Author Topic: Installing NWN1 for Win7/vista including patch links for all OS.  (Read 8789 times)

Legacy_HipMaestro

  • Hero Member
  • *****
  • Posts: 2849
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #60 on: July 13, 2011, 06:47:45 pm »


               

Shia Luck wrote...
If you have a new machine as well as your old machine and a home network or flash drive etc and simply want to transfer your nwn to the new machine, then the easiest thing to do is use windows explorer to copy from the old machine to the new, and then delete it from the old machine. You keep all your settings and everything using this method. (Only use this method if your NWN is patched and working perfectly)

There is a work-around for situations where only an older, un-updated version is available.  This has just been tested by apunyfly who had a situation where the machine that contained the game files could not be updated beforehand, probably due to lack of Internet connection (I didn't really inquire further about why).

What we did was use a copy of the registry keys from my installation as a baseline.  Then the information was modified to match the original installation and the actual location on the current machine. (In this case, it had been installed on the D: drive and IIRC was v1.59.) Then the v1.69 patch was applied and installed successfully.

So, apparently, all the patches need to install on any version of copied NWN folders/files are the registry entries in place and they can find what they need.  Exactly which of these entries are most critical to the installation is not clear since we simply replicated the entire NWN key configuration.  But it works just fine and was actually quite easy to manage with only a slight understanding of how to manipulate the registry (that is what Windows is all about, eh?). 

So for those who can only copy an older version and have downloaded the appropriate patch for that version, here is a method that will successfully get the game running under the most recent patch, v1.69.  I'm thinking perhaps, since I've already compiled the key information myself to send to apunyfly, that it could be posted somewhere for posterity.
               
               

               


                     Modifié par HipMaestro, 13 juillet 2011 - 05:54 .
                     
                  


            

Legacy_Chaos5061

  • Newbie
  • *
  • Posts: 2
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #61 on: July 23, 2011, 05:25:20 am »


               Can we get a new patch note link please.
               
               

               
            

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #62 on: July 23, 2011, 06:26:16 am »


               why bother with the link for patch notes? ill just paste the text here

Quote

Neverwinter Nights v1.69


Patch details:
New Content added from the Neverwinter Nights Premium Modules (http://store.bioware...erwinternights/)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Purple Dragon Knight Prestige class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)

Audio:
=-=-=-
15 New Music Tracks:
14 New Ambient Sounds


New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)

New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.

New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gem parts used for the new "Gem Golem" weapons.

New Item
=-=-=-=-
Portable Encampment


ini file setting additions/changes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
   [Trap Colors]
   FriendlyColor=0,255,0
   HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
   [Game Options]
   Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, only supports English).
   [Game Options]
   In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).
   [Server Options]
   Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points rolled on the level up summary gui (defaults to off).
   [Server Options]
   Hide Hit Points Gained=0
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file on log in to a "server vault" server. This option defaults to off.
   [Server Options]
   Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass should be rendered (default value 900.0, valid values range from 900.0 to 30000.0).  Increasing this value will cause more grass to be rendered in outdoor grassy areas, but will also reduce game performance in these areas.
   [Video Options]
   Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of creature deaths.
   [Game Options]
   Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter trigger every time that it spawns creatures. If this option is turned on, the encounter trigger will always spawn creatures based on the triggering player's level rather than potentially using left over spawned creature from an early triggering that was initiated by a much higher level player.
   [Server Options]
   Always Reset Encounter Spawns=0
- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.
   [Server Options]
   2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be used for script debugging purposes (i.e. when you have a bad script that causes your module to lock up, checking the log file will let you know the last script that executed).
   [Script Options]
   Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module. Note: "Enable Logging" should be turned off when profiling is enabled.
   [Script Options]
   Enable Profiling=1
- Added new option to the nwtoolset.ini file to set the toolset CPU affinity on multi-core computers. If you have more than one CPU on your PC, then you can use this setting to make the toolset run on only one of the CPUs by specifying the number of the CPU (0-31). Setting "CPU Affinity=-1" will turn off CPU affinity (default 0).
   [Start Up]
   "CPU Affinity".
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.


