Patch bêta 1.69 VO

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Oui, y aura t il une VF de prévue au fait? Parce que pour un jeu qui n'évoluait plus depuis x années, ils pourraient vouloir se contenter d'un VO.
La question, c'est pour savoir si je peux commencer à réinstaller le jeu pour recommencer bientot avec la VF 1.69 à faire ce qui me plaisait tant avec NWN : créer des zones super jolies pour m'y balader après avec mon perso? Oui, j'avoue que j'avais transformé NWN en simulateur de promenade dans les derniers temps .
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ah oui ils ont interêt à le sortir le 1.69 en français, ou au moins en internationnal, sinon je fais une crise de nerf moi ^^ mais j'ai confiance ils sont bien ces petits de bioware^^
.
J'ai fait un post chez bioware, et même si les devs de bioware n'ont pas encore repondu, il y a fort à parier, d'apres les autres presents sur le fofo officiel , que le patch sera aussi disponible dans notre belle langue.

en fait comme Bioware est canadien et que le français est une des langues officielles, (merci les québécois) nous aurons donc tres certainement notre patch tricolore^^

A+
Pour ce qui est de la localisation ça ne dépend normalement pas de BioWare mais d'Atari. Même si les développeurs sont canadiens ça ne signifie pas pour autant qu'il y aura une version française.

Mais à part ça le patch vient de passer en bêta 5.

Pour information je remets les notes des patchs.

Citation :
Beta patch specific fixes made since Beta 4
-----------------------------------------------------------------------
- Fixes to horse related scripts.
- Fixed portable encampment script x3_it_camp.nss, so that it only fires when the item is activated.
- Fixed toolset crash when shutting down toolset, or switching between modules.
- Fixed issue in the "City Interior 2" tileset that could cause the toolset/game to crash.
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" by default.
- Removed extra broken ruby template from Toolset palette.
- Fixed broken portrait references in Appearance.2da for Halaster, Satyr Archer, Satry Warrior and the "Witch King, Disguised".
- Many tileset fixes.
- Many spelling/typo fixes to the offical campaign.
- Fixed issue with some flag/tree placeables moving after being placed down in the toolset.
- Fixed game hang caused by Wizards having more than 255 spells known in their spell book.

Beta patch specific fixes made since Beta 3
-----------------------------------------------------------------------
- Fixed error in cls_feat_*.2das that was causing the horse feats to not show up for newly created characters.
- Fixed incorrect row numbering in portraits.2da.
- Fixed issue with Mounted Robe textures defaulting to the racial texture, rather than human for the non-human races.
- Fixed the Mephit creature templates, so that they all now have a neutral alignment (rather than neutral evil).
- More tileset fixes.
- Fixed a large number of typos and grammatical errors in the dialog.tlk file.
- Changed mountable/saddled Nightmare faction to Commoner.
- Renamed new Halaster portrait, so that it no longer replaces the old one.
- Fixed missing description on Vampire template.
- Fixed missing description on "Skin of the Manticore" cloak template.
- Turned off the Immortal and Lootable Corpse flags on the new creature templates.

Beta patch specific fixes made since Beta 2
-----------------------------------------------------------------------
- Added scripting support for horses.
- Fixed issue with mus_wc_ruralguitar.bmu exceeding the 16 character filename limit and not playing.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).
- Added new FOOTSTEP_TYPE_HORSE constant to nwscript.nss
- Colorized some cloaks that were missed in the official campaigns.
- Fixed issue with broken unknown item property (unknown/cursed).
- Added missing ITEM_PROPERTY_MATERIAL/QUALITY/UNKNOWN constants to nwscript.nss
- Added Portable Encampment item from Infinite Dungeons.
- Added missing PLAYER_TOOL_# feats to cls_feat_*.2da files (the feats should show up on the radial menu now when granted).
- Updated SurfaceMat.2da with TNO falling rock material for cliff bridges and added missing vfx for falling rocks.
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Many tileset fixes.
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with building tilesets.
- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the screenshots subdirectory.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module.
[Script Options]
Enable Profiling=1
- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be used for script debugging purposes (i.e. when you have a bad script that causes your module to lock up, checking the log file will let you know the last script that executed). Script logging should also be turned off while doing script profiling as it will affect the profiling statistics.
[Script Options]
Enable Logging=1
- Added missing "Rubble, Large" placeable from Infinite Dungeons to the toolset palette.
- Changed the name of the Infinite Dungeons music to not be labeled as battle music (as it appears in the day/night menus not the battle menu).
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword" (as that's what it is).
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Evards Black Tentacles now applies the damage per tentacle, rather than all tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).

