Патч v1.01
Добавленно
• DM Client – A beta version of the Dungeon Master Client is now available. You can access it from the NWN2 Launcher, or by running nwn2.exe with the –dmc switch. This allows you to start a multiplayer game in which you can have a great deal of control over creating, managing, and commanding creatures, placeables, and more. Over the next three monthly patches we will be continuing to add features, fix bugs, and improve the interface.
• New Druid Spells – Druids have been granted 9 new spells, one for each level. In addition, the feat Natural Spell has been added. Druids that take the Natural Spell feat may cast spells while Polymorphed or Wild Shaped.
Level 1 - Foundation of Stone: This spell grants a target immunity to knockdown, but reduces their movement speed.
Level 2 - Body of the Sun: The caster’s body emanates fire, burning nearby creatures.
Level 3 – Jagged Tooth: This spell grants a targeted animal the Keen property on one of its natural weapons.
Level 4 – Moonbolt: This spell creates a bolt of energy that deals strength damage to living creatures and knocks down undead, giving them penalties on attack rolls and saving throws.
Level 5 – Rejuvenation Cocoon: The target of this spell becomes encased in a regenerative cocoon, where they are cured from poison and disease and regenerate health.
Level 6 – Tortoise Shell: The caster gains a natural armor bonus of 6, plus an additional 1 per every three caster levels to a maximum of 9.
Level 7 – Swamp Lung: This spell causes victims to fall prone for 1-6 rounds, during which time they can catch disease.
Level 8 – Storm Avatar: This spell infuses the caster with the energy of a storm, making them immune to missiles, hasting them, and adding damage to their attacks
Level 9 – Nature’s Avatar: This spell grants a targeted animal a series of very powerful buffs.
• Water Reflection/Refraction – Water is now more visually exciting! Users have the option to toggle Water Reflection and Refraction on in the Options Menu under the Advanced Graphics tab. Note: These settings can cause slowdowns on older hardware.
• Client Packs – Module makers can now create Client Packs in the toolset, which can be placed in clients My Documentspwc folder to allow users to connect to Multiplayer Games for which they do not have the module. These .pwc files contain only the data absolutely necessary to run the module on the client side are useful if, for instance, you are running a persistent world and do not wish to allow clients to open your module with all of its areas, creatures, and scripts visible.
Исправленно
General
• Input in Single Player games should now be much more responsive. Previously, input commands could lag for up to several frames before taking effect in-game. This is no longer the case.
• Broadcast Commands are now more reliable and last longer before companions will revert to their default behavior.
• The “Loot All” button would sometimes loot all of the items from a container but would not close the window or remove the icons. This will no longer occur.
• The player can no longer become stuck in a cinematic style cutscene by switching characters immediately as the cutscene begins.
Multiplayer
• The game will no longer crash if you switch back to your character after ordering one of your companions to barter with another player.
• The Chat box, both in-game and in the Gamespy Lobby, will no longer overrun when players type long messages.
Effects/Spells
• Fixed several instances where the type of damage was not specified in a spell’s description.
• The descriptions for Bless, Divine Shield and Shield Other have been updated.
• Isaac’s Greater Missile Storm and Isaac’s Lesser Missile Storm will no longer target allies on difficulty modes lower than D & D Hardcore. Additionally, they will select their targets more fairly now.
• Magic Fang now grants the proper bonus to animal companions.
Interface
• Long quest names will no longer be cut off in the Journal.
• Longer target names now fit underneath the targeting window.
• The Scimitar 2 will no longer have a Rapier icon.
• Items could occasionally become lost when moving them in the inventory with the game paused. This will no longer occur.
Toolset
• Users can now add .mod files as well as modules in directories to campaigns.
• The toolset could previously enter a state where it would crash when saving a module to a directory. This can no longer happen.
• The default NWN2 load screen is now available in the toolset.
Original Campaign Fixes - Warning: Spoilers below.
Global:
• Fixed several minor spelling and grammar issues.
• Fixed several instances where dialogue text did not match the Voice Over for a line.
• Fixed some instances of traps not working throughout the game.
Act 1:
• Fixed an instance where players could reach Skymirror without Elanee.
• Slaan now drops items when killed.
• Fixed Zeearie’s mouth not animating after the player defeated her.
• Fixed an inconsistency in Jochris’ cutscene.
• Fixed an issue which could cause two Waterdeep Emissaries to spawn.
• Wolf will now look the same in his cutscene in the Merchant Quarter as he does in the rest of the game.
• Fixed an infinite XP exploit when returning to West Harbor and speaking with Retta Starling.
• Thugs no longer appear in the same spot when re-entering the Neverwinter Docks district.
Act 2:
• Reduced an influence check for Grobnar during the Trial.
• Fixed the cutscene with Koraboros triggering early at Shandra’s Farm.
• Fixed the Sun Soul Art quest not being added to the journal.
• The player now receives the proper number of quest items after defeating the Shadow Reaver in Act 2.
• Turning in Arval’s journal will no longer give an invalid reward.
• Fixed an instance where Nevalle referred to Female PCs as Male.
• Fixed an infinite quest reward loop in Zaxis’ dialogue
• Players will no longer get stuck on the dialogue between Zhjaeve and Aldanon in Multiplayer.
• Soothing Light now performs the proper effect.
• Healing Lord Tavorick after he goes down but before he speaks to you will no longer break progression.
Act 3:
• The game could sometimes become stuck when leaving Fire Giant camp through the Area Transition – this will no longer occur.
• The quartermaster’s armory will no longer appear as red tunics.
• Siege Towers have been given the proper sound set.
• Retta’s dialogue will no longer drop if you speak to her before Danan.
• Prior Hlam is now available in Neverwinter City during Act 3.
• Players can no longer bypass the black portals in the Gauntlet.
А по русски можно?
Конечно! Держи, дружище:
бугага.. Промт? Сократ? )))
А есть у кого-то ссылка прямая? Или он только через апдейт игры доступен?
Через игру - не выход. Все еще актуально
http://www.upload.com.ua/get/270940279/
http://nwn2patch.obsidianent.com/updates/windows/english/nwn2_pc_english_from100_to101.zip
сцЫлку можно через файрвол перехватить... или монитор хттп запросов.
Огромное спасибо
http://downloads.warcry.com/nwn2/updates/windows/
утилита обновилась до версии 1.4, а патча все неееет
Проблема с установкой патча, так как дома диалап, качать полностью нет возможности.
Пробовал ложить скачанный nwn2_pc_english_from100_to101.zip в папку temp в корне игры - не получается, нвнапдейт его переписывает и начинает качать заново, если оборвать соединение, вообще нехочет ничего делать.
Ктото смог установить подобным образом патч, поделитесь опытом, пожалуйста?
Архив нужно класть в папку с игрой в корень. У меня все отлично пролетело
Хм.. совсем странно, теперь вообще нехочет обновляться даже через инет:
Can not find patch file: /nwn2_pc_english_from095_to101.txt
Пишет что версия игры 0.95.. С каких пор.. было ведь 1.00
---
Переустановил игру, положил патч в корень - помогло. Спасибо.
Обращайтесь
З.Ы. Хинт - чтоб апдейт проходил в разы быстрее повысьте приоритет программы апдейтера. Спс Лорендроллу
Neverwinter Nights 2 – Version 1.02 Patch Notes
This patch is a hot fix to address issues reported by the community where cutscenes and scripted events did not seem to fire correctly when a companion character was being controlled.
- ServerMonitorConsole should now properly run on Athlon XP-based machines.
...
Факир был пьян... фокус не удался...
задолбаемся патчить будущий релиз от акеллы, который будет v1.0
A required security module can not be activated. This program can not be executed.
Вылезает после 1.02. Запускаю с ДемонТулзом и ясу. На 1.01 все работало прекрасно
Ребутнись просто после 1.02. Помогло минимум трем уже.
P.S.: Солмир, ты еще не во всех темах оставил тонны смайликов. Навёрстывай.
О, хорошо.
А вот это мне не очень понравилось:
И?
Берем их диалог.тлк и ключ. И ставим это в нормаьную англ версию.
У меня все та же ошибка. Мне одному так повезло?
Поищи на форумах биотварей. Там было несколько методов решения траблы.
огромное спасибо
это просто ппц, помог следующий совет:
Да уж точно. Кого они хотели этим испугать? Ладно бы русская версия была бы переупакована, и невозможно было ее внедрить в английскую версию, так ведь это делается несколькими нажатиями мышки. От Акеллы, как уже было сказано в другой теме, нам будет нужен лишь ключ, и не более. На диск же можно будет забить после этого. А если StarForce так будет надоедать своей защитой, то поможет простое переписывание файла nwmain.exe от английской версии.
2_advanced, я думаю, что Акелла все же обновит игру до версии n к моменту выхода локализации. Дело в том, что для локализации версии не особо важны. Единственное но, может немного измениться dialog.tlk.
В тлк изменяются значения полей(орфография в основном). Так что он вообще почти статичен при таких минорных патчах.
Небольшой FAQ по запуску игры после установки обновления версии 1.01
1. Обновляем игру до версии 1.01 или 1.02, но лучше 1.01, потому что данная программа изменена под версию 1.01 (с версией 1.02 не проверялась). Скачать можно либо с помощью Autoupdate через меню игры, либо скачать файл отсюда: http://www.ag.ru/files/patches/neverwinter_nights_2. Далее, копируем или переносим архив в директорию с игрой. Запускаем "NWN2Launcher.exe" или ярлык с рабочего стола. Выбираем в меню кнопку "Autoupdate". Обновляем версию игры.
2. Вставляем диск с игрой в привод, или монтрируем образ диска с помощью программы Alcohol (http://getfile.biz/52666, http://getfile.biz/52713). Устанавливаем программу, отвязываем от навязчивой идеи ее "Купить", и в настройках включаем эмуляцию Securom.
Если не пользоваться Alcohol, то придется скачать http://www.ag.ru/files/software/46. С его помощью монтируем имидж игры. Далее, переходим сразу к п.5. Если не получается, проделываем п.4
3. Скачиваем http://hsd.gamedeception.net/procyon.rar. Распаковываем в любое место на жестком диске. Можно в папку с игрой, но лучше создать что-нибудь запоминающееся, а оттуда использовать ярлык с рабочего стола на программу "procyon.exe".
4. Запускаем файл "yasu.exe" (прячет физический диск от бдительного ока Securom). Визуально программа ничего не делает, просто находится в памяти, но выполняет свою роль. Запускать можно из любой папки.
5. Запускаем "procyon.exe". В открывшемся окне ищем "nwmain.exe". Запускаем игру. Все! Если вы хотите запустить ДМ клиент, то смотрите п.6
6. Делаем ярлык на файл "procyon.exe". В командной строчке ярлыка добавляем ключ -dmc. Запускаем ярлык. Перед запуском ДМ клиента загружаем модуль с помощью программы "nwn2server.exe". Хотя бы "0_Tutorial.mod".
З.Ы. Если информация неполная, добавьте.
Дополнение:
В плкоголе есть параметр эмуляции Секурома. Врубаете и выкидываете процион на помойку.
Блин мои компаньоны стали дико тупить. Например выбираешь одного за ним бежит мой перц остальные стоят.
идиотский вопрос по поводу метания фаерболов под ноги и тупящих компаньонов:
А в настройки АИ заходили?
Другой вопрос:
у меня не ставится патч 1.02, пишет:
Can not find patch file: /nwn2_pc_english_from101788_to102809.txt
что-то я его не понимаю... ГДЕ он не может найти? На сервере Обсидина?
Вишес, вопрос действительно идиотский. Конечно заходили.
Ну надо же было удостовериться.
Я лично всем кастерам, кроме ворлока, спекаст нафиг отключаю, чтоб не тратили на на мелочь спеллы которые нужны для действительно сложных ситуаций, ну и вт.ч под ноги фаерболы не кидали.
Возвращаясь к теме:
Ну так может кто-нибудь сказать, что за фигня у меня с патчем?
Вишес, попробуй скачать отсюда http://downloads.warcry.com/nwn2/updates/windows/.
спасибо за ссылку, только не работает. Надо файл в директорию игры кинуть?