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

General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under Windows Vista.
- Fixed issue with corrupted textures on newer Nvidia cards.
- Colorized the cloaks in the official campaigns (they are no longer all tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances against weapons that inflict more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with "Improved Expertise" mode not being correctly displayed in the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party started attacking something during your rest period (the OnPlayerRest event is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to "shiny water" being enabled in watery areas of the official campaign.
- Fixed issue with the DM "Send Exit Event" radial command when used on generic triggers. The DM object wasn't being set correctly as the exiting object causing scripting calls to GetExitingObject() to not work correctly.
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
- Fixed some memory leaks.
- Fixed some exploits.

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

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" by default. This script is used to give pre-existing characters horse related feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed some environment mapping issues for Wings/Tails.
- Fixed a scaling issue for Wings/Tails.
- Fixed incorrect portrait on Rope placeable.

Script-specific:
=-=-=-=-=-=-=-=-
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
   object GetPCChatSpeaker();
   string GetPCChatMessage();
   int GetPCChatVolume();
   void SetPCChatMessage(string sNewChatMessage="");
   void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
   string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE);
   void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE);
   int GetColor(object oObject, int nColorChannel);
   void SetColor(object oObject, int nColorChannel, int nColorValue);
   itemproperty ItemPropertyMaterial(int nMaterialType);
   itemproperty ItemPropertyQuality(int nQuality);
   itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
   int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
   void AdjustAlignment(object oSubject, int nAlignment, int nShift, int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- Fixed issue with the scripting command SetCreatureAppearance() not restoring players to PC movement speed when restoring the character back to one of the playable races.
- Evard's Black Tentacles now applies the damage per tentacle, rather than all tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and Death Arrow now take into consideration the Epic Weapon Specialization feat (x0_i0_spells.nss)
- Fixed Isacc's Missile Storm Projectile Traps to work again (x0_i0_spells.nss).
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Fixed missing concealment bonus on the Shadowdancer's Epic Shadowlord (x2_ch_summon_sld.nss).
- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss, nw_t1_negstrc.nss, nw_t1_negdeadc.nss, nw_t1_negminc.nss).
- Fixed duration calculation on Gaze and Howl fear effects (nw_s1_gazefear.nss, nw_s1_howlfear.nss)
- Fixed Gust of Wind to only disperse cloudlike area of effect spells (x0_s0_gustwind.nss).
- Added a horse scripting system for builders that want to use horses in their modules. View the x3_inc_horse script in the toolset for more information.
- Tridents and Magic staves are now considered melee weapons by the scripting command GetMeleeWeapon() (x2_i0_spells). If you have used this scripting command in your own custom module, you will need to recompile your scripts to take advantage of this change.

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell War Cry now requires a somatic component as per the spell description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Fixed issue with Champions of Torm not being able to take Ambidexterity and Two Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).

Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with building tilesets.
- Added support for 10 new custom animations (plus a new mount and dismount).

Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the "Pillar #, Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette.  You can turn this off by unchecking "Animation Loop 1" in the tile properties for the placed tile group).  

Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the NPC horse to use Jousting animations in game, rather than the normal horse combat animations.


Please visit the Neverwinter Nights Community Site at:
=-=-=-=-=-=-=-==-=-=-=-==-=-=-=-=-=-==-=-==-=-=-=-=-=-
http://nwn.bioware.com/


BioWare Neverwinter Nights support pages:
=-=-=-=-=-=-=-==-=-=-=-==-=-=-=-=-=-==-=-=
The BioWare known issues page:
http://nwn.bioware.c...port/known.html

The BioWare Technical Support (Self-Help) forum:
http://nwn.bioware.c...m.html?forum=49

The BioWare Patches and Updates page:
http://nwn.bioware.c...port/patch.html



Patch details for 1.68:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.
IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.
- Added visible cloaks to the game.
- Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).

Script-specific:
=-=-=-=-=-=-=-=-=-=
- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).
- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fix to CopyObject() so that copied creatures now run their OnSpawn script.
- Enabled PLT support for visible cloaks.
- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.
- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.
- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.
- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.

Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
   // Set oPlaceable's useable object status.
   // Note: Only works on non-static placeables.
   void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
   [Game Options]
   Log Model Errors=0
 If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory).  This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.



