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  • Sorry to SR, and anyone who wanted to join me (does anyone else still play Folderol? ), but I finished the quest within a couple of hours.
    Unfortunately, even at the most basic level, the sword is for level 18 characters, and I'm still level 16, so some embarrassing level-farming will have to take place.

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    • Bloody powergamers.

      Comment


      • Originally posted by Cort Haus
        Yay, what a game! Getting the hang of it now, and dining on Intellect-Devourer brain tonight. Thanks for the tips, (I didn't need to re-start yet). The Elemental Shield did the trick, and my Mage-Babe is level 5 now.

        The Panther works quite well with Daelen, attacking from behind, and its nice to zap some offensive spells. Gotta watch that fireball though - the collateral damage can singe a few friendly eyebrows.

        Hope the family stuff works out OK, SR.
        I'm back from a 1400 km roundtrip. At least everyone in the family is now where he's supposed to be. I had to take over a transportation job from my father, who had an infarction recently and hence couldn't do it himself (heck, he can't even walk yet).

        Level 5 is about the break even point for a mage, it begins to be fun. Luckily level 5 is easily achieved in the original campaign, because the tutorial already takes you to level 3 (or even 4 or at least close, if you're a powergamer ). At level 5 you'll still melee some, but offensive spells begin to gain power. Level 7 will make you a mage who does not have to melee anymore.

        As for protection spells, don't overlook Ghostly Visage, it's godly at low levels. 5 points damage reduction, safety from some low level spells, 10% concealment and protection against mind affecting spells is great for a single spell. Keep it up all the time.

        Comment


        • Grrr, I am playing around with a neutral mage for the first time; so far I was always either a good or an evil aligned caster. Got to level 15 (spell level 8) and chose Greater Planar Binding. Got into a situation, where I was out of higher level destructive spells and facing outsiders (Rakshasa), who were stoneskinned and immune to lower level spells (up to level 3 or 4). I thought, no problem, let's call our Celestial Avenger. I had forgotten, that I am not good but neutral this time.

          Jeez, what an utter disappointment! Instead of my trusty Avenger I had summoned a Death Slaad. I hoped he would take on them filthy Rakshasa, but that idiot cast several times "See Invisible" (there were absolutely no invisible critters even close!) and other than that stood and watched me beating up the outsiders with my sword while doing absolutely nothing. 15 rounds later (lives 1 round/level) it despawned without having taken or lost a single hitpoint.

          It still ended good, I called my familiar (ice mephit) and together with his cold spells bested the Rakshasa. I looked up my stats and found myself on 68 good. Thank godness there was a good deed to do which brought me to 71, which led to an alignment change. Now I have my Celestial Avenger back.

          Comment


          • Patch 1.67 is out! Biggest one yet with lots of new content. More than any other patch. Plus, 2 new tilesets. It's almost a free mini-expansion.

            However, it's suspected to break a lot of old haks, including the CEP. I'm going to wait for the CEP update before downloading it.