Апдейтер на него вообще внимания не обращает.
для патча нужно свободных 10 гигов..
так даже биовары не жгли (это уже даже круче ацкой сотоны)
Патчи закачивает тока апдейтер или можно и так где надыбать? Может кто выложит?
Интересно, на каком компе запускали НВН 2 на выставках? Наверно, на каком-нить пентагоновском или насовском суперкомпе, ни как не меньше!!
нвн2 не особо требователен к ресурсам
всё полетит на коре2дуо 2.4, 2 гб оперативы, сли гф 7800 (по гигу каждая)
(зы. летает без теней в 1280х1024 на 1 гб оперативы и гф 7800 с 512 мб)
Ктонить патчил нвн2 пиратский? У меня чтото не получаеться.
Небольшой FAQ по запуску игры после установки обновления версии 1.02
1. Обновляем игру до версии 1.02. Скачать можно либо с помощью Autoupdate через меню игры, либо скачать файл отсюда: http://downloads.warcry.com/nwn2/updates/windows/english/. Далее, копируем или переносим архив в директорию с игрой. Запускаем "NWN2Launcher.exe" или ярлык с рабочего стола. Выбираем в меню кнопку "Autoupdate". Обновляем версию игры.
2. Вставляем диск с игрой в привод, или монтрируем образ диска с помощью программы Alcohol (http://getfile.biz/52666, http://getfile.biz/52713). Устанавливаем программу, отвязываем от навязчивой идеи ее "Купить", и в настройках включаем эмуляцию Securom.
Если не пользоваться Alcohol, то придется скачать http://www.ag.ru/files/software/46. С его помощью монтируем имидж игры. В зависимости от установленной программы, переходим к п.3 или п.4
3. В свойствах программы Alcohol заходим в раздел Эмуляция, выбираем подраздел "Дополнительно" и включаем опцию "Корректировка и эмуляции субканальных данных".
4. В свойствах программы Daemon Tools заходим в раздел Emulation, и ставим галку напротив опции "Securom".
Маленькое добавление - если отказывается патчить - не может найти файл какой-то, еще раз посмотрите на номер текущей версии игры. он может отличаться на пару знаков в самом конце. например у меня было 1.01.807 вместо 1.01.788. В такой ситуации
1)вытаскиваем файл патча из архива,
2)меняем соответствующую часть названия
3) и пакуем обратно в zip с новым именем.
4) Запускаем апдейтер.
5)Молимся.
Вот что апдейтер пишет.
Мне тоже самое выдавала. но у меня версия была другая. в папке игры случано patch_notes_v101.rtf илиеще какой patch_notes_... не лежит? Если нет, попробуй скачать патч для версии 1.00 (nwn2_pc_english_from100788_to102809.zip) и сделать с ним как описано в моем предыдущем посте.
Не помогло. Вообщем буду ждать релиз от акеллы -_-
а что пишет апдейтер?
а папка tmp и patch есть у нвн2? =)
оно создавать имхо не умеет.. вот и .тхт не знает куда пихать
Sleeper, уже задавали подобный вопрос. Тем более программа обновления четко пишет "Your game version is: 0.95.788 English". У тебя версия игры изначально не 1.0, а 0.95.788. Игра пытается найти патч с версии 095788 до версии 102809. Кстати, что тебе мешает подправить имя архива?
Sleeper, апдейтер пишет что?
Тоже самое что и в цитате выше. =)
тогда ты что-то сделал неправельно. Иначе бы он начал патчить. полюбому.
Название файла из зипа правельно переименовал?
в зип с правельным названием сжал? (nwn2_pc_english_from095788_to102809.zip)
в директорию игры зип положил? (типо С:\games\nwn2)
В этой директории папки tmp и patch есть?
http://www.nwnzone.net/files/13, которая исправляет версию в реестре на версию exe-шника.
http://nwvault.ign.com/ Ставится только на английскую весию игры. Для локализаций выйдет в ближайшее время, однако, на диске Акелла он вряд ли будет, если в продаже игра с 25-го.
Кто нить знает почему у оффициальной версии от Акеллы в лаунчере вместо Upagate тоесть обновления стоит непонятное "Руководство" и ничего обновлять не хочет?? Хоть какието патчи на офф рус версию вообще поставить можно??
- потому что акела пошла по своему пути
- поставить можно тока те патчи, которая сделает сама акела. А когда она их сделает - спроси у них. Офф патчи не поставятся
Ни кто пожалуйста не даст оригинальный 1-00 экзешник и тлк?
Вот тут http://ifolder.ru/424765 1.00v.
Появилась нормальная версия патча 1.03.
Добавляет много всяких улучшений и исправления, но со старыми сейвами обращается "без понимания". Например мой ворлок стал "счастливым" обладателем фита Armored Caster(bard) вместо Armored Caster(warlock). Родной фит пришлось "брать" из консоли - "givefeat 1860"
Еще там что-то с Бишипом напутано.
Если кто-то ставил бета версию 1.03, то перед установкой патча необходимо сначала откатиться до 1.02, а затем запускать автообновление.
Патчи для локализаций станут доступны после теста. Это относится к немецкой, французской, испанской и т.д. версиям. Когда же Акелла выпустит свой патч, лучше спросить у них самих.
Порадовало две вещи:
Автообновление теперь и по русски пишет
Вряд ли так можно пропатчить русскую версию. Вот оно счастье локализации.
Если у кого-то после патча 1.03 не запускается редактор, то не надо сразу расстраиваться и подыскивать подходящие выражения.
Убедитесь, что региональные параметры в панели управления стоят - английский (США).
Как видно, Обсидиан ничем не лучше Акеллы. Никогда еще с такой глупостью разработчиков и привязки только на свои стандарты не сталкивался.
И правда, вспомнил уже: у меня тлк от акеллы и экзэшники крякнутые. О_о
Но почему такая реакция у апдэйта?
Проблемка с патчем до 1.03
Версия НвН 1.01
пробовал патчить как сразу до 1.03, так и сначала до 1.02->1.03 ошибка всегда одна и таже
на 5% апдейтер выдаёт ошибку:
http://img81.imageshack.us/my.php?image=bagbn7.jpg
З.Ы. До 1.02 патчит без проблем.
Похоже у тебя НВН2 кривой или криво поставлен.
Или просто места не хватает(но это вряд ли), для патча 1.03 надо минимум этак 8 гигов свободных.
Короче стоит пиратка с Какеловским руссиком. Убрал руссик... Поставил патч. Поставил русик назад и никаких проблем.
Изменения патча 1.03
Общие
Комбинирование оружия Добавлена возможность комбинации: два оружия, оружие и щит, оружие и факел в Панели быстрого доступа. Если персонаж уже экипирован этими вещами то при нажатии на кнопку они убираются в инвентарь.
Изменения в работе камеры Была проведена серия изменений включающая в себя:
o Новая опция управления добавления чувствительности камеры для управления с клавиатуры, мыши и края экрана;
o Добавлена Chase Камера работающая как NWN1;
o В режиме Свободной Камеры, стрелки теперь ведут за собой, и удерживая CTRL увеличит и сориентирует камеру.
o Добавлена привязка клавищи клавиатуры помогающаю в управлении камерой при помощи мыши. Это имитирует нажатие средней кнопки мыши для тех мышей где её нет.
Оптимизация графики Были сделаны некоторые изменения:
o Поддержка Анти-Алиазинга(Anti-aliasing): Добавлена поддержка Антиалиазинга, он может быть активирован в соответствующем меню. Please note: This could significantly affect frame rate, depending on your hardware.
o Shadow Rendering: Shadow rendering speed has been improved.
o Tree Rendering: Speed improvements to the rendering of trees.
o Water Rendering: Speed improvements to how water is rendered by the engine.
• New Options:
o Buy/Sell Confirmation: You can now turn off the buy/sell confirmation dialog.
o Options menu has been reorganized to support many new camera control options.
o You can now change keybindings in game.
• Database Support:
o The database script functions from NWN1 have been re-enabled. They are now significantly faster in many cases
Отошел на 30 мин.... Продолжение следует
Пытаюсь ставить патч 1.03, но он выдает ошибку
Удали кастомные интерфейсы и все что еще ставил. Папка overide в моих док-тах должна быть пуста. Проверь сколько свободного места на диске - 6Гб как минимум. Если ставил бета патч, откатись на 1.02 перед установкой 1.03.
Зайди также к http://www.atari.com/us/support/
Проблема решена.
Надо было просто обновить nwupdate.exe
Griffon: как-то странно он у тебя работает, он его должен сам проверить и обновить еслу нужно.
Your game version is: 1.03.835 English
Pinging: nwn2patch.obsidianent.com
Retrieving autopatcher version information
Connecting...nwn2patch.obsidianent.com
Downloading nwn2_pc_autopatch.txt
Retrieving game patch information
Connecting...nwn2patch.obsidianent.com
Downloading nwn2_pc_english.txt
Latest Game Version Available: 1.03.835
You are up to date. No patch file required.
Time taken to patch game 0:00:08
Checking for additional content.
Connecting...nwn2patch.obsidianent.com
Downloading nwn2_pc_english_optional_content.txt
There is no new content available for download.
Done
Скорее всего нет, такая же проблема была и у других. Попробуй найти этот файл на оф. форуме, вроде, кто-то выкладывал.
Спасибо, поищу.
Пропатчил. Все таки наверное что-то осталось не от оригинальной версии, полная переустановка игры помогла.
Решил отдельным постом выложить полную версию изменений патча... как переведу удалю.
[quote]Neverwinter Nights 2 – Version 1.03 Patch Notes
November 17th, 2006
New Features
General
• Weapon combos in hotbar: Added the ability to set up dual weapon, weapon & shield, or weapon & torch combos in the hotbar. Clicking the hotbar button for a weapon you already have equipped will unequip it.
• Camera Changes: We’ve made a series of camera changes to this version:
o New options for adjusting sensitivity for controlling the camera by keyboard, mouse, and edge of screen.
o Chase Cam adjusted to work more like NWN1.
o In free cam mode, the arrow keys now pan the camera, and holding down CTRL will zoom and yaw the camera.
o Added bindable keyboard key for mouse look / camera control. This mimics functionality of pressing down the middle mouse button for those without a middle mouse button.
• Graphics Optimizations: A number of new graphics optimizations have been added:
o Anti-Aliasing Support: Anti-aliasing is now supported and can be enabled in the Options Menu. Please note: This could significantly affect frame rate, depending on your hardware.
o Shadow Rendering: Shadow rendering speed has been improved.
o Tree Rendering: Speed improvements to the rendering of trees.
o Water Rendering: Speed improvements to how water is rendered by the engine.
• New Options:
o Buy/Sell Confirmation: You can now turn off the buy/sell confirmation dialog.
o Options menu has been reorganized to support many new camera control options.
o You can now change keybindings in game.
• Database Support:
o The database script functions from NWN1 have been re-enabled. They are now significantly faster in many cases.
Multiplayer
• Improved /t style chat.
DM Client
• Added initial support for hotbar buttons and context menus.
• Added in party bar. It will only list the connected players in the game and not who is in your faction.
• You can now hover over menu items in the Chooser instead of having to click on them first.
• “Very Easy” difficulty option has been restored.
• The DM chat channel is once again available via the /dm prefix.
Scripting
• EffectWildshape() – New function for Wildshape effect.
• GetEncumbranceState () - Added script function to get the encumbrance state of a given player
• GetPlayerCreatureExamineTarget() - Added script function to get the current creature examine target for a player
• PackCampaignDatabase() – A new database feature to NWN2, this will pack the campaign database and purge deleted records from a database.
• GetPlayerTargetObject() – New script function to get the current selected target object for a given player.
• UnlinkDoor() – New script command to turn an area transition door into a normal door.
• Database support has been added, including new PackCampaignDatabase() function.
Toolset
• Added a load screen image previewer.
• Added item icon previewer.
• Area names and tags now default to the area’s file name for new areas.
• The spell tab now shows multiple instances of spells, so creatures can have multiple instances of a spell with different metamagic types.
• Right-clicking while placing tiles now rotates the tile.
