
If i am casting a spell that has no save DC checks, is my Spell Focus feat in that spell's school not affecting that particular spell in any way?
5. I am having a hard time understanding the Parry Mode - what is it actually good for?
For what kind of class would Parry Mode be good?
What kind of situation would be good for the Parry Mode?
6. If i am making a dual melee weapon fighting (dual wield) character, does Strength affect BOTH my Attack Rolls and my Damage Rolls?
What does Dexterity do for dual melee weapon fighting characters that do NOT have "Weapon Finesse"?
How does Weapon Finesse affect my Attack Rolls and/or my Damage Rolls?
Sorry for asking such noobish questions
I already tried using NWNwikia as a source of information, but a lot of things are just not easy for me to understand.
I again thank you very very much for all the help and work you are doing!
Modifié par Bogdanov89, 22 janvier 2014 - 10:05 .
#135
Posté 22 janvier 2014 - 11:14
Me and my friends are loving your 1.71 RC3 patch and all of it's content, but we could use some help.
I got a couple of basic gameplay related questions about your 1.71 RC3 - if you can please answer my noobish questions, it would mean very very much to me
1. Druid and Shifter forms - which pieces of gear do they actually "scale" from?
I mean, which pieces of gear/items are actually benefiting when using Druid or Shifter forms?
How do buffs like Bull's Strength and Cat's Grace interact with Druid and Shifter forms?
[/quote]
This is dependant on the 2DA setting in polymorph.2da, CPP doesnt changed this settings so if you look on wiki it does still matches. Aka dragon only merges "armor" etc. What has changes is that:
1) a custom content shield or some other item like flag (but not custom weapon) in a left hand merges now within the armor category.
2) There is a new feature to allow merge bracers/gloves within the "items" category. This is however not ON by default to keep some balance. If you want this feature you need to enable it either via PC Widget Tool or variable on module set in toolset.
3) There is a new feature to allow stack ability bonuses on all items that merged into current shape. While this is also not ON by default, personally can recommend this change as it appears to be more balanced and giving very high varienty playing druid class and creating equipment for him.
- bull strenght and other spells has no different impact then previously, still works the same it did before look on wiki if you want to know more
more information about PC Widget Tool and various module switches is here: this is the latest but still unfinished readme
[quote]
2. If i take Zen Archery, is my Wisdom affecting the Attack Rolls or the Damage Rolls of my ranged weapon?
Are ALL thrown/bows/crossbows affected by Zen Archery?
Does Zen Archery work with Mighty ranged weapons?
Do Thrown Weapons benefit from feats like Point Blank Shot and Rapid Shot, and is there any way to "repair/resupply" a good Thrown Weapon - or must i find/buy a new one?
[/quote]
only attack rating, yes it does work with all ranged/throwing weapons no matter of its properties, no there is no vanilla way to repair resupply throwing weapons - in some PWs you can see a generators of the throwing weapons or sometimes you can find some of your axes in a dead monster, this is however not added in CPP
[/quote]
3. About Weapon/Armor Crafting in the Original Campaigns/SoU/HotU - is there a way to make magical weapons/armor, or is it only possible to make the regular (kinda junk) weapon/armor?
Is it possible to apply weapon/armor enchants (magical improvements) to items that i already own?
Do i need any specific skills, feats or attributes to fully apply various weapon/armor enchants?
[/quote]
read nwnwiki.com CPP hasnt changed anything in this regard. THe normal crafting doesnt allow improve equipped items only to create news which are good only for lower levels in high magic/level enviroment they are all crap indeed. In HotU campaign there is a NPC that does this though. But thats not standard its just a feature of that campaign.
[quote]
4. If the moster i am fighting has no spell resistance, are my Spell Penetration/Greater Spell Penetration feats useless against it?
If i am casting a spell that has no save DC checks, is my Spell Focus feat in that spell's school not affecting that particular spell in any way?
[/quote]
exactly
[quote]
5. I am having a hard time understanding the Parry Mode - what is it actually good for?
For what kind of class would Parry Mode be good?
What kind of situation would be good for the Parry Mode?
[/quote]
its useless skill, read nwnwiki for some thought about usage generally avoid that skill
[quote]
6. If i am making a dual melee weapon fighting (dual wield) character, does Strength affect BOTH my Attack Rolls and my Damage Rolls?
What does Dexterity do for dual melee weapon fighting characters that do NOT have "Weapon Finesse"?
How does Weapon Finesse affect my Attack Rolls and/or my Damage Rolls?
Sorry for asking such noobish questions
I already tried using NWNwikia as a source of information, but a lot of things are just not easy for me to understand.