            [quote]
            Neverwinter Nights Game

            Official Campaign: Chapter 2e - Fixed an issue with attacking Tolan Losen causing all commoners to become hostile.
            Official Campaign: Chapter 3 - One of the pedestals in Layenne's Tomb can no longer be accidentally destroyed.
            Added 13 varieties of new creatures to the game from Pirates of the Sword Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large, Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying, walking).
            Added 79 new placeable objects to game resources:
            Arrow (Penants & Signs) - 8 variety of colors
            Flag (Penants & Signs) - Pirate and Umberlee
            X (Penants & Signs) - Pirate X mark
            Bubbles (Visual Effects) - 3 different heights
            Candle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient light, 1 without
            Chest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bubbles effect when opened
            Driftwood (Parks & Nature) - 4 types
            Bed & Bench & Table & Chair, Dwarven (Misc. Interior)
            School of Fish (Parks & Nature) - 3 types
            Footprints (Misc.) - left and right
            Fungus (Parks & Nature)
            Hanging Dwarf Skeleton (Misc. Interior)
            Kelp (Parks & Nature) - 3 sizes of 3 types
            Mushrooms (Parks & Nature) - 4 types
            Net (Misc.)
            Palm Tree (Parks & Nature) - 2 types
            Parrot (Misc.)
            Portal (Visual Effects)
            Puddle (Misc.) - 2 types
            Raft (Misc.) - 1 normal, 1 broken
            Rocks (Parks & Nature) - 5 types
            Rope Coils (Misc.) - 2 types
            Sea Chair (Misc. Interior)
            Sea Idol (Misc.)
            Sea Obelisk (Misc.)
            Sea Table (Misc. Interior)
            Seashell (Parks & Nature) - 3 types
            Shrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 without
            Starfish (Parks & Nature)
            Trog Bed (Misc. Interior)
            Trog Egg (Misc. Interior)
            Trog Nest (Misc. Interior)
            Trog Shrine (Misc. Interior)
            Trog Throne (Misc. Interior)
            Added a new option to the nwnplayer.ini file under [Game Options] "Client CPU Affinity" (for Windows only). If you have more than one CPU on your PC, then you can use this setting to make the game run on only one of the CPUs by specifying the number of the CPU (0-31). Setting "Client CPU Affinity=-1" will turn off CPU affinity.
            Added a new setting to the nwnplayer.ini file under [Server Options] "Examine Effects On Creatures=1". If this option turned off then any magical effects on a creature will not appear in the creature description when you examine a creature in the game (Note: DMs will still see the effects on the creature).
            Added a new setting to the nwnplayer.ini file under [Server Options] "Examine CR On Creatures=1". If this option turned off then the challenge rating of a creature will not appear in the creature description when you examine a creature in the game.
            Added strings to bow models.
            Expanded the number of color choices available for Armor, Cloth, Leather, Skin, Hair, Tattoos (affects both character generation and the toolset).
            Fixed a crash that could happen going to the character select screen if you had a character in the list that was using a specific community made custom class that the current module does not support.
            Fixed an issue with using an item on another item causing the player to run to the corner of the area. The player will now run to get within range of the targetted item instead.
            Fixed a number of FeatIndex errors in the following 2das: PackFTShad.2DA, PackFTRog1.2DA, PackFTRog2.2DA, PackFTRog3.2DA, PackFTRog5.2DA, PackFTRog6.2DA, PackFTRog7.2DA
            Fixed an issue with being able to pick pocket empty containers that were not flagged as being "pickpocketable".
            Fixed an issue with custom tokens not getting cleared/cleaned-up properly when quitting a module.
            Fixed a crash related to large creatures having weapons equipped that were too small for them to use.
            Fixed Defensive Casting to work properly with sub-radial spells.
            Fixed the innate spell level for the spell "War Cry" in the spells.2da
            Fixed the 'Category' setting for the "Animate Dead" spell in the spells.2a.
            Fixed a crash that could occur if a store was destroyed through scripting while it had customers buying/selling stuff.
            Fixed typo in the SoundImpact column of the VisualEffects.2da for VFX_IMP_HEAD_ODD.
            Weapon Finesse now works with creature weapons.
            Long item names now get truncated in the store gui panel, so that you can see the buy/sell price of the item.
            Fixed immunity to damage type Magical/Divine item properties.
            When attempting to examining a trap, you no longer get all the trap's information when you fail to examine it.
            The area behind a door that was bashed down will now become properly explored.
            Fixed the displayed TAG name when using the console command "dm_dumplocals" on an item or creature object.
            Fixed an issue where the text window feedback message that states that "Your journal has been updated." wasn't properly replacing custom tokens.
            Fixed a few memory leaks.
            Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

            DM Client

            Added the ability for DMs to spawn in traps on doors/placeables through the creator (and quickbar slots dragged from the creator menu).
            Made custom triggers and traps from the DM creator menu spawn in correctly (rather than spawn in as a default trap).
            The DM instant kill key (default 'Y') now also works on non-plot items that are on the ground.
            Added a new "Give Alignment Shift" sub radial to the DM's Give/Take creature radial menu.
            Added an "Examine" option to the DM's Examine Creature sub-radial menu.
            When a DM 'Examines' a PC, it will now display their Experience and GP totals as well.
            When a DM 'Examines' an item, it will now also display the value of the item in GP.
            Made a change to try and reduce game lag that has been reported to occur when a DM possesses a creature that is part of a very large faction.