• The first column and row of the 2DA viewer are now pinned, making it easier to use.
• Changes on item blueprints will now be propagated to items in creature or placeable inventories, or that are equipped on creatures.
• Added new option to the File menu that allows the user to compile only currently open scripts.
• There is a new panel in the script editor that allows the user to insert scripts from the NWN2Toolset\Templates folder into the current script.
• Script search functionality changed to bring up all results in one result window and the user can double-click to open up that search result.
• Item cost calculations added to the item properties.
• New visual style.
• Doors now have a flag that allows them to render an invisible area transition (aka an invisible "black door.") This is adjustable in the toolset. This is to address concerns with the “black area” behind open doors and how silly it looked on open gates in the middle of Neverwinter, etc.
• When users enter a string ref, they can also check a box to say that the string ref is from the custom file and the string returned will be from that file instead of the main .tlk table.
• Feminine versions of strings are now editable.
• Hex values can now be used as string references within 2DAs. This makes it easier to use custom TLK files with 2DAs.
• The script editor runs faster and uses less memory.
Bug Fixes
General
• Animal Companions, Familiars, and Summoned Creatures are now unsummoned when a roster member is being despawned. This will address problems where companions can become familiars on transitions.
• Some minor adjustments to the pathing system to prevent characters from being put into illegal areas.
• Split out Armored Caster feat into class specific feats for Bards and Warlocks to properly apply spell failure percentages. This will allow users who add new classes to give them specific armored casting ability easily.
• Some minor fixes to drop shadow rendering.
• The debug DirectX check has been removed – some users had problems running the game, even without the DirectX SDK being installed.
• The game would crash when a module with more than 16,000 objects was loaded.
• Fixed a memory leak related to grass that would occur in certain areas.
Multiplayer
• Fixed issue when a player was resurrected by another player, the “respawn” button would stay up on their screen, and could be used to restore life and remove effects.
DM Client
• Added larger “+” buttons for the Chooser and Creator to make them easier to click on.
• Fixed some issues with keymapping.
• Player list is used instead of the party list when displaying party members on the minimap and areamap.
• DM’s can now area transition while possessing something and the entire faction doesn’t come with them.
• Fixed issue with trying to possess a creature in a different area than the one the DM is currently standing in.
• Fixed mouse action target for Dungeon Masters, so they don't start conversations with everyone. Also fixed highlight, so they can't always highlight themselves.
• DM can now move around while game is paused.
• Moved feats granted to a DM character from being hard-coded to a new flag in the feat.2da, "DMFeat". If it's marked as 0, the DM doesn't get it; as 1, he does.
• NWN database bug: Variables names are now properly truncated to 32 characters in all cases.
Effects/Spells
• If weapon trails are disabled in the options menu, hit and parry visuals are disabled as well.
• Character validation was not taking Spellcasting Prodigy into account for a number of spells wizards learn at first level.
• You no longer get max spells after unequipping an ability boost item, then an extra spell slot item. Also, changed extra spell slot items so that they only grant extra spell slots if you are capable of casting spells of that level.
• Neutralize Poison should not remove Disease and Ability Decrease effects.
• Lowered Frenzy damage to 6 per round.
• You can no longer recover traps with DC 20 or higher if you do not have the Trapfinding feat. If you try to disarm or recover a DC 20+ trap without Trapfinding, you will receive feedback that success is never possible; it is still possible to suffer a critical failure and have the trap go off on you. You can still flag, examine, and set a trap of any DC without Trapfinding; you can also always disarm or recover a trap you set yourself.
• EffectShareDamage() was not actually applying damage to the caster.
• Some fixes to global scripts on how spells affect NPCs, etc., in Hardcore mode.
• Finger of Death affects players in multiplayer mode now.
• Heal spells no longer call a touch attack when cast on undead.
• The Mass Inflict Line of spells now properly call a will save instead of a Fort save.
• The Mass Inflict Line of spells have now been updated to have the same behavior as Mass Inflict Light Wounds in regards to target discrimination and undead.
• Mass Inflict Light Wounds no longer harms hostile undead. Neither will it heal them. The healing effect is only applied to friendly undead.
• Casting Mage Armor on a character who already has Improved Mage Armor applied will no longer remove the stronger spell.
• Improved Mage Armor now correctly provides +6 AC rather than +8.
• The duration on Tymora’s Smile has been corrected.
• The spells Foundation of Stone, Body of Sun, Jagged Tooth, Tortoise Shell, Swamp Lung, Storm Avatar, and Nature's Avatar now properly apply their metamagic abilities.
• Tymora's Smile is now self-cast only.
• Crafting wands, potions, and scrolls was not working for many spells. All spells should now craft properly.
• Soothing Light will now auto-cast when selected.
• Guarding the Lord will now only target other creatures.
• Warlock Darkness now has the same targeting UI as arcane Darkness.
• Mass Heal now has a range of "close."
• The Mass Cure line of spells now uniformly have a range of "close."
• Old behavior for Bigby's 3 was causing some creatures to become paralyzed rather than immobilized in order to simulate grappling. This allowed them a chance to break out on a will save. The paralysis effect has been replaced with an immobilization effect.
• Prismatic Spray was always petrifying, rather than applying a random effect. This is fixed.
• Web and Greater Shadow Conjuration/Web now have the same targeting UI.
• Greater Fireburst will no longer damage the caster on hardcore difficulty.
• Fireburst will no longer harm the caster.
• Iron Horn now properly uses a cone shape instead of a sphere.
• Foundation of stone was calculating its duration in seconds rather than rounds. This has been fixed.
• Magic Fang and Greater Magic Fang now can be applied to any animal, beast, or vermin. This includes wildshaped druids.
• Missile Storm will no longer target friendlies on hardcore mode.
• Bombardment now knocks down targets on a failed save.
• Blade Barrier now plays a species specific blood spray when it damages a target.
• Destruction now checks the target for death immunity.
Items
• Changed Holy Avenger bonus damage from 1d6 to 2d6 vs. evil.
Scripting
• AttemptToDisarmTrap() - Returns FALSE if character cannot path to trap instead of assuming they don't have the skill points to do so.
• GetArmorRank - Returns whether an equipped item is ARMOR_RANK_NONE, _LIGHT, _MEDIUM, or _HEAVY
• GetSpellLevel() wasn’t taking cleric domains into account. This has been fixed.
• GetWeaponType() – Lets Keen Edge spell also affect piercing weapons.
• TalentSpellFilter() – This has been standardized in regards to Keen Edge and Weapon of Impact.
• Added script command gr_character_xml run from console that will export character data in XML format to the log.
• Fixed X2_inc_switches constant that was causing the override spellscript and the tagbased script prefix to overwrite each other.
• NPC casters can no longer affect themselves with AOE spells in Hardcore+ difficulty
• NPCs of non-opposed factions can no longer affect each other with AOE spells in Hardcore+ difficulty
• Added additional effects and fixed parameter listing for ga_effect.
Crafting
• 'Medalion of Thought' recipe now gives that item instead of the 'Talisman of Pure Evil'
• The 'Armor of Arrow Deflection' recipe now gives the correct effect and not 'Spell Specialization: Abjuration' on the Armor enchanted
• 'Invulnerable Armor' recipe now give Damage Reduction Effect
• 'Posion Weapon' recipe now give poison effect
• The 'Armor of Spell Resistance' recipes now gives spell resistance effect.
• Crafted wands, and scrolls now give the correct class restrictions based on class spell lists.
• Wands and potions now take into account the class and level of the caster for determining if the max spell level is surpasses instead of using the innate level of a spell.
• removed item cast at item restriction for spell storing devices (wands, potions, scrolls)
• Reduced cost of 0 level spells for wands, potions, and scrolls by half
• Added warlock darkness crafting recipes for Gold Filigree Charm and Infernal Focus
• Number of charges for newly crafted wand now defaults to 50.
Interface
• Fixed a bug where screen edge turning was frame rate dependent, making the camera behave differently based on graphics settings or area.
• Fixed a few minor bugs with mouse selection.
• Save game name will now show up properly when overwriting savegames.
• Fixed issue where gaining bonus feats from items were not causing a refresh of the character sheet.
• The character ‘ш’ has been added to our fonts.
• Context Menu Delay slider and Weapon trail Option are now properly saved and read in correctly.
• You can no longer resize on of the multiplayer chat windows offscreen.
• You can now click past feat selection if you have no feats to select. You lose that feat pick permanently. This was added so characters with low stats in core abilities could process through level up.
Toolset
• Turning off fog along with the “use area far plane” option now works correctly, and will render the area up to the far plane specified in the Graphics section of the Options screen.
• Oriented billboards in visual effects will now render correctly in the toolset.
• Weapon scaling now looks correct in the toolset.
• Fixed a bug with the script and conversation search windows stealing focus.
• Fixed a bug with changes to spells not getting saved if the active tab was changed before changes were applied.
• Level 9 spells are now saved correctly for creatures.
• Font preferences are now saved correctly.
• Fixed a bug where docking windows would snap closed if a drop-down box was used while they were shown.
• Reduction in memory pre-allocation by half. This should address some customer reported issues with the toolset crashing on load.
• Some improvements to script editor speed and reductions in memory usage.
• Fixed a bug where placed instances of stores weren't copying the "infinite" flag for items.
• Fixed memory leak when erasing grass.
• Fixed issue for non-English versions where some required toolset preferences were not being loaded.
• Module variables are now displayed under the “Scripts” category.
• Fixed bug where turning off light spheres would turn off sound spheres.
• Focus wouldn’t change properly when clicking on the propertygrid or the blueprint view. Fixed.
• Fixed crash when trying to modify prefabs in the universal blueprint changer.
• Fix for an exception that could be thrown if a journal was modified from code (like a plugin.)
• Fixed inability to modify camera orientation, Orientation has been re-enabled.
• Some fixes to toolset memory management to improve stability.
• Floating windows that are offscreen will be moved back onscreen on startup.
• Newly-created blueprints will have their template property set to the same name as the blueprint.
• Fixed a bug where creating new item blueprints, assigning them to a creature or placeable, and then immediately placing the creature or placeable would result in the item having incorrect properties.
• Fixed a bug in the script editor where certain NWN-specific data types would confuse the parameter info display.
• Using the “Find All” button in the script search window now displays all results in a popup window. Users can select the matching script/line they want to view.
• An estimated value for the cost of an item (before appraise rolls etc) has been added to the properties of items.
• Updated look and feel of the tab controls.
• Fixed a bug with the “Save” button in the world map editor. It will no longer corrupt map images.
Original Campaign Fixes – Possible Spoilers Below!
Global
• More NPCs will drop poisons now.
Companions will now no longer stop following the player after certain cutscenes.
• Poisons can be purchased from Uncus or Caelryna in Crossroad Keep.
• Players can no longer encumber companions to exploit certain battles in the game.
• Fixed some faulty condition checks in Bevil’s conversation in Crossroad Keep.
• Fixed a bug in the Crossroad Keep report that showed the Walls as ruined when they have been upgraded.
• Added bonuses to Land and Road Security when upgrading Walls, Towers and surrounding areas in Crossroad Keep.
Act 1:
• Bishop takes the two weapon fighting path of rangers despite longbow feats and constant references to arrows. This has been fixed; the game will scan your package for valid Ranger Combat Styles (when you become a level 2 ranger) and picks that. If you don’t have one in your package, it defaults to dual-wield.
• Fixed quest-breaker where player can not turn in ‘Lewy's hog’ quest if player committed a triple cross.
• Mind affecting spells should no longer freeze the Harvest Brawl.
• Archery Competition now more multiplayer friendly.
• Fixed issue where stripped items in the tutorial were not being returned in West Harbor.
• Script changes to the following to address the "Black Screen" issue where cutscenes would fail to fire (this is in addition to the code fix):
o Wheat Field battle in West Harbor
o Casavir's intro in Old Owl Well
o Construct intro when raiding Githyanki Hideout
o Shandra's scenes late in Act 1
o Bishop's scenes in Ember
• Fixed problem with Georg in West Harbor where he could occasionally get into a state where his dialog wouldn't start up.