Patch details for 1.67:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.67 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.67 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.67 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.67 TOOLSET.
IF YOU WANT TO GO BACK TO 1.66, WE WILL HAVE A 1.67 TO 1.66 PATCH AVAILABLE.
- Official Campaign: Chapter 2e - Fixed an issue with attacking Tolan Losen causing all commoners to become hostile.
- Official Campaign: Chapter 3 - One of the pedestals in Layenne's Tomb can no longer be accidentally destroyed.
- Added 13 varieties of new creatures to the game from Pirates of the Sword Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large, Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying, walking).
- Added 79 new placeable objects to game resources:
   Arrow (Penants & Signs) - 8 variety of colors
   Flag (Penants & Signs) - Pirate and Umberlee
   X (Penants & Signs) - Pirate X mark
   Bubbles (Visual Effects) - 3 different heights
   Candle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient light, 1 without
   Chest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bubbles effect when opened
   Driftwood (Parks & Nature) - 4 types
   Bed & Bench & Table & Chair, Dwarven (Misc. Interior)
   School of Fish (Parks & Nature) - 3 types
   Footprints (Misc.) - left and right
   Fungus (Parks & Nature)
   Hanging Dwarf Skeleton (Misc. Interior)
   Kelp (Parks & Nature) - 3 sizes of 3 types
   Mushrooms (Parks & Nature) - 4 types
   Net (Misc.)
   Palm Tree (Parks & Nature) - 2 types
   Parrot (Misc.)
   Portal (Visual Effects)
   Puddle (Misc.) - 2 types
   Raft (Misc.) - 1 normal, 1 broken
   Rocks (Parks & Nature) - 5 types
   Rope Coils (Misc.) - 2 types
   Sea Chair (Misc. Interior)
   Sea Idol (Misc.)
   Sea Obelisk (Misc.)
   Sea Table (Misc. Interior)
   Seashell (Parks & Nature) - 3 types
   Shrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 without
   Starfish (Parks & Nature)
   Trog Bed (Misc. Interior)
   Trog Egg (Misc. Interior)
   Trog Nest (Misc. Interior)
   Trog Shrine (Misc. Interior)
   Trog Throne (Misc. Interior)
- Added a new option to the nwnplayer.ini file under [Game Options] "Client CPU Affinity" (for Windows only). If you have more than one CPU on your PC, then you can use this setting to make the game run on only one of the CPUs by specifying the number of the CPU (0-31).  Setting "Client CPU Affinity=-1" will turn off CPU affinity.
- Added a new setting to the nwnplayer.ini file under [Server Options] "Examine Effects On Creatures=1". If this option turned off then any magical effects on a creature will not appear in the creature description when you examine a creature in the game (Note: DMs will still see the effects on the creature).
- Added a new setting to the nwnplayer.ini file under [Server Options] "Examine CR On Creatures=1". If this option turned off then the challenge rating of a creature will not appear in the creature description when you examine a creature in the game.
- Added strings to bow models.
- Expanded the number of color choices available for Armor, Cloth, Leather, Skin, Hair, Tattoos (affects both character generation and the toolset).
- Fixed a crash that could happen going to the character select screen if you had a character in the list that was using a specific community made custom class that the current module does not support.
- Fixed an issue with using an item on another item causing the player to run to the corner of the area. The player will now run to get within range of the targetted item instead.
- Fixed a number of FeatIndex errors in the following 2das:   PackFTShad.2DA, PackFTRog1.2DA, PackFTRog2.2DA, PackFTRog3.2DA, PackFTRog5.2DA, PackFTRog6.2DA, PackFTRog7.2DA
- Fixed an issue with being able to pick pocket empty containers that were not flagged as being "pickpocketable".
- Fixed an issue with custom tokens not getting cleared/cleaned-up properly when quitting a module.
- Fixed a crash related to large creatures having weapons equipped that were too small for them to use.
- Fixed Defensive Casting to work properly with sub-radial spells.
- Fixed the innate spell level for the spell "War Cry" in the spells.2da
- Fixed the 'Category' setting for the "Animate Dead" spell in the spells.2a.
- Fixed a crash that could occur if a store was destroyed through scripting while it had customers buying/selling stuff.
- Fixed typo in the SoundImpact column of the VisualEffects.2da for VFX_IMP_HEAD_ODD.
- Weapon Finesse now works with creature weapons.
- Long item names now get truncated in the store gui panel, so that you can see the buy/sell price of the item.
- Fixed immunity to damage type Magical/Divine item properties.
- When attempting to examining a trap, you no longer get all the trap's information when you fail to examine it.
- The area behind a door that was bashed down will now become properly explored.
- Fixed the displayed TAG name when using the console command "dm_dumplocals" on an item or creature object.
- Fixed an issue where the text window feedback message that states that "Your journal has been updated." wasn't properly replacing custom tokens.
- Fixed a few memory leaks.
- Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