I again thank you very very much for all the help and work you are doing!
[/quote]
melee weapons all consider strenght for damage no matter if you are using them with finesse or not no matter you are dual wielding. Finesse affect only attack roll not damage and not for all weapons, only for those that are listed in that feat's description.
#136
Posté 23 janvier 2014 - 11:36
1. Throwing Axes are extremely heavy to carry.
Honestly these weapons are so rarely used, it seems extremely pointless for them to require 50 weight per 50 axes.
Perhaps changing it so that 50 Throwing Axes weigh about 15 weight?
2. Sling (slingshot) is not automatically a mighty weapon?
I find this very confusing: slings rely on their user's arm strength to create tension and power - how come they do not automatically benefit from Strength, like Throwing Axes?
Slings and Throwing Axes seem to be really unpopular weapons, and the small changes i suggested above would greatly improve their usage
#137
Posté 24 janvier 2014 - 12:12
#1 that is not problem, typically throwing axes are for high strength characters, otherwise everyone would used them since they are automighty and has best damage.Bogdanov89 wrote...
A couple of things i am finding a bit weird, probably from the default NWN:
1. Throwing Axes are extremely heavy to carry.
Honestly these weapons are so rarely used, it seems extremely pointless for them to require 50 weight per 50 axes.
Perhaps changing it so that 50 Throwing Axes weigh about 15 weight?
2. Sling (slingshot) is not automatically a mighty weapon?
I find this very confusing: slings rely on their user's arm strength to create tension and power - how come they do not automatically benefit from Strength, like Throwing Axes?
Slings and Throwing Axes seem to be really unpopular weapons, and the small changes i suggested above would greatly improve their usage
#2 yes sling is very underpowered and yes it should be automighty as well (considering the 3.5 rules). Changing this however is balance change and patch is very criticed for doing these changes so Im trying to avoid this as much as possible. Problem is that althought 3.5DnD rules are like patch for 3.0rules many NWN folks believe that this game remain same since it was based on 3.0rules as much they were unbalanced. So this won't be changed in the 1.71. Maybe as a module switch? I dont know, might be but needs more opinions Im not sure about that.
#138
Posté 24 janvier 2014 - 03:35
About the Monk class in 1.71 RC3:
1. As far as i can tell, Monk uses Wisdom to increase his AC and to improve his Stunning Fist, Ki Strike (epic feats) and Quivering Palm - am i missing some other purpose of Wisdom for the Monk class?
2. I am confused about the Unarmed vs Kama monk - could you please explain to me which type of monk is better suited for what?
Which type of Monk has better damage output, and which type can get through enemy damage reduction/resistance better?
3. Do feats like Ambidexterity, Two-Weapon Fighting and Improved Two-Weapon Fighting actually improve the Unarmed Monk?
4. Can you pick Weapon Specialization and Epic Weapon Specialization in Unarmed?
Can you become a Weapon Master in Unarmed?
5. About the Monk's "Unarmed Base attack bonus" - i read on nwn.wiki that a multiclass Monk (at high levels) can reach a 6th attack in every round.
However what i do not truly understand is how important is this 6th attack for dealing damage?
Is that 6th attack a very big increase in Monk's damage, when compared to only 5 attacks in a round?
6. A general question: aside from using weapon enchants (like Kama +5), what else can i do to get through enemy (physical?) damage resistance/reduction/immunity?
Does Attack Bonus or Damage Bonus help get through enemy resistance/reduction/immunity?
7. Do Throwing Axes, Slings, Darts and Shurkens use Dexterity for their Attack Bonus - or Strength?
Thank you very much for all the help you have provided me in the past few days.
You are just amazing!
Modifié par Bogdanov89, 24 janvier 2014 - 03:49 .
#139
Posté 24 janvier 2014 - 10:13
http://nwn.wikia.com/wiki/Main_Page
#140
Posté 24 janvier 2014 - 01:18
Gruftlord wrote...
most of your questions are pretty basic. i hope you have read the manual, but do not know about the wiki yet. here it is:
http://nwn.wikia.com/wiki/Main_Page
I have read the wiki top to bottom, but since i got literally zero experience in DnD, most of that stuff is like chinese to me.
Especially things like Damage Reduction/Resistance/Immunity and how to get through them.
I also tried googling every possible question i got, but i often find conflicting answers or people who are "not quite sure".
Also i am not sure how much nwn.wiki is accurate, how much has changed in the patches and what could have been changed/fixed in the 1.71 RC3.