• Fixed the lingering sound effects, fires, and bodies from the raid on West Harbor.
• Fixed issue where Bevil was in a "Stand your ground" state after recovering the shard in West Harbor.
• Galen will now talk to you in Fort Locke even if you haven't spoken with Marshal Cormick yet.
• Added a couple obsidian gems in Highcliff module so crafters can create +1 weapons.
• Fixed issue where Commander Tann would have nothing to say in some circumstances.
• Fixed quest break in the Highcliff graveyard if player pulled lever before speaking to Tann.
• Moved zombie spawns away from the portcullis near the Shadow Priest in the crypt near Fort Locke so they and companions don't aggro each other through the gate.
• Fixed issue where Tann was not being removed from the party in a multiplayer game
• Fixed zombies that were getting into a perpetually stuck state in Highcliff castle ruins. Occasionally, the zombies around the shadow priest would never attack or react.
• Made a script change to how Elanee is spawned during her intro to fix a bug where she would sometimes fail to appear.
• Fixed issue where players would occasionally get stuck on the boat ride to Neverwinter city.
• Fixed many creatures who were improperly marked as non-disarmable.
• Fixed Karina sticking around Old Owl Well when she should have returned to Neverwinter.
• Ironfist Clanhold journal update now occurs when picking up the Gauntlets of Ironfist.
• Fixed World Map Transitions in Highcliff and Casavir's intro that required the player to drive into them rather than being activated on clicking.
• Fixed issue where Slaan was not being removed from the party in a multiplayer game.
• Hlam in the Church of Tyr now heals the party properly when asked to.
• Ophala should no longer talk about Leldon if the PC hasn't run into any of the Bounty Hunters yet.
• Reduced framerate hit early in Githyanki Hideout due to number of spawns occurring.
• Fixing Shadow Priest heads in Act 1 to use the proper head model.
• Druid in wolf form in the Docks that opens up Elanee's Skymirror quest now properly shows up in Act 1 only.
• Fixed issue where Grobnar and Casavir were not showing up in the Sunken Flagon when they should have.
• Fixed incorrect journal entry appearing after defeating Ahja during the Sea Ghost quest.
• Companions will now participate in the Githyanki attack on the flagon.
• Fixed issue where some Githyanki would stick around after the Githyanki attack on the Flagon.
• Fixed exploit where player can skip Zeeaire's confrontation cut scene using the inter-dimensional sphere.
• Allowed player to take their shards back from Zeeaire's corpse. Player doesn't need to wait until they are automatically awarded back at the beginning of Act 2.
• Fixed a dialog loop involving Bishop and female players after rescuing Shandra from Zeeaire.
• Axle's house no longer accessible to City Watch players in acts 2 and 3.
• Fixed issue where Bevil could not be recruited in Act 2.
• Companions will no longer cast 'Keen Edge' and 'Weapon of Impact' on inappropriate weapons.
• Fixed issue where companions would say they couldn't disarm a trap when they meant they couldn't path to one.
• Fixed rare issue where spell breach was not removing more than one protection.
• Fixed a number of errors with NPC descriptions.
Act 2:
• Fixed an issue where if you choose to attack Pentin for not paying you for ore deposits, he wasn’t turning hostile.
• Dialogue with Qaggoth-yeg in Lord Tavorick’s basement should fire more reliably now.
• Gannish estate will show up on the Blacklake area map now when it’s supposed to.
• Added an alternate solution to the fourth riff in the Battle of the Bards, since one of the pitches was ambiguous.
• Fixed issue where loading a saved game during an encounter with an Animus elemental caused a different cutscene to fire.
• Sand will no longer be marked as unselectable if he wasn’t in the party and the player attempted to transition to Port Llast.
• Fixed an issue where the outdoor statue of purification in Arvahn wasn’t useable if the player killed everything in the area prior to using it.
• Player can no longer leave Jerro’s Haven after completing the three paths in the approach and telling the guardian about them. This fixes a potential progression break.
• Fixed a bug where Axle’s house would be unlocked in Act 2 even if the player was with the City Watch.
• If the player has recruited Guyven, he will receive experience points for discovering Ammon Jerro’s Haven.
• Calindra will now leave the Alliance Arms Inn in Port Llast if you return after you have recruited her to Crossroad Keep.
• Orlan will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
• Bevil will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
• Torio in Crossroad Keep will no longer talk about the Church and Tower before Act 3.
Act 3:
• Poisons will drop off of the Shadow Thieves in the Merchant Quarter.
• Mephasm will now take the intended item for the blind sacrifice.
• Minor improvements to some cutscenes in Act 3.
• Added a workaround for a bug reported on the forums where Nolaloth’s Valley was not being revealed on the World Map.
• If the player has recruited Guyven, he will receive experience points for discovering the Wendersnaven clearing.
• Fixed Ivarr’s Atonement and Path of the Holy quests so that they can be completed by talking to Ivarr after slaying Tholapsyx.
• Fixed a problem with Veedle telling you there is more to build when you have already built everything.
• Added a journal entry and XP awards for killing the three Shadow Reavers in the Merdelain Gauntlet.
• Fixed an issue with the Wendersnaven cutscene not triggering correctly if you use a companion to loot the Journal of the Relentless Poet.
• Fixed Light of Heaven’s Heal special ability so it will work properly.
• Construct will no longer be in two places at once in Crossroad Keep after the Siege.
• Fixed a conversation drop that happened at the beginning cutscene in the Merdelain Gauntlet if Elanee was not there.
• Added theme music to the ending denouement sequences.
• Mephasm will now give you an Infernal Bargaining epithet feat if you successfully bargain with him three times.
• The Trial of the Sun Soul will no longer remove the player’s inventory.
• Merdelain: Added Collision Sphere to more easily select portal object
• Merdelain: Fixed Evil Ending combat AI
• Merdelain: Removed latent spell sounds during game ending
November 17th, 2006
New Features
General
• Weapon combos in hotbar: Added the ability to set up dual weapon, weapon & shield, or weapon & torch combos in the hotbar. Clicking the hotbar button for a weapon you already have equipped will unequip it.
• Camera Changes: We’ve made a series of camera changes to this version:
o New options for adjusting sensitivity for controlling the camera by keyboard, mouse, and edge of screen.
o Chase Cam adjusted to work more like NWN1.
o In free cam mode, the arrow keys now pan the camera, and holding down CTRL will zoom and yaw the camera.
o Added bindable keyboard key for mouse look / camera control. This mimics functionality of pressing down the middle mouse button for those without a middle mouse button.
• Graphics Optimizations: A number of new graphics optimizations have been added:
o Anti-Aliasing Support: Anti-aliasing is now supported and can be enabled in the Options Menu. Please note: This could significantly affect frame rate, depending on your hardware.
o Shadow Rendering: Shadow rendering speed has been improved.
o Tree Rendering: Speed improvements to the rendering of trees.
o Water Rendering: Speed improvements to how water is rendered by the engine.
• New Options:
o Buy/Sell Confirmation: You can now turn off the buy/sell confirmation dialog.
o Options menu has been reorganized to support many new camera control options.
o You can now change keybindings in game.
• Database Support:
o The database script functions from NWN1 have been re-enabled. They are now significantly faster in many cases.
Multiplayer
• Improved /t style chat.
DM Client
• Added initial support for hotbar buttons and context menus.
• Added in party bar. It will only list the connected players in the game and not who is in your faction.
• You can now hover over menu items in the Chooser instead of having to click on them first.
• “Very Easy” difficulty option has been restored.
• The DM chat channel is once again available via the /dm prefix.
Scripting
• EffectWildshape() – New function for Wildshape effect.
• GetEncumbranceState () - Added script function to get the encumbrance state of a given player
• GetPlayerCreatureExamineTarget() - Added script function to get the current creature examine target for a player
• PackCampaignDatabase() – A new database feature to NWN2, this will pack the campaign database and purge deleted records from a database.
• GetPlayerTargetObject() – New script function to get the current selected target object for a given player.
• UnlinkDoor() – New script command to turn an area transition door into a normal door.
• Database support has been added, including new PackCampaignDatabase() function.
Toolset
• Added a load screen image previewer.
• Added item icon previewer.
• Area names and tags now default to the area’s file name for new areas.
• The spell tab now shows multiple instances of spells, so creatures can have multiple instances of a spell with different metamagic types.
• Right-clicking while placing tiles now rotates the tile.
• The first column and row of the 2DA viewer are now pinned, making it easier to use.
• Changes on item blueprints will now be propagated to items in creature or placeable inventories, or that are equipped on creatures.
• Added new option to the File menu that allows the user to compile only currently open scripts.
• There is a new panel in the script editor that allows the user to insert scripts from the NWN2Toolset\Templates folder into the current script.
• Script search functionality changed to bring up all results in one result window and the user can double-click to open up that search result.
• Item cost calculations added to the item properties.
• New visual style.
• Doors now have a flag that allows them to render an invisible area transition (aka an invisible "black door.") This is adjustable in the toolset. This is to address concerns with the “black area” behind open doors and how silly it looked on open gates in the middle of Neverwinter, etc.
• When users enter a string ref, they can also check a box to say that the string ref is from the custom file and the string returned will be from that file instead of the main .tlk table.
• Feminine versions of strings are now editable.
• Hex values can now be used as string references within 2DAs. This makes it easier to use custom TLK files with 2DAs.
• The script editor runs faster and uses less memory.
Bug Fixes
General
• Animal Companions, Familiars, and Summoned Creatures are now unsummoned when a roster member is being despawned. This will address problems where companions can become familiars on transitions.
• Some minor adjustments to the pathing system to prevent characters from being put into illegal areas.
• Split out Armored Caster feat into class specific feats for Bards and Warlocks to properly apply spell failure percentages. This will allow users who add new classes to give them specific armored casting ability easily.
• Some minor fixes to drop shadow rendering.
• The debug DirectX check has been removed – some users had problems running the game, even without the DirectX SDK being installed.
• The game would crash when a module with more than 16,000 objects was loaded.
• Fixed a memory leak related to grass that would occur in certain areas.
Multiplayer
• Fixed issue when a player was resurrected by another player, the “respawn” button would stay up on their screen, and could be used to restore life and remove effects.
DM Client
• Added larger “+” buttons for the Chooser and Creator to make them easier to click on.
• Fixed some issues with keymapping.
• Player list is used instead of the party list when displaying party members on the minimap and areamap.
• DM’s can now area transition while possessing something and the entire faction doesn’t come with them.
• Fixed issue with trying to possess a creature in a different area than the one the DM is currently standing in.
• Fixed mouse action target for Dungeon Masters, so they don't start conversations with everyone. Also fixed highlight, so they can't always highlight themselves.
• DM can now move around while game is paused.
• Moved feats granted to a DM character from being hard-coded to a new flag in the feat.2da, "DMFeat". If it's marked as 0, the DM doesn't get it; as 1, he does.
• NWN database bug: Variables names are now properly truncated to 32 characters in all cases.
Effects/Spells
• If weapon trails are disabled in the options menu, hit and parry visuals are disabled as well.
• Character validation was not taking Spellcasting Prodigy into account for a number of spells wizards learn at first level.
• You no longer get max spells after unequipping an ability boost item, then an extra spell slot item. Also, changed extra spell slot items so that they only grant extra spell slots if you are capable of casting spells of that level.
• Neutralize Poison should not remove Disease and Ability Decrease effects.
• Lowered Frenzy damage to 6 per round.
• You can no longer recover traps with DC 20 or higher if you do not have the Trapfinding feat. If you try to disarm or recover a DC 20+ trap without Trapfinding, you will receive feedback that success is never possible; it is still possible to suffer a critical failure and have the trap go off on you. You can still flag, examine, and set a trap of any DC without Trapfinding; you can also always disarm or recover a trap you set yourself.
• EffectShareDamage() was not actually applying damage to the caster.
• Some fixes to global scripts on how spells affect NPCs, etc., in Hardcore mode.
• Finger of Death affects players in multiplayer mode now.
• Heal spells no longer call a touch attack when cast on undead.
• The Mass Inflict Line of spells now properly call a will save instead of a Fort save.