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

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

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

Custom Content:
=-=-=-=-=-=-=-=
- Change to allow plt texture support on custom created part based creature races. Part based creatures (past row 481 in the appearance.2da) will now use a plt texture name based on the "RACE" letter specified in the appearance.2da (rather than always using the pfh0_ prefix). If your custom part based creature is past row 481 in the appearance.2da and you haven't specified the race specific PLT texture the game will use the human PLT texture by default.
- Fixed an issue with how the caster level was being calculated for classes that used the ArcSpellLvlMod and DivSpellLvlMod values in the classes.2da (for values other than 2).
- Added custom grass texture support to the tileset set file. The new grass texture entry is "GrassTextureName". For example specifying the following in the set file:
   [GRASS]
   Grass=1
   GrassTextureName=my_grass
 Will cause "my_grass.tga" (maximum of 16 characters and do not include the .tga extension in the name) to be used as the grass texture for the tileset. The game will default to the usual "grass.tga" if "GrassTextureName" is not specified.
- Fixed an issue where new names added to the SavingThrowTable column in the classes.2da were causing the toolset to behave erratically.
- Added support for prestige class prerequisite type "SAVE" (used in the CLS_PRES_*.2da files).
    ReqParam1           ReqParam2
    1 = Fort Save       Minimum Base Save Required
    2 = Ref Save        Minimum Base Save Required
    3 = Will Save       Minimum Base Save Required
- Note to custom tilelset makers: When creating custom tilsets, don't forget to create a corresponding entry for the new tileset in the areag.ini file.  The "Interior" flag must match that from the .set file created.
- Updated the DefaultIcon column of the BaseItems.2da to have new entries. This fixes an issue with taking hak pak specific items into a non-hak pak module which in turn was causing your inventory to start behaving erratically.
- Changed the behavior of in game Robe inventory icons. The icon will now also display non-hidden body parts as specified in the parts_robe.2da (the icon will only display the robe, pelvis, belt, torso and shoulders).
- Added a new "DefaultPhenoType" column to the phenotype.2da. The number specified in this column will be the phenotype that will be used in the case where the model does not exist for the desired phenotype (e.g. when using the SetPhenoType() scripting command).
- Made Head models use the same "DefaultPhenoType" system as above (rather than your head just disappearing if the model didn't exist for the desired phenotype).
- Wings/Tails will now use PLT textures if they exist (defaulting to using the creature's skin color), if a PLT texture does not exist for the model then the texture will default to using the TGA instead.

2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-
ambientmusic.2da
appearance.2da
baseitems.2da
classes.2da
feat.2da
footstepsounds.2da
iprp_spellcost.2da
parts_foot.2da
parts_hand.2da
parts_shin.2da
phenotype.2da
placeables.2da
portraits.2da
skyboxes.2da
soundset.2da
visualeffects.2da
weaponsounds.2da