Beta patch specific fixes made since Beta 1
-----------------------------------------------------------------------
- Moved Wyvern Blood Item to its proper location in the toolset palette.
- New Generic Doors are now available in the toolset palette (also changed the displayed name for existing generic doors to make doors easier to locate).
- Fixed missing Satyr portrait.
- Fixed two missing entries from TNO "Tileset Specific" door palette.
- Fixed issue with duplicate "Marketstall 02" tile entries in City Exterior, Rural tileset.
- Fixed issue with bad smoke texture for "City Exterior, Rural" tileset buildings.
- Tileset fixes to new tilesets (various doors that were either rotated incorrectly, or had incorrect doors and some walkmesh and shadow fixes).
- Added Magical Tridents to the toolset palette.
- Fixed the Trident names in some of the merchant shops in the HotU campaign.
- Added missing Trident Weapon Focus feat to Weapon Master.
- Fixed Bandoleers on hobgoblins.
- Fixed missing faction information on Caladnei and the Mist Dragon.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- New Music tracks will now show up in the toolset.
- Added missing SKILL_RIDE constant to nwscript.nss
- Fixed texture issue in toolset where Robe textures (and others) were not appearing correctly on the non-human races.
- "DM Tool" Custom Instant Feats can now be assigned to the DM quickbar.
- Fixed misplaced "Check for Conflicts" button on Module Properties "Custom Content" tab in toolset
- Tweaked the way targets were being chosen for the Whirlwind feats.
- Fixed issue with FindSubString() scripting command not being backwards compatible.
- Fixed issue with LevelUpHenchman() not working properly with new PDK class.
- Added new scripting commands:
int GetColor(object oObject, int nColorChannel);
void SetColor(object oObject, int nColorChannel, int nColorValue);
- Properly fixed LoadScreen.2da entries past 255 (wasn't quite working properly in 1.69 beta 1).
- Updated the WingModel.2da, so that the new wing entries don't break backwards compatibility with CEP2.
- Updated the LoadScreens.2da so that the new entries don't break backwards compatibility with CEP2.
- Increased the amount of allowable Wing/Tail/Generic Door appearances above the old 255 limit.

Patch 1.69
-----------------------------------------------------------------------
New Content added from the Neverwinter Nights Premium Modules

New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)
15 New Music Tracks:
=-=-=-=-=-=-=-=-=-=-
New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Item
=-=-=-=-
Portable Encampment

Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain (rather than one).

General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under Windows Vista.
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.
- Colorized the cloaks in the official campaigns (they are no longer all tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances against weapons that inflict more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the screenshots subdirectory.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Fixed many spelling errors and typos in the game.

Spell/Feat description changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save Bonus required.
- Updated description for displacement spell. It was incorrectly listing a "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1 Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4 deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.

Script-specific:
=-=-=-=-=-=-=-=-=-=
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE);
int GetColor(object oObject, int nColorChannel);
void SetColor(object oObject, int nColorChannel, int nColorValue);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
void AdjustAlignment(object oSubject, int nAlignment, int nShift, int bAllPartyMembers=TRUE);
- Increased the limit on the SetPhenoType() scripting command to 99.
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module.
[Script Options]
Enable Profiling=1
- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be used for script debugging purposes (i.e. when you have a bad script that causes your module to lock up, checking the log file will let you know the last script that executed).
[Script Options]
Enable Logging=1
- Evard's Black Tentacles now applies the damage per tentacle, rather than all tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell War Cry now requires a somatic component as per the spell description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).

Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with building tilesets.

Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the "Pillar #, Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette. You can turn this off by unchecking "Animation Loop 1" in the tile properties for the placed tile group).
Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the NPC horse to use Jousting animations in game, rather than the normal horse combat animations.
Oyé dans les chaumières!!!
Oyé dans les chaumières!!! non seulement comme dit ci dessus le beta 5 est la, mais les traductions en français sont presques finies.... donc??... DONC???? on va l'avoir notre patch 1.69 en francais ^^ HOUPIIIIIII^^
J'ai posé la question sur le forum Bioware, et l'on m'a affirmé que le patch final serai traduit dans les autres langues mais que pour les béta, il était plus simple que ce soit en anglais.
Le problème de la personne ayant répondu à ta question Holgadard c'est qu'il ne s'agit pas de quelqu'un de chez BioWare et donc que finalement sa réponse ne vaut pas grand chose (sa réponse peut-être la bonne mais elle n'est en rien officielle donc à prendre avec d'énormes pincettes).

La façon de faire de BioWare est de ne pas annoncer quelque chose lorsqu'ils ne sont pas entièrement certains que ça va arriver (ou bien lorsqu'ils savent que ça va arriver mais qu'ils n'ont pas de date). Je n'ai pas regardé bien en détail les divers sujets concernant le patch 1.69 donc j'ai pu passer à côté de certains informations officielles mais si jamais ils n'ont rien dit à ce propos pour l'instant c'est qu'il reste encore quelques interrogations (au hasard : le patch fr en même temps que la vo ou 2-3 mois après ?).
ce que je sais c'est que bioware à commandé les traductions en français (entre autre), et quelles sont sur le point d'etre livrées,

la source ?

le traducteur!

si bioware demande les traductions de tous les textes pour les laisser au placard, je deviens chevre moi....