I know that answering these "pretty basic" questions must be quite dull for you folk who have been DnD-ing for a decade, but it would mean a great deal to us if we can get a definite answer on some dillemas that are just not clear to us
#141
Posté 24 janvier 2014 - 01:26
yo, no problem just - can you repost your questions into general discussion? i will answer you there since this has nothing to do with CPPBogdanov89 wrote...
Gruftlord wrote...
most of your questions are pretty basic. i hope you have read the manual, but do not know about the wiki yet. here it is:
http://nwn.wikia.com/wiki/Main_Page
I have read the wiki top to bottom, but since i got literally zero experience in DnD, most of that stuff is like chinese to me.
Especially things like Damage Reduction/Resistance/Immunity and how to get through them.
I also tried googling every possible question i got, but i often find conflicting answers or people who are "not quite sure".
Also i am not sure how much nwn.wiki is accurate, how much has changed in the patches and what could have been changed/fixed in the 1.71 RC3.
I know that answering these "pretty basic" questions must be quite dull for you folk who have been DnD-ing for a decade, but it would mean a great deal to us if we can get a definite answer on some dillemas that are just not clear to us
#142
Posté 24 janvier 2014 - 02:30
yo, no problem just - can you repost your questions into general discussion? i will answer you there since this has nothing to do with CPP
Okay, sorry for creating a mess
I made the thread here: http://social.biowar.../index/17817678
If you can please take a look at it.
Thanks again!
Modifié par Bogdanov89, 24 janvier 2014 - 03:05 .
#143
Posté 25 janvier 2014 - 05:29
The exact wikia quote is: "This damage is intended to penetrate damage reduction according to the arcane archer's enchant arrow bonus, but a bug in the game (not the script) prevents this."
Have these bugs been fixed in the Community Patch?
Modifié par Bogdanov89, 25 janvier 2014 - 05:31 .
#144
Posté 25 janvier 2014 - 06:57
Nope the damage reduction bug within the EffectDamage (which is technical name of the issue wiki describes and affect few other spells and abilites) wasn't fixed in CPP yet. Reason is that this is hardcoded into engine and not possible to fix, only workaround. And the workarounds for this are quite ugly. But I will look into this more closely.Bogdanov89 wrote...
I noticed the NWN wiki mentions quite a few bugs in Arcane Archer's special arrow abilities, like Imbue Arrow and Seeker Arrow and Hail of Arrows and Arrow of Death.
The exact wikia quote is: "This damage is intended to penetrate damage reduction according to the arcane archer's enchant arrow bonus, but a bug in the game (not the script) prevents this."
Have these bugs been fixed in the Community Patch?
Actually this ability should also add the damage from arrows and destroy correct ammount of arrows. But that would be balance change again and those are very hard to add/reason why they had to be added since many peoples complaints against them.
What Ive done for my PW is that Ive changed the ddamage type from piercing to magical which effectively "fix" this issue. This is not a fix in a true sense since monster can be immune to magic or mabe vulnerable which makes this problem again. But its often seen solution on many PWs.
Modifié par ShaDoOoW, 25 janvier 2014 - 06:57 .
#145
Posté 25 janvier 2014 - 07:07
Thanks
However it would be awesome if a full fix was ever possible.
#146
Posté 25 janvier 2014 - 09:06
i would love to see an up to date NWN Grimoire v4 with 1.69 + CCP additions ....
(the V3 is still imho the best guide to NWN - sad , only to 1.68 ... )
Regards
R-TEAM
#147
Posté 26 janvier 2014 - 07:44
#148
Posté 26 janvier 2014 - 08:00
yes but I had no chance to look at that issue again yet, but I already know about the non targetting trick and a fact that many "scaled creatures" having ugly highlight like that. But set them nontargettable isnt fix but a workaround with side effects. I thought the highlight is dependant on the base model not tail, but I guess I was mistaken, if thats true than there are only two ways how to solve this:Gruftlord wrote...
ShadoOow, did you see my post above about the glowing outline issue?
1) nwnx plugin that removes the tail highlight
2) create a copy of the horse for each basic character race (which is something a CPP cannot provide)
#149
Posté 26 janvier 2014 - 08:05
I plan to update a NWN 3.5 edition to CPP an 1.69 if isnt already. Grimoire says nothing to me what is the difference between Grimoire and PRC? At any way its huge, your best chance is to start yourself on that matter.R-TEAM wrote...
Hi,
i would love to see an up to date NWN Grimoire v4 with 1.69 + CCP additions ....
(the V3 is still imho the best guide to NWN - sad , only to 1.68 ... )
Regards
R-TEAM
Builders usually arent very satisfied with CPP so its not likely to see any new content specifically for it.
#150
Posté 27 janvier 2014 - 11:46





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