Patch details for 1.66:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.66 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.66 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.66 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.66 TOOLSET.
IF YOU WANT TO GO BACK TO 1.65, WE WILL HAVE A 1.66 TO 1.65 PATCH AVAILABLE.
- Official Campaign: Chapter 2E  - Made Voleron's OnDeath script a bit more robust.
- HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battle in the Environs near the end of Chapter 2. You should no longer get stuck and be unable to move if the Battle Herald does not approach you and initiate a conversation with you (this fix will retroactively fix saved games exhibiting this issue, but only if you load a saved game from before you entered the Environs).
- Added a new command line parameter for automatically loading a module in single player. This will cause the module to be loaded and takes the player to the premade character select screen.
   +LoadNewModule "module name that needs quotes if it contains spaces"
- Added a new command line parameter for automatically testing a module in single player. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen.
   +TestNewModule "module name that needs quotes if it contains spaces"
- Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.
- Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2.
- Fixed an issue with creatures some times occupying the same space.  This should happen a lot less frequently now.
- Extended the glowing monk eye effect to work on all the default playable races.
- Neutral monks now get ultra cool purple glowing eyes.
- Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks to the DLA team for their help with this).
- Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
- Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
- Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
- Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
- Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
- Fixed an issue with the Greater Sanctuary icon some times incorrectly showing up as the regular Sanctuary icon.
- Fixed an issue with Damage Immunities not working correctly once they were stacked way too high above 100%.
- Fixed an issue with the Enable Texture Animations advanced video setting not being restored correctly when restarting the game (if it was turned off).
- Fixed Damage Immunities against weapons with more than one damage type (e.g. Halberds with slashing/piercing damage) to work correctly.
- Immunity to "Mind Affecting Spells" will no longer make you immune to the Monk's Stunning Fist attack.
- Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.
- Added skyboxes back into the outdoor areas of the original Official Campaign.
- Fixed an issue that could rarely cause your character to become illegal if you leveled up during an episode of game lag.
- The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini file has been disabled. ELC is now always turned off in single player games.
- Fixed an issue that was causing creatures to always face east when sitting on a stool placeable (plc_x05.pwk).
- Fixed another issue where under specific circumstances items would not show up in your inventory panel.
- Immunity to mind spells no longer makes you immune to the Assasin's Death Attack.
- Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
- Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped.
- Fixed some issues with Tile "time of day" animations. This was causing flickering and other issues at the end of a DayToNight/NightToDay transition.
- Fixed an issue with the Force Field door sounds using the default wooden door sounds (placeableobjsnds.2da, genericdoors.2DA).
- Fixed an issue related to copying a creature from a hak pak through scripting and then saving and loading the hak pak saved game from inside gameplay (was causing some different weird issues).
- Added support for WeaponType 5 (Bludgeoning and Piercing) in the BaseItems.2da.
- Updated Morningstars to use the new Bludgeoning and Piercing WeaponType (BaseItems.2da).
- The following weapons have had their WeaponType changed to 3 (Slashing) in the BaseItems.2da in order to bring them inline with 3rd edition D&D rules (and their NWN in game descriptions): Longsword, Bastard sword, Greatsword, Katana, and Double Axe.
- Added missing armor proficiency to Gnolls.
- Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

DM Client:
=-=-=-=-=-
- DMs can now still login to a server when the server is full, so that they are not prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until some players leave the server (your mileage may vary).
- The game no longer displays encumbered feedback messages for DMs, since they actually can't ever be encumbered.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added two new item scripting commands GetPickpocketableFlag() and SetPickpocketableFlag().
- Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes). Selecting this option will give you the choice of saving your module changes. The game will then automatically launch, load the module, select the first available premade character in the list and enter gameplay with that character. The Hot Key for this new functionality is F9.
- Fixed an error that was causing some of the Group "Home Lower/Upper" tiles in the city interior tileset to appear as duplicates of some of the other "Home" tiles (tinpalstd.itp). This change makes some new "Home" tile types available for placing in the toolset.
- Fixed an issue with answering no to any warnings that appear during module opening causing any subsequently opened module to potentially become corrupt.
- Fixed comments for the scripting commands EffectSavingThrowIncrease and EffectSavingThrowDecrease (nwscript.nss).
- The GetIsImmune() scripting command now reports the proper result when the creature specified has the Pale Master's Deathless Mastery feat.
- Fixed a stack underflow error when the scripting command GetStandardFactionReputation() was called with an invalid creature object as an argument.
- Fixed an issue with the scripting command GetStandardFactionReputation() returning -1 when called on the defender faction with a PC creature object specified.
- Fixed an issue with the scripting command SetFogColor() when used to set the sun fog color in an always dark area (or the moon fog color in an always bright area).
- Added some missing IP_CONST_FEAT_* constants to nwscript.nss
- Fixed a Copy area/script/dialog issue that was making it look like the toolset was loosing data and could sometimes lead to a crash.
- Fixed an issue with the script compiler that could cause a Stack Underflow error when a switch statement was placed inside a Do/While loop. There is also a new command line compiler in the Neverwinter Nights utils directory that includes this fix (clcompile.exe).
- Fixed an issue with the scripting command GetCasterLevel() when used from within a feat script for a feat that was granted at first level (e.g. Cleric Protection Domain Powers).
- Added two new creature related scripting commands GetFootstepType() and SetFootstepType().
- Fixed an issue related to using the scripting command CopyObject() on a player's associate.