BHÊÊÊÊÊÊ^^
Pas faux ça... pourquoi commander si ce n'est pas pour être consommé...

Mais tout le monde "aurora" lu (nan pas terrible lol ^^ je sais c moche :P) ce que chico400 fera si les traductions viennent pas -> si tel est le cas je propose temporairement un remplacement d'invatar par celui d'une chevre

Ouiii je sais g pas d'avatar... :P

Mais plus sérieusement j'éspère que ça se fera bien et j'attends avec impatience ce patch euh... pardon cet addon (vu la taille^^).
Cela fait 6 ans que je suis sur le jeu et jen démord pas ^^

Sinon je deviens poule *pout-pout... poupoutttt*
Une petite question en passant si jamais vous avez vu l'info. Je m'intéresse à ce patch mais pas avec assez d'intérêt pour fouiller ce qui s'y rapporte sauf...

Ont-ils prévu de sortir la version Mac en même temps / dans la foulée / pas du tout / à la folie ? ^_^'
Et de 6. Le patch définitif finira bien par arriver un jour...

La liste des changements apportés depuis la bêta 5 :
Citation :
Beta patch specific fixes made since Beta 5
-----------------------------------------------------------------------
- More fixes to the horse related scripts. Some of the feat/spell constants have changed. If you have overridden any horse scripts in your module, you will need to recompile them other wise the mount/dismount actions may be reversed.
- Added new generic horse dismount triggers to toolset palette.
- Lots of tileset fixes (including adding missing light sources to the Tropical tileset).
- Fixed some "long coat" chair sitting animation issues for short non-human races.
- Fixed more typo/spelling errors in the official campaign.
- Removed non-existant henchman rest script from all the horse templates.
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file
on log in to a "server vault" server. This option defaults to off.
[Server Options]
Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass should be rendered (default 900.0).
Increasing this value will cause more grass to be rendered in outdoor grassy areas, but will also reduce game performance in these areas.
[Display Options]
Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of creature deaths.
[Game Options]
Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter
trigger every time that it spawns creatures. If this option is turned on, the encounter
trigger will always spawn creatures based on the triggering player's level rather than
potentially using left over spawned creature from an early triggering that was initiated
by a much higher level player.
[Server Options]
Always Reset Encounter Spawns=0
- Fixed portrait entry for the mist dragon in the appearance.2da.
- Fixed non-expansion pack versions of nwn causing characters becoming illegal if they got any of the new feats that were added in the 1.69 update.
- Fixed incorrect tails on Lizardmen templates.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in both the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the desert image instead (they will now also appear under the tileset filtered lists).
- Fixed some missing resource issues for the "gem" weapon part appearances.
- Fixed environment mapping on the bone golem (appearance.2da).
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when used they play the drinking animation, can be dropped on henchman, etc).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed weight of two-bladed swords (baseitems.2da).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and Death Arrow now take into consideration the Epic Weapon Specialization feat (x0_i0_spells.nss)
- Fixed issue with "Improved Expertise" mode not being correctly displayed in the combat log for "special" attacks.
- Reduced some cloak clipping issues.
- Fixed issue with reting not getting canceled correctly if a member of your party started attacking something during your rest period.
- Added new scripting command : itemproperty ItemPropertyMaterial(int nMaterialType);
- Added new scripting command : itemproperty ItemPropertyQuality(int nQuality);
- Added new scripting command : itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Reprocessed a bunch of tiles that contain "shiny water" in the hopes of fixing shiny water related crashes.
*n'en peut plus de baver et d'attendre*

Est-ce que quelqu'un saurait si on peut trouver quelque part une compilation de toutes les sections des fichiers .ini qui existent ?
Ce serait vraiment utile, je pense.
salut

Le cep V2.0 est déjà compatible avec la 1.69, hormis quelques exceptions, si l'on se base sur les dires sur le site officiel.

Citation:
"I was actually pretty surprised at how straightforward it was to get CEP 2 and all the rest working with the new stuff. The tailmodels.2da was the only place with conflicts, and for me I just decided I could do without the CEP tailmodels that the new models BW overlapped with.
Again (and again and again), wonderful work from all involved!
cep also overwrites some cool new shields and i hope that will be fixed when everything is finalized, but you are right, there are very few conflicts."

de toute façon le cep V2.1 devrait arrivé juste après le patch selon le CEP team
donc pour ma part, des la sortie du patch je vais bosser sur la conversion des légendes Aldacaran en V1.69.

Y'a bon le gros gâteau de bioware que voila ^^

A++
Yabon tout ça.

Dès que le 1.69 et le cep 2.1 sortent du tunnel je mets à jour le mod semi-pers les terres d'Iria. C'est mon confrère nobuko (à ne pas confondre avec mon con de frêre) qui masterise actuellement l'opus 3 qui va être content.
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