• The Mass Inflict Line of spells have now been updated to have the same behavior as Mass Inflict Light Wounds in regards to target discrimination and undead.
• Mass Inflict Light Wounds no longer harms hostile undead. Neither will it heal them. The healing effect is only applied to friendly undead.
• Casting Mage Armor on a character who already has Improved Mage Armor applied will no longer remove the stronger spell.
• Improved Mage Armor now correctly provides +6 AC rather than +8.
• The duration on Tymora’s Smile has been corrected.
• The spells Foundation of Stone, Body of Sun, Jagged Tooth, Tortoise Shell, Swamp Lung, Storm Avatar, and Nature's Avatar now properly apply their metamagic abilities.
• Tymora's Smile is now self-cast only.
• Crafting wands, potions, and scrolls was not working for many spells. All spells should now craft properly.
• Soothing Light will now auto-cast when selected.
• Guarding the Lord will now only target other creatures.
• Warlock Darkness now has the same targeting UI as arcane Darkness.
• Mass Heal now has a range of "close."
• The Mass Cure line of spells now uniformly have a range of "close."
• Old behavior for Bigby's 3 was causing some creatures to become paralyzed rather than immobilized in order to simulate grappling. This allowed them a chance to break out on a will save. The paralysis effect has been replaced with an immobilization effect.
• Prismatic Spray was always petrifying, rather than applying a random effect. This is fixed.
• Web and Greater Shadow Conjuration/Web now have the same targeting UI.
• Greater Fireburst will no longer damage the caster on hardcore difficulty.
• Fireburst will no longer harm the caster.
• Iron Horn now properly uses a cone shape instead of a sphere.
• Foundation of stone was calculating its duration in seconds rather than rounds. This has been fixed.
• Magic Fang and Greater Magic Fang now can be applied to any animal, beast, or vermin. This includes wildshaped druids.
• Missile Storm will no longer target friendlies on hardcore mode.
• Bombardment now knocks down targets on a failed save.
• Blade Barrier now plays a species specific blood spray when it damages a target.
• Destruction now checks the target for death immunity.
Items
• Changed Holy Avenger bonus damage from 1d6 to 2d6 vs. evil.
Scripting
• AttemptToDisarmTrap() - Returns FALSE if character cannot path to trap instead of assuming they don't have the skill points to do so.
• GetArmorRank - Returns whether an equipped item is ARMOR_RANK_NONE, _LIGHT, _MEDIUM, or _HEAVY
• GetSpellLevel() wasn’t taking cleric domains into account. This has been fixed.
• GetWeaponType() – Lets Keen Edge spell also affect piercing weapons.
• TalentSpellFilter() – This has been standardized in regards to Keen Edge and Weapon of Impact.
• Added script command gr_character_xml run from console that will export character data in XML format to the log.
• Fixed X2_inc_switches constant that was causing the override spellscript and the tagbased script prefix to overwrite each other.
• NPC casters can no longer affect themselves with AOE spells in Hardcore+ difficulty
• NPCs of non-opposed factions can no longer affect each other with AOE spells in Hardcore+ difficulty
• Added additional effects and fixed parameter listing for ga_effect.
Crafting
• 'Medalion of Thought' recipe now gives that item instead of the 'Talisman of Pure Evil'
• The 'Armor of Arrow Deflection' recipe now gives the correct effect and not 'Spell Specialization: Abjuration' on the Armor enchanted
• 'Invulnerable Armor' recipe now give Damage Reduction Effect
• 'Posion Weapon' recipe now give poison effect
• The 'Armor of Spell Resistance' recipes now gives spell resistance effect.
• Crafted wands, and scrolls now give the correct class restrictions based on class spell lists.
• Wands and potions now take into account the class and level of the caster for determining if the max spell level is surpasses instead of using the innate level of a spell.
• removed item cast at item restriction for spell storing devices (wands, potions, scrolls)
• Reduced cost of 0 level spells for wands, potions, and scrolls by half
• Added warlock darkness crafting recipes for Gold Filigree Charm and Infernal Focus
• Number of charges for newly crafted wand now defaults to 50.
Interface
• Fixed a bug where screen edge turning was frame rate dependent, making the camera behave differently based on graphics settings or area.
• Fixed a few minor bugs with mouse selection.
• Save game name will now show up properly when overwriting savegames.
• Fixed issue where gaining bonus feats from items were not causing a refresh of the character sheet.
• The character ‘ш’ has been added to our fonts.
• Context Menu Delay slider and Weapon trail Option are now properly saved and read in correctly.
• You can no longer resize on of the multiplayer chat windows offscreen.
• You can now click past feat selection if you have no feats to select. You lose that feat pick permanently. This was added so characters with low stats in core abilities could process through level up.
Toolset
• Turning off fog along with the “use area far plane” option now works correctly, and will render the area up to the far plane specified in the Graphics section of the Options screen.
• Oriented billboards in visual effects will now render correctly in the toolset.
• Weapon scaling now looks correct in the toolset.
• Fixed a bug with the script and conversation search windows stealing focus.
• Fixed a bug with changes to spells not getting saved if the active tab was changed before changes were applied.
• Level 9 spells are now saved correctly for creatures.
• Font preferences are now saved correctly.
• Fixed a bug where docking windows would snap closed if a drop-down box was used while they were shown.
• Reduction in memory pre-allocation by half. This should address some customer reported issues with the toolset crashing on load.
• Some improvements to script editor speed and reductions in memory usage.
• Fixed a bug where placed instances of stores weren't copying the "infinite" flag for items.
• Fixed memory leak when erasing grass.
• Fixed issue for non-English versions where some required toolset preferences were not being loaded.
• Module variables are now displayed under the “Scripts” category.
• Fixed bug where turning off light spheres would turn off sound spheres.
• Focus wouldn’t change properly when clicking on the propertygrid or the blueprint view. Fixed.
• Fixed crash when trying to modify prefabs in the universal blueprint changer.
• Fix for an exception that could be thrown if a journal was modified from code (like a plugin.)
• Fixed inability to modify camera orientation, Orientation has been re-enabled.
• Some fixes to toolset memory management to improve stability.
• Floating windows that are offscreen will be moved back onscreen on startup.
• Newly-created blueprints will have their template property set to the same name as the blueprint.
• Fixed a bug where creating new item blueprints, assigning them to a creature or placeable, and then immediately placing the creature or placeable would result in the item having incorrect properties.
• Fixed a bug in the script editor where certain NWN-specific data types would confuse the parameter info display.
• Using the “Find All” button in the script search window now displays all results in a popup window. Users can select the matching script/line they want to view.
• An estimated value for the cost of an item (before appraise rolls etc) has been added to the properties of items.
• Updated look and feel of the tab controls.
• Fixed a bug with the “Save” button in the world map editor. It will no longer corrupt map images.
Original Campaign Fixes – Possible Spoilers Below!
Global
• More NPCs will drop poisons now.
Companions will now no longer stop following the player after certain cutscenes.
• Poisons can be purchased from Uncus or Caelryna in Crossroad Keep.
• Players can no longer encumber companions to exploit certain battles in the game.
• Fixed some faulty condition checks in Bevil’s conversation in Crossroad Keep.
• Fixed a bug in the Crossroad Keep report that showed the Walls as ruined when they have been upgraded.
• Added bonuses to Land and Road Security when upgrading Walls, Towers and surrounding areas in Crossroad Keep.
Act 1:
• Bishop takes the two weapon fighting path of rangers despite longbow feats and constant references to arrows. This has been fixed; the game will scan your package for valid Ranger Combat Styles (when you become a level 2 ranger) and picks that. If you don’t have one in your package, it defaults to dual-wield.
• Fixed quest-breaker where player can not turn in ‘Lewy's hog’ quest if player committed a triple cross.
• Mind affecting spells should no longer freeze the Harvest Brawl.
• Archery Competition now more multiplayer friendly.
• Fixed issue where stripped items in the tutorial were not being returned in West Harbor.
• Script changes to the following to address the "Black Screen" issue where cutscenes would fail to fire (this is in addition to the code fix):
o Wheat Field battle in West Harbor
o Casavir's intro in Old Owl Well
o Construct intro when raiding Githyanki Hideout
o Shandra's scenes late in Act 1
o Bishop's scenes in Ember
• Fixed problem with Georg in West Harbor where he could occasionally get into a state where his dialog wouldn't start up.
• Fixed the lingering sound effects, fires, and bodies from the raid on West Harbor.
• Fixed issue where Bevil was in a "Stand your ground" state after recovering the shard in West Harbor.
• Galen will now talk to you in Fort Locke even if you haven't spoken with Marshal Cormick yet.
• Added a couple obsidian gems in Highcliff module so crafters can create +1 weapons.
• Fixed issue where Commander Tann would have nothing to say in some circumstances.
• Fixed quest break in the Highcliff graveyard if player pulled lever before speaking to Tann.
• Moved zombie spawns away from the portcullis near the Shadow Priest in the crypt near Fort Locke so they and companions don't aggro each other through the gate.
• Fixed issue where Tann was not being removed from the party in a multiplayer game
• Fixed zombies that were getting into a perpetually stuck state in Highcliff castle ruins. Occasionally, the zombies around the shadow priest would never attack or react.
• Made a script change to how Elanee is spawned during her intro to fix a bug where she would sometimes fail to appear.
• Fixed issue where players would occasionally get stuck on the boat ride to Neverwinter city.
• Fixed many creatures who were improperly marked as non-disarmable.
• Fixed Karina sticking around Old Owl Well when she should have returned to Neverwinter.
• Ironfist Clanhold journal update now occurs when picking up the Gauntlets of Ironfist.
• Fixed World Map Transitions in Highcliff and Casavir's intro that required the player to drive into them rather than being activated on clicking.
• Fixed issue where Slaan was not being removed from the party in a multiplayer game.
• Hlam in the Church of Tyr now heals the party properly when asked to.
• Ophala should no longer talk about Leldon if the PC hasn't run into any of the Bounty Hunters yet.
• Reduced framerate hit early in Githyanki Hideout due to number of spawns occurring.
• Fixing Shadow Priest heads in Act 1 to use the proper head model.
• Druid in wolf form in the Docks that opens up Elanee's Skymirror quest now properly shows up in Act 1 only.
• Fixed issue where Grobnar and Casavir were not showing up in the Sunken Flagon when they should have.
• Fixed incorrect journal entry appearing after defeating Ahja during the Sea Ghost quest.
• Companions will now participate in the Githyanki attack on the flagon.
• Fixed issue where some Githyanki would stick around after the Githyanki attack on the Flagon.
• Fixed exploit where player can skip Zeeaire's confrontation cut scene using the inter-dimensional sphere.
• Allowed player to take their shards back from Zeeaire's corpse. Player doesn't need to wait until they are automatically awarded back at the beginning of Act 2.
• Fixed a dialog loop involving Bishop and female players after rescuing Shandra from Zeeaire.
• Axle's house no longer accessible to City Watch players in acts 2 and 3.
• Fixed issue where Bevil could not be recruited in Act 2.
• Companions will no longer cast 'Keen Edge' and 'Weapon of Impact' on inappropriate weapons.
• Fixed issue where companions would say they couldn't disarm a trap when they meant they couldn't path to one.
• Fixed rare issue where spell breach was not removing more than one protection.
• Fixed a number of errors with NPC descriptions.
Act 2:
• Fixed an issue where if you choose to attack Pentin for not paying you for ore deposits, he wasn’t turning hostile.
• Dialogue with Qaggoth-yeg in Lord Tavorick’s basement should fire more reliably now.
• Gannish estate will show up on the Blacklake area map now when it’s supposed to.
• Added an alternate solution to the fourth riff in the Battle of the Bards, since one of the pitches was ambiguous.
• Fixed issue where loading a saved game during an encounter with an Animus elemental caused a different cutscene to fire.
• Sand will no longer be marked as unselectable if he wasn’t in the party and the player attempted to transition to Port Llast.
• Fixed an issue where the outdoor statue of purification in Arvahn wasn’t useable if the player killed everything in the area prior to using it.
• Player can no longer leave Jerro’s Haven after completing the three paths in the approach and telling the guardian about them. This fixes a potential progression break.