            Neverwinter Nights Aurora Toolset

            Added a boat-load of new scripting commands (check the Toolset for more information):
            GetCreatureWingType()
            SetCreatureWingType()
            GetCreatureTailType()
            SetCreatureTailType()
            GetCreatureBodyPart()
            SetCreatureBodyPart()
            GetHardness()
            SetHardness()
            SetLockKeyRequired()
            SetLockKeyTag()
            SetLockLockable()
            SetLockLockDC()
            SetLockUnlockDC()
            SetTrapDisarmable()
            SetTrapDetectable()
            SetTrapOneShot()
            SetTrapKeyTag()
            SetTrapDisarmDC()
            SetTrapDetectDC()
            CreateTrapAtLocation()
            CreateTrapOnObject()
            SetWillSavingThrow()
            SetReflexSavingThrow()
            SetFortitudeSavingThrow()
            GetTilesetResRef()
            GetTrapRecoverable()
            SetTrapRecoverable()
            GetModuleXPScale()
            SetModuleXPScale()
            GetKeyRequiredFeedback()
            SetKeyRequiredFeedback()
            GetTrapActive()
            SetTrapActive()
            GetInfiniteFlag()
            SetInfiniteFlag()
            LockCameraPitch()
            LockCameraDistance()
            LockCameraDirection()
            GetPlaceableLastClickedBy()
            GetAreaSize()
            SetName() - Sets the name of an Object (a creature, placeable, item, or door) - does NOT work on player objects.
            GetPortraitId()
            SetPortraitId()
            GetPortraitResRef()
            SetPortraitResRef()
            As if the above wasn't enough, we also added new parameters to the following scripting commands:
            GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE)
            GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int nBaseSkillRank=FALSE)
            SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE)
            ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE)
            SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int nLeftClickingEnabled=FALSE)
            GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE)
            CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, string sNewTag="")
            GetName(object oObject, int bOriginalName=FALSE)
            ActionRest(int bCreatureToEnemyLineOfSightCheck=FALSE)
            RandomName(int nNameType=NAME_FIRST_GENERIC_MALE)
            Added a new OnClick event type for placeables. This event fires immediately when a PC left clicks on a placeable (regardless of how far away they are from the placeable, or whether or not they can reach the placeable for whatever reason). To obtain the player that left clicked on the placeable object, call GetPlaceableLastClickedBy() in the placeable's OnClick script.
            Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with the scripting command EffectVisualEffect().
            Added 80 new visual effect constants (VisualEffects.2da) for use with the scripting command EffectVisualEffect(). These use the new constants VFX_DUR_AURA_*, VFX_EYES_* and VFX_DUR_BUBBLES.
            Added new FOOTSTEP_TYPE_* constants to nwscript.nss (FootstepSounds.2da)
            Added the ability to force a placeable to be non-static (grey out the static checkbox) for any placeable using skin mesh. This is toggleable in the placeables.2da in a "Static" column. Defaults to allow if column missing.
            Added Hook Hands and Peg Leg armor appearance variations to the toolset.
            Added new Trident weapon models to the toolset under Polearms (x2_inc_itemprop.nss, x0_i0_match.nss). There are no new Trident specific weapon feats associated with Tridents at this time (BaseItems.2da).
            Added a new Shipwreck group to the desert tileset.
            Added 4 new groups to the city exterior tileset (Merchant Ship and Weather Ship variations).
            Added option to skip multiple hak pak warning message to the nwtoolset.ini file "Display Hak Warning=1"
            The scripting command GetResRef() now works on areas.
            The scripting command PlayAnimation() now works on doors (use the new animation constants ANIMATION_DOOR_*).
            The scripting command GetClassByPosition() will now work with community made custom classes.
            Made the scripting command CopyItemAndModify() work with arrows and bolts using the constants ITEM_APPR_TYPE_WEAPON_*
            Added random facing button to the toolset. This button allows you to select one or more things and change their facing to a random direction.
            Added option to skip multiple hak pak warning message.
            Fixed crashes caused by passing in invalid area/module objects to the scripting commands SetListenPattern() and GetMatchedSubstring() (or running these from an area/module event).
            Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a spell immunity property that was one level lower than what it should have been creating.
            Fixed a typo in the constant name IP_CONST_FEAT_USE_POISON. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.
            Fixed a typo in the constant name FOOTSTEP_TYPE_SOFT. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.
            Fixed an issue with the incorrect door type showing up for the "Turfhouse Interior 2x2" in the Ruins tileset (tdr01.set).
            Fixed an issue with no door showing up for the "Cloak Tower 2x2" in the Rural Winter tileset (tts01.set).
            Fixed an issue with the door being rotated for the "Turf House 2" in the Rural Winter tileset (tts01.set).
            Fixed the Rural Tileset - Wall 2 Gate w/Road model for people that have HotU installed.
            Fixed a visual issue with the campfire placeable (plc_i06.mdl).
            Fixed the level up wizard duplicating Special Abilities from the Creature Properties window.