Script Debugger:
=-=-=-=-=-=-=-=-
- Fixed a compiler issue that was causing the script debugger (DebugServer.exe that is in your NWN utils directory) to not work properly when stepping into/out of case statements (see the scripting command SpawnScriptDebugger() for more information regarding the script debugger).

Server-specific:
=-=-=-=-=-=-=-=-
- Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
- Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
- Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
- Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.

Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Made Invisibility Purge work correctly with Invisibility that is granted through special abilities such as the Assasin's Invisibility (NW_S0_InvPurgeA.NSS).
- Fixed an issue with Wail of the Banshee sometimes requiring the first target to make two saving throws instead of one (nw_s0_wailbansh.nss).
- Implosion now properly ignores immunity to death magic (nw_s0_implosion.nss).
- Fixed the maximized damage healed for cure spells (nw_i0_spells.nss)
- Cure spells now do DAMAGE_TYPE_POSITIVE to undead rather than DAMAGE_TYPE_NEGATIVE (nw_i0_spells.nss).
- Phantasmal Killer now properly respects Fear immunity and properly ignores Death Magic immunity (nw_s0_phankill.nss).
- Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
- Mind fog now properly respects immunity to mind affecting spells (nw_s0_mindfoga.nss).
- The item properties "Immunity: Specific Spell [Gaze Petrification/Touch Petrification/Breath Petrification]" now work properly against monster petrification effects (x0_i0_spells.nss).
- Fixed an issue with Choking Powder heart beat script not repecting poison immunity ( x0_s3_chokehb.nss ).
- Fixed an issue with the way the damage calculation was being done for the Cone of Frost monster ability (nw_s1_conecold.nss).
- Made the Shifter's Manticore's spike script work correctly in the case when it is inappropriately given to an NPC Manticore monster by mistake (x2_s1_gwspikes.nss).
- Fix to Negative Energy Ray, to properly calculate the damage for a successul saving throw (nw_s0_negray.nss).
- Fixed the extended duration for Divine Favor (x0_s0_divfav.nss).
- Made a change to the Wyrmling Breath, Dragon Breath and Petrifying Gaze attacks used by some of the Shifter shapes. Previously if you targeted yourself with one of these attacks the cone attack would damage creatures East from your location, it will now be directed forwards from your character instead. (x2_s2_edragbrth.nss, x2_s1_wyrmbreath.nss, x2_s1_petrgaze.nss).
- Made the same above fix for the RDD dragon breath ability (x2_s2_discbreath).
- Updated the duration of "Camouflage/Mass Camouflage" to bring these spells more inline with 3rd edition rules (x0_i0_spells.nss, x0_s0_masscamo.nss). Also updated the in game spell descriptions to reflect the change.

Custom Content:
=-=-=-=-=-=-=-=
- Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takes no action, and ignores your action queue entirely). In order to use this new functionality you need to do the following:
 1) Set the "ReqAction" value for the feat to 0 in the feat.2da
 2) Have a spellID associated with the feat in the feat.2da.
 3) Have a "ImpactScript" specified in the spells.2da for the spellID that you specified in the feat.2da
 The ImpactScript will then fire immediately when the feat is used.
- Walk meshes now work when placed at heights above -30 (previous lower limit was -10).
- Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called "SelectorHeight" to the set file and specify the desired float value for this setting. The selector height will continue to default to the transition height if it has not been specified.
- Added more tile path nodes types m, n, o, and p. For custom tile set support.