• Fixed a bug where Axle’s house would be unlocked in Act 2 even if the player was with the City Watch.
• If the player has recruited Guyven, he will receive experience points for discovering Ammon Jerro’s Haven.
• Calindra will now leave the Alliance Arms Inn in Port Llast if you return after you have recruited her to Crossroad Keep.
• Orlan will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
• Bevil will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
• Torio in Crossroad Keep will no longer talk about the Church and Tower before Act 3.
Act 3:
• Poisons will drop off of the Shadow Thieves in the Merchant Quarter.
• Mephasm will now take the intended item for the blind sacrifice.
• Minor improvements to some cutscenes in Act 3.
• Added a workaround for a bug reported on the forums where Nolaloth’s Valley was not being revealed on the World Map.
• If the player has recruited Guyven, he will receive experience points for discovering the Wendersnaven clearing.
• Fixed Ivarr’s Atonement and Path of the Holy quests so that they can be completed by talking to Ivarr after slaying Tholapsyx.
• Fixed a problem with Veedle telling you there is more to build when you have already built everything.
• Added a journal entry and XP awards for killing the three Shadow Reavers in the Merdelain Gauntlet.
• Fixed an issue with the Wendersnaven cutscene not triggering correctly if you use a companion to loot the Journal of the Relentless Poet.
• Fixed Light of Heaven’s Heal special ability so it will work properly.
• Construct will no longer be in two places at once in Crossroad Keep after the Siege.
• Fixed a conversation drop that happened at the beginning cutscene in the Merdelain Gauntlet if Elanee was not there.
• Added theme music to the ending denouement sequences.
• Mephasm will now give you an Infernal Bargaining epithet feat if you successfully bargain with him three times.
• The Trial of the Sun Soul will no longer remove the player’s inventory.
• Merdelain: Added Collision Sphere to more easily select portal object
• Merdelain: Fixed Evil Ending combat AI
• Merdelain: Removed latent spell sounds during game ending
[/qoute]
Томб, уже.
http://www.nwnzone.net/articles/28/
Зачем время тратить? Ты лучше для вики что-нибудь переведи.
не переведены тока фиксы тулса, скриптов, крафтинга и компании.
А есть хоть какой-нибудь dialod.tlk русский под версию 1.03?
Vhall а чего перевести то? Давай я жду... мыло tombreider[собака]mail[точка]ru
//О! А это к Лексу
Кстати, при нынешней системе патчинга будет практически невозможно сделать критикал ребилды.
Причина?
Пропатчил до 1.03. все намана, но гадость в том что игра вылетает рандомно с заявлением типо "Память не могла быть read и тд.
Думается из за кривого нодвд. Юзал и Маxi и Bended образа с демоном 4.08 и последним алкоголем.
или все таки причина в другом?
зы. Ставил английскую версию + патчи 1.03 (финал) + акел.перевод + шрифты.
Проблема в перводе. Там были глюки в 1.02, а уж 1.03 он вообще не соответствует.
То есть пока перевод не пропатчат до 1.03 мона сосать что то похожее на лапу ?
а с ихними темпами "патчивания" мона приготовиться делать это долго и со вкусом
зы. или же есть иной выход ? англ версию не предлагать
Использую локализацию на версии 1.03. Работает без каких-либо проблем. UI не менял. Раньше игра валилась, но я ее переставил, и теперь работает устойчиво.
Плз! Скажите кто-нить, какими патчами можно пропатчить лицензию от Акеллы и можно ли проходить в первозданном виде, будет ли критическая ошибка где-нить посреди игры или глюк в центральном квесте, а то переигрывать потом не хочется, да и психовать тоже.
2Volk
Так как у Акеллы версия игры 1.01, а версия экзэшников 1.0, то тебе нужно достать оригинальные .exe файлы, dialog.tlk и 2 .xml файла - fontfamily.xml и еще какой-то - не помню. Все это можно найти здесь c помощью поиска:
http://www.diablozone.net/forum/index.php?showforum=66
http://forum.nwnights.ru/index.php?showtopic=1904
Griffon: скорее всего вот правильная http://www.nwnights.ru/forums/nwn2/142063/ как патчить русскую лицензию.
Волк, если чего-нить получится, ссылочку потом дай на ту инструкцию, которой следовал. А то их слишком много.
А со Слааном ошибка не критическая? У меня как случилось, так я и бросил играть, подумал, что это главная ветвь квеста. В лицензии я пока нашел только две этих ошибки, как и в пиратке (у меня оба диска дома валяются, ток в пиратке перевод ужасен). А патчить и файлы искать пока не буду. Схем и правда много, а у меня на такие дела руки кривые. Мне надо дословно объяснять что и где ткнуть, шобы пахало. Динозавр я в таких вещах, динозавром и помру. У кого будет самая простая схема (скачать здесь и ткнуть сюда - плз скидывайте). Попробую продолжить с тем, что есть
inflating: nwn2_pc_english_from102809_to103835.rtp
Unable to read zip file: temp\nwn2_pc_english_from102809_to103835.zip
The file may be corrupted. You may want to try deleting this file and then attempt to update your game again.
Кто-нить знает, чего он не распаковывает? Раза три загрузила, вряд ли архив порченый.
А может там изначально битый архив залит?
Апдэйтишь с 1.02? Автоапдэйт 1.05?
В таком случае я склонен согласиться с Рисом...
Если архив не битый - то мало место на харде, м.б.. Хотя тода бы он так и сказал, скорее всего.
А просто зипом распоковывается?
про Слаана:
Внимание, спойлер!
Я уже поняла, что обречена. Откуда ни скачивай этот патч, он все равно определяется как битый. Самое смешное, что v102-103 который бета, тож не ставится(экзишный файл). Кидаю в папочку, запускаю, начинает вроде патчиться, а на хайклифф-модуле говорит, дескать, неправильный патч-файл.
Мы все обречены
Может Айв там патчик какойнить нахимичит, он же - мозг по этим делам
/me будет торговать сейвами с присоединенным Слааном. ^__^
Не, мне нужно, чтоб келгаровский квест "Покалеченных"(Акелла весело перевела, наверно имелось ввиду "обиженных") выполнился.Сложилось впечатление, что я жутко везучая, и во всем рунете квест не закрывается только у меня.
Щур, скажи мне пожалуйста вес в байтах экзэшников твоей версии.
с которой патчишь
Кто-нибудь знает, где найти руководство по пропатчиванию Акелловской 1.00.788 до 1.03.835? СтарФорс непускает англ. патч на русиш версию, никакого апдейтинга в меню естесна не предусмотрено...
На ПлейГраунде и ДяблоЗоне только про пиратки и англ. лицензию, а мне пиратку взять нехде, семейный бюджет нерезиновый, блин . Проклинаю себя за то, что купила лохалирированную версию. На Акелловском форуме тема про патчи удалена "как неактуальная"
Пиратка нерусифицированная, заменено было 2 екзишника, пропатченная до 1,02:
nwn2main - 10 436 608 байт
nwn2main_amdxp - 10 276 864 байт
nwn2 - 409 600 байт
PSвечерком попробую распакованный rtp-шник патча 1,02-1,03 скачать(ибо проверено на нормальных людях - архив не битый).
Юхуууууууу! ПРОПАТЧИЛОСЬ!!! Наконец-то! Cпасибо Zorkу, Vhallу, ИзеРиске, Вишесу,моим родителям, Господу Богу, Обсидиан, коту, сестре и администрации Моковского Архитектурного!
PSS Надеюсь, никого не забыла.
PSSS Если у кого такая же проблема возникла/возникнет, то качаем rtp-шник с http://ifolder.ru/639584 , затем кидаем в папку с игрой, архивируем винраром в зип МАКСИМАЛЬНЫМ методом сжатия.
Щур, на сколько сложно для тебя скачать 500 метров?
Вал, это мучение кончилось уже, спасиб.(см.выше)
Да будет у Какеллы патч или нет!!!!... мать их... (дальше идет непереводимая игра русского фольклора)
2 Volk - это фантастика дождаться чего то от волчаки
хотя они грозились выпустить 1.04 сразу, но что то мало верится =)
Можете поставить Updater v 1.06. Да, у Акеллы что-то не задалось с патчами - все локализованные 1.03 840, кроме российской, уже выпустили, а эти все никак.
Кратко о патче 1.04
Млин, ворлокское зрение так и не пофиксили...
Так патч вышел? 1.04 релиз?
Еще нет. Или под самый НГ или сразу после него.
На этот час последняя версия 1.03840 English, ну и соответственно локализации для лягушатников, макаронников и т.д. Русских в списке счастливчиков нет.
Нафик нам русские Ты же мну осчастливил оригиналом Тоды ждем 1.04
Описание что делает патч 1.04 есть на http://www.nwnzone.net/ - переведенное.
Айван: если даешь ссылку, то давай конкретную. А то может еще ссылку гуга приведешь, там тоже все есть.
Dennir, вы не представляете, насколько мне облегчили жизнь своей ссылкой на http://www.nwnzone.net/ !!! Спасибо. Надо было давно уже на форуме покопаться, а то я только в одном месте торчу
ммм) я конечна не весь топик прочитал а руссификатор есть для нвн 2 иль нету? Если есть выложите пожалуйста ссылку...
http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=65
патч 1.4 финал доступен через автоапдейт.
Патч 1.06 ожидается в марте и поскольку затронет большое количество вопросов, скорее всего, выпустят его опять по налаженной схеме: бета версия - поиск багов сообществом и отладка - выпуск.
Готовьте свободное пространство на диске.
Патч 1.05 уже в работе, но несет всего лишь небольшие изменения.
Да. теперь ворлочье Дьяволькое зрение, похоже помогает не промахиваться в магических потемках в ближнем бою. (так что теперь все сникеры будут брать по два лвл ворлока ) Но кидаться бластами в темноте нельзя по-прежнему.
Кому не трудно выложите, пожалуйста, оригинальный dialog.tlk версии 1.3, что бы пропатчить игру нужен.
почту давай... скину
Патч для акелловской локализации вышел
1.0.4.860
доступен для скачивания
http://www.akella.com/files/nwn2rus104.exe (102 Мб)
Вышел патч 1.04.870. 18.8Мб
Исправлено
- редактор больше не вылетает при копировании вэйпойнтов,
- шлемы отображаются правильно
http://rapidshare.com/files/16137052/nwn2rus104.part1.rar.html
http://rapidshare.com/files/16135684/nwn2rus104.part2.rar.html
или
nwn2rus104.part01.rar http://up.spbland.ru/files/070213154/
nwn2rus104.part02.rar http://up.spbland.ru/files/070213156/
nwn2rus104.part03.rar http://up.spbland.ru/files/070213157/
nwn2rus104.part04.rar http://up.spbland.ru/files/0702141/
nwn2rus104.part05.rar http://up.spbland.ru/files/0702142/
nwn2rus104.part06.rar http://up.spbland.ru/files/0702143/
nwn2rus104.part07.rar http://up.spbland.ru/files/0702144/
nwn2rus104.part08.rar http://up.spbland.ru/files/0702146/
nwn2rus104.part09.rar http://up.spbland.ru/files/07021411/
nwn2rus104.part10.rar http://up.spbland.ru/files/07021412/
nwn2rus104.part11.rar http://up.spbland.ru/files/07021413/
NO-DVD есть для английских версий?
Да. Но пока доступен только для версии 1.03.840.
www.gamecopyworld.com
Нееее, мне для 1.04 надо На прошлый патчик есть.
На том же сайте (www.gamecopyworld.com) появился No-DVD для версии 1.04.860.
Попробую на своей версии 1.04.870.
Проверил. Работает.
качаю! Спасябо! Жаль Плекстор свой пилить...
Кто-нибудь уже ставил патч 1.05?
Слухами земля полнится. Не волнуйся Ёжик, нет там никакого "уравнивания", наоборот добавлена возможность скорректировать рост и комплекцию персонажа.
Фу-ххх! Спасибо Helevorn ! *побежала качать*
Залейте пожалуйста файл \Campaigns\Neverwinter Nights 2 Campaign\kinc_companion.nss от версии 1.04.870
Upd: уже ненадо
http://www.ifolder.ru/1750455 Мало ли кому пригодиццо.