            Scripting-specific

            Added new TileMagic functions in x2_inc_toollib.nss that make use of GetAreaSize:
            void TLResetAreaGroundTilesEx(object oArea);
            void TLChangeAreaGroundTilesEx(object oArea, int nGroundTileConst, float fZOffset = -0.4f );
            Added a new Creature name randomization feature to the default OnSpawn script ("nw_c2_default9.nss")
            By setting a new variable int X2_NAME_RANDOM to 1 on a creature template in the toolset, the module creature can now tell creatures to randomize their name on Spawn. By default this will cause the creature to change it's name to a name generated by the RandomName command. For module builders not satisfied with the name selection provided by the RandomName command, the ability to override this behavior with a random name generation script of their choice has been included: If a script called "x3_name_gen.nss" exists in a module, it will be executed on spawn of any creature template that has random name generation activated. The builder can then specify a return value for that custom name generation script by setting a string variable named "X3_S_RANDOM_NAME" on OBJECT_SELF (the creature spawning), which will then be used instead of RandomName().
            Made Web Bolt attacks respect the Woodland stride feat (nw_s1_bltweb.nss).
            Fixed a typo in the impact script name for "Greater Fox's Cunning" in the spells.2da that was causing the spell to not work.
            Changed implosion so that it no longer affects the caster (nw_s0_implosion.nss).
            Changed the way the damage was being calculated for the shifter's various wyrmling and dragon breath attacks to make it more random (x2_s1_wyrmbreath.nss, x2_s2_edragbrth.nss).
            Fixed an issue with the way the reflex saving throw was being done in DoMissileStorm() (x0_i0_spells.nss).
            Fixed an issue with Cloud of Bewilderment not respecting poison immunity (x2_s0_cldbewlda.nss, x2_s0_cldbewldc.nss).
            Finger of Death now properly respects immunity to death magic on a failed save (NW_S0_FingDeath.NSS).
            Fixed a bug with MatchSingleHandedWeapon and MatchDoubleHandedWeapon returning the incorrect value for some weapon types (x0_i0_match.nss)
            Mass Blindness/Deafness now only affects enemies even on the harder difficulty settings (nw_s0_massbldf.nss).

            Custom Content

            Change to allow plt texture support on custom created part based creature races. Part based creatures (past row 481 in the appearance.2da) will now use a plt texture name based on the "RACE" letter specified in the appearance.2da (rather than always using the pfh0_ prefix). If your custom part based creature is past row 481 in the appearance.2da and you haven't specified the race specific PLT texture the game will use the human PLT texture by default.
            Fixed an issue with how the caster level was being calculated for classes that used the ArcSpellLvlMod and DivSpellLvlMod values in the classes.2da (for values other than 2).
            Added custom grass texture support to the tileset set file. The new grass texture entry is "GrassTextureName". For example specifying the following in the set file: [GRASS]
            Grass=1
            GrassTextureName=my_grass
            Will cause "my_grass.tga" (maximum of 16 characters) to be used as the grass texture for the tileset. The game will default to the usual "grass.tga" if "GrassTextureName" is not specified.
            Fixed an issue where new names added to the SavingThrowTable column in the classes.2da were causing the toolset to behave erratically.
            Added support for prestige class prerequisite type "SAVE" (used in the CLS_PRES_*.2da files). ReqParam1 ReqParam2
            1 = Fort Save Minimum Base Save Required
            2 = Ref Save Minimum Base Save Required
            3 = Will Save Minimum Base Save Required