Вот блин! Теперь мне потребовались оригинальные файлы: Neverwinter Nights 2\UI\default\fontfamily.xml но что важнее - Neverwinter Nights 2\UI\default\optionscreen.xml версии 1.04
Будте добры, вышлите на почту или выложите в инет. ~5kb в архиве.
Lorendroll, скачивай
http://webfile.ru/1382813
Спасибо! Это, как ты наверное догадался, я твоим переводом запарол файлы Сам не могу понять как меня так угораздило - засунуть перевод вместо моих документов в папку с игрой, да еще не сохранить бекапы! (скорее всего это мне помогли) Ну не важно! Все установилось.
вот так жестко отжигает патч 105:
http://smages.com/6871b51567cec49afe9dcb11d0845e6f.jpg.html
Это эффект энладж.Но и без него гном, мягоко говоря, великоват.
Вишес, это у тебя какой-то аццкий баг завелся.
Вот специально снял похожий скрин, версия игры 1.05.912
http://smages.com/690124113133b7aa34ffcc02ed4bf457.jpg.html
Есть мнение, что подобный баг случается из-за конфликта с некоторыми хаками.
я уже разобрался. Пасибо. Это происходит изза старого appearance.2da в оверрайде.
Перед установкой патча необходимо перенести все из папки Оверрайд в другое место и затем восстановить.
http://www.diablozone.net/forum/index.php?showtopic=23961&st=480
патч 1.06
Официально он выходит во вторник:
Новое слово Обсидиан в QA - выпускать бета-патчи.
Вспоминается The Noob:
http://www.thenoobcomic.com/images/20070520.jpg
При установке патчей в ручную, учтите, что последний 1.06973 (19+ Мб). Автоапдейтером он ставится после 1.06972 (50+ Мб).
http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=19
Допоможьте люди добрые!
поделитесь оригинальной папочкой UI для 1.05! Пропатчиться на получается, диалог я в инете откопала, так апдейтер теперь на UI гонит .
Ого... Весит ОНО 464 метра. Ну даже если это запаковать буит много... Тебе скорее всего надо файлы что ты заменили при установке руссификатора и шрифты.
заменены там только шрифты, я не знаю почему ему не нравиться содержимое папки images... а откат до 1.04 никто не знает есть ли где?
оказывается я по дурости 1.5 не сохранила и вставила 1.4, теперь у меня верся 1.5 и диалог и UI от 1.4, диалог я нашла в инете, а на UI он продолжает ругаться
А переставить НВН2 не судьба?
Чем я и занимаюсь
"Вокруг девочек всегда путаница" (с) Л.Кэррол
http://m0001.gamecopyworld.com/games/pc_neverwinter_nights_2.shtml#Neverwinter%20Nights%202%20v1.06.973%20%5bENGLISH%5d%20Fixed%20EXE Весит 12.9Mb
Если есть у кого или знает где взять - нужны оригинальные файлы 1-04, для того чтобы пропатчить Акелловскую версию 1-04. Заранее спасибо.
Спроси на - nwnzone.net или neverwinter.net.ru
Спасибо за ответ. Но боюсь эти ресурсы я уже смотрел =) Еще посмотрел сайт Oranj'a. Там как раз были оригинальные файлы 1-04, но теперь они там удалены. Просто Акеловский патч могу с диска взять и не нужно будет качать полторы сотни гигов. У меня не безлимитка и если качать с самого начала каждый патчик то выйдет в баксов 40 :/ Вот такой жесский тариф ;/
Ок спасибо.
Люди а optionsmenu.xml английской версии 1.04.870 никто не подкинет? А то не могу пропатчить из-за него
http://rapidshare.com/files/40988646/optionsmenu.xml.html
1.4, но точно не знаю какая версия из них (а xml, вроде, и не менялись с 1.4x по 1.4y).
А есть патч 1.00 >> 1.06 английский? Что то не нашел...
Вероятнее всего нету: он не был выпущен с самого начала, обещались потом. да так и не слышно про него ничего.
Все выпущенные патчи здесь: http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=19
Спасиб. Где их искать я знаю но у меня ща три патча, хотелось бы один. Ну и фик с ним. Всем спасибо за внумание.
Ты ж через апдейт можешь поставить с 1 по 1.06. Если он тебе нужен файлом, вроде у Райнора был такой патч.
Гриф. 120 мб мне обойдутся в 360 рублей. Пошло бы оно...
Поскольку выход патча 1.07 совпал с началом продаж Маски, Обсидиан решил внести все исправления в аддон, а тем кто не хочет его покупать, придется ставить два патча.
Патч 1.10, взамен 1.07, официально выпущен и доступен через автоапдейт, но он правит только часть багов. Патч 1.10 можно установить и в ручную, скачав архив с волта. Второй патч, который внесет оставшиеся правки, станет доступен после 9 октября, дата начала продаж Маски в Америке.
Тем же, кто купит Маску, качать ничего не нужно, аддон уже содержит все необходимое.
Покупаю.
Скачал.
Господа!
Может, я чего-то не понимаю, но где, все-таки, взять этот патч 1.07? Зашла на волт, патча 1.07 там нет, зато есть nwn2_pc_english_from106980_to1101115.zip весом 75 метров.
Что это за чудо такое? Могу я его поставить без риска для игрушки и для компа?
shadowdweller
Патч 1.07 переименовали в 1.10 из-за аддона, так что скачивай смело
А Маску где-нибудь уже скачать можно?
KoYuKi, в торрентах можно (второй день уже играю )
дублирую:
Поставил последний патч на оригинальный НВН2. Судя по всему, он несет в себе часть изменений из аддона - даже иконки и скрины загрузки поменялись на логотипы "Маски". Итак, щас я буду... радоваться!!!
Вы не поверите, но они-таки привинтили человеческое управление партией. Теперь игра почти ничем не отличается в этом плане от любой рпг на движке инфинити. Камеру можно сделать свободной и отвязать ее от игрока, других сопартийцев можно выбирать рамкой или левым кликом мышки. Интерес и удобство игры повысились в разы.
С огромным удовольствием повышаю свою среднюю оценку НВН2 где-то на 30%. Если в "Маске" уберут ужасные тайлы в помещениях и сделают более-менее приятный сюжет, то будет вполне хорошая игра.
Желание модмейкерить повысилось в разы. Аллах акбар!
Важно:
Если у вас версия 1.07beta, аддон на нее не ставьте — не будет работать тулсет.
Также, если верить официальному форуму, могут появиться баги при установке на 1.00 (непропатченную версию) и 1.10.
Как я понял, самый надежный вариант — ставить на 1.06.
Update:
Вышел http://nwn2forums.bioware.com/forums/viewtopic.html?topic=587298&forum=121 для установки на 1.10.
Криворукие Обсидианы и здесь не могли обойтись без багов и неразберихи с патчами.
а водиться ли где для него русский диалог?кста, там же портретики появились http://www.neverwinter.net.ru/modules.php?name=Gallery&pg=ViewPic&id=1188&cid=39
1.12 Patch Goals (Jan. 11, 2008)
Items in green have passed the first phase of testing.
а (Fixed / Implemented as of 1/11) - это что значит?
Исправлено и внесено в патч.
Значит, что это уже сделано.
Two additions to the patch notes:
1. The Low-Light/Darkvision aura around the DM will no longer be visible to players in a Multiplayer game.
2. Fixed an issue where companions were replaced by familiars/animal companions during transitions.
That closes out the patch notes for the 1.12 patch. Final patch notes will be released with the patch.
Патч 1.12 ушел на локализацию (подозреваю, что русская версия опять запоздает) и финальное тестирование. Если кто хочет принять участие в тесте, отправьте ПМ Робу МакГиннису (Rob McGinnis).
The Update for version 1.12 was released today! If you need to update manually, you can find the new patch at our http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=19.
Here is a list of the fixes and changes for Patch 1.12.
Released March 19, 2008
Patch Notes - February 13, 2008
Special thanks to NWN2 Community member RPGPlayer1 for many of the spell, invocations and effects fixes.
Fixes
General
- Experience gains of zero will no longer show up in the chat log.
- The Player List is now mapped to, and accessible from the P key
- Natural AC is now being properly applied to creatures.
- Use Magic Device checks, when casting from scrolls, will no longer circumvent caster classes.
- Fixed an issue where companions were replaced by familiars/animal companions during transitions.
Custom Content
- Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.
- Deities.2DA is now able to be recognized in-game when read from a hak pack.
Scripting
- Passing a numeric string variable will not cause an empty string to be passed to a script.
- Strings that contain a pure number will no longer be converted to an empty string when passed into a script expecting a string parameter. This bug would manifest itself such that if a call to UIObject_Misc_ExecuteScript passed along a string that looked like "9", and the script on the server side was expecting a string, the script would get an empty string instead of the "9" as expected.
Toolset
- A store's Identify cost now show correctly in-game.
Multiplayer
- Attempting to split an item stack that is no longer in the character's inventory will not crash the game.
- On servers with Enforce Legal Characters turned on, characters that have swapped spells will no longer be considered invalid.
- The Player List on the Neverwinter Eye menu is now accessible via the P key and can be remapped to other keys.
- Bigby's Grasping Hand and Bigby's Crushing Hand spells will no longer crash the dedicated server.
- The Dedicated Server Creator (to be released separate from the patch) will now properly prompt the user to include Mask of The Betrayer files.
- Fixed an issue where the dedicated server would crash when hosting an MoTB game.
- Transition Crashes: A new 'Shortcut Transitions=1' optional INI setting has been added for the dedicated server. The INI entry should go in nwn2player.ini under [Server Options]. If added and set to true, a portion of the transition code will be bypassed. This will help with some of the timeouts people have run into, but will not resolve all issues. Further refinement of feedback will be gathered via the following Multiplayer fix (below).
- Transition Crashes: Log files are being expanded to include additional information to help in narrowing down the issues related to multiplayer transition crashes. The log file, located in the root of the game install directory (with the name nwn2main - no extension) will regenerate each time the game crashes.
- The Low-Light/Darkvision aura around the DM will no longer be visible to players in a Multiplayer game.
Arcane Archer
- Fixed Enchant Arrow ability, to not wrongly add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for critical
- Fixed an issue, when bonus from Greater and Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage, when using his special abilities. Also, Strength bonus will no longer be added to such attacks, if having no bow with Mighty properties, and critical hits from such attacks won't do additional damage against creatures immune to critical hits
- Added missing shooting animation for Arcane Archer's use of Death Arrow
- Fixed Imbue Arrow ability, so shooting animation is shown when Arcane Archer misses the target
Arcane Scholar of Candlekeep
- The Arcane Scholar of Candlekeep will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Arcane Trickster
- The Arcane Trickster will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Barbarian
- Resting during barbarian rage will no longer generate fatigue penalties afterwards.
Bard
- Fixed songs and inspirations used by Bards, so that deafened creatures don't get affected by them. Also, deaf Bards won't be prohibited from using their own songs and inspirations.
- Fixed Song and Hymn of Requiem, so they get properly extended with Lingering Song feat. Also, Hymn healing won't be applied to invalid song targets
Blackguard
- Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)
Eldritch Knight
- The Eldritch Knight will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Harper Agent
- The Harper Agent will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast, Epic Gate and Mass Fowl.
Pale Master
- The Pale Master will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Red Wizard of Thay
- The Red Wizard of Thay will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Sacred Fist
- The Sacred Fist will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Stormlord
- The Stormlord will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
- Storm Avatar Spell will now work on weapons with electrical damage bonus.
Warlock
- Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor at their proper levels.
- Fiendish Resilience, so it will regenerate specified amount of health per round, instead per second
Warpriest
- The Warpriest will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
- Burning Hands will no longer check the caster for spell resistance in some situations.
- Color Spray will no longer check the caster for spell resistance in some situations.
- Cone of Cold will no longer check the caster for spell resistance in some situations.
- Mestil's Acid Breath will no longer check the caster for spell resistance in some situations.
- Prismatic Spray will no longer check the caster for spell resistance in some situations.
- Creeping Cold: damage will no longer depend on other spells cast in following rounds.
- Greater Creeping Cold: damage will no longer depend on other spells cast in following rounds.
- Enervation will no longer roll two touch attacks and, if maximized, it will no longer double the number of levels lost, except on critical hits. Corrected the missing visual effect.
- Ghoul Touch spell: the fumes emitted by a paralyzed target will reduce attack bonus properly (not just damage, saves and skills) and will no longer affect the caster on hardcore difficulty.
- Ghoul Touch fog effect will not affect targets immune to poison.
- Ghoul Touch fog effect will now dissipate, if target is freed from paralysis
- Glass Doppelganger spell: damage reduction of the copy is 15/bludgeoning and the copy will no longer copy the gold and items from the original/target character.
- Shadow Simulacrum will not make a copy of target's gold and items.
- Grease spell: movement reduction effect always gets applied (no save).
- Greater Heroism will no longer stack with Heroism when cast on other characters.
- Heal and Harm spells will now require touch attack on hostile targets.
- Heal Animal Companion spell will no longer be able to heal creatures and characters that are not considered animal companions.
- Fixed a bug with Ice Storm in which some targets would not take damage if another creature was killed during the spell's duration.
- Infestation of Maggots will no longer affect creatures immune to diseas. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not three (3).
- Inflict Wounds spells will now roll proper attacks when targeting friendly undead.
- Invisibility Sphere will now end properly if invisibility is canceled on the caster.
- Isaac's Missile Storm spells will no longer lose missiles if cast on an area with both friends and enemies.
- Mass Aid spell will no longer check for the Spell Resistance of the target. Depleting temporary hit points granted by Mass Aid will no longer remove other effects, nor will it stack with itself or the Aid spell.
- Mass Charm Monster will no longer affect the caster or friendly targets on hardcore difficulty. Mass Charm Monster will now charm the proper number of monsters. Other creatures will no longer get dazed if the player character is affected.
- Mass Curse of Impending Blades spell now has the proper 20ft radius (won't affect creatures outside target marker).
- Mass Death Ward will no longer check the spell resistance of targets.
- Mass Lesser Vigor will now have the proper area of effect to match its targeting marker.
- Melf's Acid Arrow
---Continuous damage will have correct duration (not 1 round less)
---If it misses the target, it will not cancel Acid Arrow currently in the effect
---If it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack)- Mind Fog will no longer affect targets immune to mind affecting spells.
- Mirror Image can now be properly dispelled and will now work properly when maximized.
- Moon Bolt can now be properly Extended, Empowered or Maximized.
- Nature's Avatarcan no longer be used on polymorphed/wildshaped creatures.
- Phantasmal Killer will no longer affect creatures immune to Fear.
- Polar Ray will now double damage on a critical hit.
- Vampiric Touch will now double damage on a critical hit.
- Recitation will no longer stack with itself.
- Scare will now affect multiple targets correctly, and that fear on them can be properly dispelled.
- Scorching Ray will now affect the proper number of hostile creatures in an area. The visual effect on Scorching Ray will now display properly.
- Fixed the Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting the affected area.
- Shadow Simulacrum will now copy creatures up to twice the caster level, not half the caster level
- Fixed Shout, Greater Shout and Mass Drown, so they will no longer ignore some creatures in the targeting area.
- Shroud of Flame spell:
---Will no longer stack with itself.
---damage will no longer depend on other spells cast in following rounds.- Silence spell will now only check for spell resistance when targeted directly on hostile creature. Also, targets immune to silence effects will get sonic immunity properly removed when exiting the area of effect.
- Storm Avatar will now work on weapons with electrical damage bonus
- Fixed the Sunbeam and Sunburst spells so that a single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves.
- Tasha's Hideous Laughter will no longer affect targets protected by Protection from Good/Evil, if it should apply.
- Weird will no longer affect targets protected by Protection from Good/Evil, if it should apply.
- Undeath to Death will now have the proper 30ft radius (won't affect undead outside target marker)
- Vampiric Touch will now have the proper effects when Maximized (drains 6HP per die, instead of 8 )
- Vitriolic Sphere will no longer depend on other spells cast in later rounds for damage calculation, and will no longer ignore some creatures in the area of effect.
- Wail of the Banshee will now require the proper number of saving throws and the death effect will be applied more quickly.
- Wall of Fire damage will now be capped properly at 2d6+20 (and not at just 20)
- Wall of Greater Dispel Magic is now properly capped at caster level 15, not 10
- Bless can now target the ground, and not just creatures directly (since they have area effects).
- Dismissal can now target the ground not just creatures directly (since they have area effects).
- Scare can now target the ground not just creatures directly (since they have area effects).
- Song of Discord can now target the ground not just creatures directly (since they have area effects).
- Undeath to Death can now target the ground not just creatures directly (since they have area effects)
- Fixed Lesser Planar Binding and Planar Binding, so they can target hostile outsiders
- Fixed Mass Aid and Mass Death Ward, so they can be Extended with metamagic
- Fixed visuals for Blade Barrier, so that swords don't disappear right after spell is cast
- Fixed visuals for Evard's Black Tentacles, so that tentacles stay for full spell duration
- Eldritch Blast will no longer deal double damage to creatures immune to critical hits.
- Eldritch Chain:
---It will not arc to secondary targets when primary one was missed- Will now perform the proper number of attack rolls on secondary targets.
- Secondary targets will get doubled damage on critical when appropriate.
- Eldritch Cone will no longer injure the caster on Hardcore difficulty
- Curse of Despair stat penalty will now mimic that of Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and will no longer be permanent
- Otherworldly Whispers, will no longer behave like a hostile invocation (rolling initiative, putting character into combat stance, etc...)
- Tenacious Plague:
---Fixed a bug, when swarm would sometimes ignore valid targets
---Dispelling will remove continuous damage as well as effects.
---Will no longer register a miss if you match your target's Armor Class.- Eldritch Doom targeting marker now matches the area affected (old marker was smaller then area affected).
- Death Knights can still be affected by divine damage if they evade fire damage.
- Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage
- Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties.
- Ghast and Hezrou auras will no longer affect creatures immune to poison.
Multiplayer
- When a player gains 0 XP, the server no longer sends a message to the player to inform them they gained 0 XP.
- Dedicated Server Max Players limit has been increased to 96.
Scripting
- A lerptime attribute was added to the UIProgressBar GUI object. This allows you to adjust the time it takes to interpolate.
the UIProgressBar GUI object now takes a:
'lerptime' parameter which lets one adjust the time it takes to interpolate.
In order to interpolate, either the:
lerpincrease=true
or
lerpdecrease=true
or both attributes need to be present for the UIProgressBar.- Two new functions added - GetNum2DAColumns and GetNum2DARows - that will return the number of columns or rows in a 2DA.
- void SetScale(object, x, y, z) function added
- float GetScale( object, axis ) function added
GUI
- Players are now able to double-click on their portrait in the character sheet and bring up the portrait selection menu. Through this menu, the player is able to select a new portrait for themselves. All players on a server must have a copy of the portrait in order for the custom portrait to be seen.
Neverwinter Nights 2 Game Update 1.21 Patch Notes
November 5, 2008
The following list contains the majority of fixes and features added in the 1.21 Game update. All spoilers for Storm of Zehir have been removed from this list.
Bug Fixes
General
* Item costs in the game should match the costs in the toolset.
* Party members that have wands with 0 charges will now attack and use spells normally.
* When dropping an item, characters will now use the appropriate "drop" animation.
* Fixed an issue with opening two bags at once. You will now only be able to open one bag.
*The tool tip for the Player Chat menu item will now say Player Chat.
* Fixed an issue that caused freecam (console command) to not work properly.
* Made several corrections to the Doomgude class description.
* Snake's Swiftness, Mass will now affect the entire party.
* Hellfire Shield should now play an appropriate sound effect when activated.
* Hellfire Blast should now play an appropriate sound when activated.
* The description of Hellfire Shield has been changed to appropriately reflect it is an Area of Effect shield.
* Weapon Focus: Warmace will now be available to all qualified characters.
* The ability score descriptions in character creation have been changed to be more informative and reflect changes to the game.
* Fixed an issue that was causing certain AI behavior feedback to be displayed, even after being deactivated.
* When the game is paused, a much more noticeable message is displayed.
* Aura of protection will no longer provide "No Stacking" feedback.
Toolset
* Item costs in the toolset should match the costs in game.
* Changing checkboxes with multiple objects selected will no longer cause the toolset to crash.
* Changing dropdown lists with multiple objects selected will no longer cause the toolset to crash.
* Fixed an issue where resizing a creature may not have resized the collision spheres.
* Fixed an issue where the creature cache was not working properly.
* Dropdowns generated from 2DAs will no longer start with the wrong row selected.
* Redesigned the fields associated with setting Tints to no longer be collapsed controls.
* Fixed an issue that caused light and sound spheres to not render at their proper size.
* Fixed an issue that caused ceiling tint changes to not show up in the toolset.
New Features
General
* Playable races now have a proper stealth animation.
* Added in the AI functionality from TonyK's AI.
* In a peer-to-peer multiplayer session, the hosting player may now unpause the game unconditionally.
Toolset
* Added properties associated with the overland map, including camera positioning and the flag to mark the area as an overland map.
* Added camera positioning functionality settings in the area properties to support overland maps created by the community.
* Added a flag in the area properties to set an area to be an overland map.
* Added Campaign flags for Unrestricting NPC level ups (Lets them chose any class at level up)
* Added Campaign flags for Conversation Distance limit override.
* Added Campaign flags to turn off party-control character swapping for dialogs on a global level.
* Added Campaign flags to enable Party Creation and setting what the size of the party should be.
* Added Campaign flags to toggle the new death system.
Scripting
* PlaySound() now takes an optional parameter: bPlayAs2D. This parameter will default to FALSE. Setting this parameter to TRUE will force the engine to play the sound you specified as a 2D sound rather than 3D Positional audio, regardless of what the engine would normally do before.
* BeginConversation() now has a parameter that allows you to block the character's 'Greeting' VO from playing.
* Added a script function SetScrollBarValue()
* Added a script function SetPause()
* Added a script function GetPause()
Additional items that will be int he patch, but are not listed int he patch notes are:
* Added in the authentication system to support the Adventure Pack system.
* Fixed issues that would cause the Arcane Scholar of Candlekeep to crash on transition if they had certain items or metamagic spells in the quickbar.
* Use Magic Device will no longer supersede a character's caster class or level, when that caster level is higher than the UMD skill.
* Fixed an issue that caused high level items to be used when a character had a single point in Use Magic Device.
Измененные 2da
* appearance.2da
* baseitems.2da
* cls_feat_cler.2da
* cls_feat_druid.2da
* cls_feat_fight.2da
* cls_feat_wlck.2da
* damagelevels.2da
* feat.2da
* keymap.2da
* nwn2_animcom.2da
* nwn2_animstan.2da
* nwn2_icons.2da
* skills.2da
* spells.2da
Ставится патч 1.21 по схеме Маски: Игра ->> Маска ->> патч.
Если кто ставит с начала, то Игра ->> Маска ->> Шторм ->> патч.
Если Шторм планируется поставить через какое-то время, то можно смело ставить патч 1.21, а после установки Шторма запустить автоапдейт.
Роб МакГиннес
Если вы хотите игру с последним патчем и хорошой русской версии то покупайте пиратский диск которы выгледит вот так http://images.yandex.ru/yandsearch?rpt=simage&icolor=black&text=games%20for%20windows%20pc%20dvd%20nwn2&img_url=stalker.petrovka.ua%2Fthumbs%2F74136----.jpg&spsite=fake-017-1874950.ru&p=20
+Игра не глюкает всё хорошо работает
+В toolset'е Вобще не глюкает
-Нет Маски
Я сам на такой версии работаю.
глупо специально лишать себя части контента. Ставил все аддоны (лицензия, нвн2 платина) с предпоследним патчем и никаких проблем не видел.
зы: и таки да, пиратские версии не рекламируются и не обсуждаются на публике.
Русская версия Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)