            Note to custom tilelset makers: When creating custom tilsets, don't forget to create a corresponding entry for the new tileset in the areag.ini file. The "Interior" flag must match that from the .set file created.
            Updated the DefaultIcon column of the BaseItems.2da to have new entries. This fixes an issue with taking hak pak specific items into a non-hak pak module which in turn was causing your inventory to start behaving erratically.
            Changed the behavior of in game Robe inventory icons. The icon will now also display non-hidden body parts as specified in the parts_robe.2da (the icon will only display the robe, pelvis, belt, torso and shoulders).
            Added a new "DefaultPhenoType" column to the phenotype.2da. The number specified in this column will be the phenotype that will be used in the case where the model does not exist for the desired phenotype (e.g. when using the SetPhenoType() scripting command).
            Made Head models use the same "DefaultPhenoType" system as above (rather than your head just disappearing if the model didn't exist for the desired phenotype).
            Wings/Tails will now use PLT textures if they exist (defaulting to using the creature's skin color), if a PLT texture does not exist for the model then the texture will default to using the TGA instead.

            2DA Files Changed in this Update

            ambientmusic.2da
            appearance.2da
            baseitems.2da
            classes.2da
            feat.2da
            footstepsounds.2da
            iprp_spellcost.2da
            parts_foot.2da
            parts_hand.2da
            parts_shin.2da
            phenotype.2da
            placeables.2da
            portraits.2da
            skyboxes.2da
            soundset.2da
            visualeffects.2da
            weaponsounds.2da [/code]
            Last edited by DaShi; April 27, 2006, 01:42.
            “As a lifelong member of the Columbia Business School community, I adhere to the principles of truth, integrity, and respect. I will not lie, cheat, steal, or tolerate those who do.”
            "Capitalism ho!"

            Comment


            • Still patching.

              Comment


              • Bioware

                The way this comparatively old game is still patched, improved and enriched with free content (not even talking about the CD check having been removed) is outstanding.

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                • For Sir Ralph in particular, and anyone else still playing Folderol (or are we the only two?).

                  DON'T INSTALL THE NEW PATCH!

                  Folderol won't work for the time being, but if you've already installed it, then the Bioware site allows you to uninstall it too. I'll let you know when Folderol has been upgraded to the new patch so you can upgrade it.

                  Comment


                  • Originally posted by duke o' york
                    For Sir Ralph in particular, and anyone else still playing Folderol (or are we the only two?).
                    Yes, GW Factions just came out!

                    Comment


                    • I may have started your birthday thread, but...... why I oughta....

                      Comment


                      • I will not buy GW Factions. As game it may be ok, especially since it's free of monthly payment, but then I'm not exactly poor and can afford to pay for entertainment, which is not full of mentally ten years old morons. In no online game before (and not counting WOW) I had such a hard time to find a guild which is not either a bunch of halfwits or, if halfway mature, a bunch of lamers without any goal and just out for buddy-buddy.

                        Comment


                        • Oh, and belated happy birthday to Spikie.

                          Comment


                          • And since I feel like a triple post today, some words on topic. I have 2 new SP games running, one in the OC and one in SoU+HotU. I had not played the official campaign for a long time and am playing it with 1.66 now (I didn't patch yet). I noticed, that the OC has been slightly polished. Some merchants have been restocked (e.g. the bag of holding disappeared from the many starred cloak shop), some annoyances removed (like that Solomon guy in chapter 2... at least I didn't meet him yet) and you don't find THAT much medpacks anymore. It's not much, but it's nice to see it's still being taken care of. In terms of time, it's like Firaxis would still patch original Civ3. Bioware !

                            Comment


                            • Originally posted by duke o' york
                              I may have started your birthday thread, but...... why I oughta....

                              Comment


                              • Originally posted by Sir Ralph
                                I will not buy GW Factions. As game it may be ok, especially since it's free of monthly payment, but then I'm not exactly poor and can afford to pay for entertainment, which is not full of mentally ten years old morons. In no online game before (and not counting WOW) I had such a hard time to find a guild which is not either a bunch of halfwits or, if halfway mature, a bunch of lamers without any goal and just out for buddy-buddy.
                                Your loss. I have a PvE guild full of mature decent players, and a PvP guild full of highly skilled and largely mature players.

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