TYPE m            TYPE n
   ---------           ---------
   [ | | | ]           [ | | | ]
   [-+ | +-]           [-+ + +-]
   [   +   ]           [       ]
   [-+ | +-]           [-+ + +-]
   [ | | | ]           [ | | | ]
   ---------           ---------

TYPE o            TYPE p
   ---------           ---------
   [ | | | ]           [ |   | ]
   [-+ | | ]           [-+   | ]
   [   + +-]           [-+   +-]
   [-+ | | ]           [-+   | ]
   [ | | | ]           [ |   | ]
   ---------           ---------

2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-
- ambientmusic.2da
- cls_skill_blkgrd.2da
- feat.2da
- iprp_feats.2da
- portraits.2da
- swearfilter.2da



Patch details for 1.65:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.65 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.65 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.65 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.65 TOOLSET.
IF YOU WANT TO GO BACK TO 1.64, WE WILL HAVE A 1.65 TO 1.64 PATCH AVAILABLE.
- Added Stormy Skybox to game resources.
- Fixed a crash that could happen when you had enabled SubNetProfiling (by setting "Enable SubNet Profiling=1" in your nwn.ini file).
- Fixed an issue with server vault saves causing various problems for shifted characters.
- Fixed a crash related to calling GetHasSpell() on spells that have an innate level of 10 in the spells.2da
- Fixed a crash caused by calling SetSkyBox() in a multiplayer game while a player was still on the Character Select screen.
- Slight change of behavior for Attacks Of Opportunity. Now if have an invisibility effect applied (e.g. Invisibility, Sanctuary) you will no longer make attacks of opportunity.
- Another change to AOO behavior. You will no longer take an AOO while you are using a healing kit.
- Circle Kick should no longer try to target creatures that you can not reach (which was making you become flat footed).
- Whirlwind attack will no longer leave you stuck in combat mode after using it. You will now also try to reaquire your original target after a Whirlwind attack (may not succeed if your target is now dead or gone).
- Damage Shields (e.g. Mestil's Acid Sheath ) now affect the melee attacker when the attacker hits the creature that has a damage shield (rather than only when they damage the shielded creature).
- Fixed an issue where respawning encounters would stop working under certain circumstances when saving and reloading the game.
- Fixed an issue with unlimited ammo not being identified when you equipped a weapon that had the unlimited ammo property.
- Fixed an issue with some single shot traps not applying damage correctly.
- Fixed a crash that would occur when an NPC tried to drop a container on the ground.
- Fixed an issue with True Seeing being removed incorrectly when you had mutliple True Seeing effects stacked and only one of them was supposed to be removed.
- Fixed an issue with some effects from Haste (extra attacks and spell casting benefits) not being updated correctly when you had multiple haste effects applied and only one of them was removed. Fixed the same issue for multiple Slow effects as well.
- Fixed an issue with size modifiers affecting your attack bonus when making Knockdown attacks. The size modifiers now only affect the opposed roll to resist the Knockdown attack.
- Effects being dispelled should now properly use the caster level when determining whether the dispel succeeds or not
- Fixed an issue with the Epic Dodge feedback messages for melee attacks that were being evaded.
- Fixed an issue where your screen could become permanently blacked out under certain circumstances after unpossessing a familiar that was inside an AOE darkness effect.
- Fixed some issues where the Darkness spell, when combined with Ultravision/True Seeing, could under specific circumstances incorrectly make you blind when your Ultravision/True Seeing wore off.
- Fixed "On Hit: Sleep" item property, so that it works again.
- Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

DM Client:
=-=-=-=-=-
- The DM difficulty slider tooltip will now display the current difficulty setting
- Fixed a crash that could happen when minimizing the game.
- Fixed an issue with issuing commands to groups of creatures (such as trying to make them run).
- Fixed an issue where the DM's screen could end up being permanently blacked out after the DM unpossessed a creature that was inside an AOE darkness effect.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added new GetSkyBox(), GetFogColor(), GetFogAmount() and SetFogAmount() scripting commands.
- Fixed a problem with variables being lost from items that were placed inside a container.
- Fixed a "List index out of bounds (0)" error that could occur when there were no sounds in the sound list on the Sound Properties menu.
- The scripting command GetName() now works with stores.
- The scripting command GetItemPossessedBy() now works with stores.
- GetEffectType() will now return EFFECT_TYPE_ETHEREAL for the greater sanctuary effect (was incorrectly returning EFFECT_TYPE_SANCTUARY).
- Fixed the following scripting commands to return the correct information (they were reversed before): GetAnimalCompanionName(), GetAnimalCompanionCreatureType(), GetFamiliarName(), GetFamiliarCreatureType(). If you recompile any scripts that use these scripting commands, you will need to update your scripts to use the new (proper) functionality.
- Fixed an issue with GetSpellSaveDC() returning the DC of any new spell cast (or feat used) by the creator of an AOE spell when called from within the AOE's heartbeat script (rather than returning the DC of the originally cast AOE spell).
- Extended the scripting command EffectHeal(), so that it now also works on doors and placeables.
- Fixed a couple of issues with the ResistSpell() scripting command:
   - First issue occurred when it was called from within an AOE heart beat script after the caster had cast a new spell since casting the original AOE spell, the AOE spell could stop working under these conditions (it should now work properly).
   - Second issue was with the spell immunity check not returning the proper result when called with the caster object specified as an AOE object.

Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- Bigby's Grasping/Crushing Hand spells now properly affect creatures that are immune to mind affecting spells (x0_s0_bigby3.nss, x0_s0_bigby5.nss).
- Weird now properly handles creatures that are immune to mind-affecting and fear
               
               

               
            

Legacy_Chaos5061

  • Newbie
  • *
  • Posts: 2
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #63 on: July 23, 2011, 07:07:49 am »


               Sorry about that meant a link to the newest patch. But I found it in another thread: http://nwvault.ign.c....Detail&id=1505
               
               

               
            

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #64 on: July 23, 2011, 07:14:37 am »


               no problem
               
               

               
            

Legacy_KiaSeR

  • Newbie
  • *
  • Posts: 3
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #65 on: July 30, 2011, 11:40:51 pm »


               Can u Help me Guys My NWN have a problem and i dont know how to fix it....
               
               

               
            

Legacy_KiaSeR

  • Newbie
  • *
  • Posts: 3
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #66 on: July 30, 2011, 11:46:26 pm »


                Guys I have a problem my Problem With my NWN is this...

I download my NWN in ISO disk.... THEN I INSTALL IT USING MAGIC DISC.

THEN I RUN THE SETUP THEN I INTALL IT .. THEN AFTER I INSTALL
WHEN I CLICK THE NWN EXE..   THEN I CLICK PLAY 
NWNLOADER APPEAR THEN LOAD A FEW SECONDS THEN IT GONE...
HOW CAN I PLAY THE NWN GUYSZ HELP ME

TEACH ME PLSSSZZ
               
               

               
            

Legacy_HipMaestro

  • Hero Member
  • *****
  • Posts: 2849
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #67 on: August 02, 2011, 12:32:28 am »


               

KiaSeR wrote...

 Guys I have a problem my Problem With my NWN is this...

I download my NWN in ISO disk.... THEN I INSTALL IT USING MAGIC DISC.

THEN I RUN THE SETUP THEN I INTALL IT .. THEN AFTER I INSTALL
WHEN I CLICK THE NWN EXE..   THEN I CLICK PLAY 
NWNLOADER APPEAR THEN LOAD A FEW SECONDS THEN IT GONE...
HOW CAN I PLAY THE NWN GUYSZ HELP ME

TEACH ME PLSSSZZ

Please post this as separate thread in the Tech Forum.  Include all your system/version specs as listed in the Start Here sticky to enable the community to address your problem as quickly as possible.  Thank you.
               
               

               
            

Legacy_HipMaestro

  • Hero Member
  • *****
  • Posts: 2849
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #68 on: August 02, 2011, 12:35:42 am »


               One of our members has solved a problem some of you may be having installing/running the Kingmaker module under Win7.

Here is the solution posted in that thread:

Tormagar wrote...

I had problems installing my Kingmaker as well on Windows 7. What I did to make it work is when it asks where
you want to install the game, by default it'll put it in Neverwinter NightsBioware Premium Modules. I changed the location of it to Neverwinter NightsPremium Modules. It installed perfectly.


               
               

               


                     Modifié par HipMaestro, 01 août 2011 - 11:36 .
                     
                  


            

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #69 on: August 02, 2011, 04:39:26 am »


               you would do better to not post in COMPLETE CAPS (or near complete caps) thats considered to be rude and
to answer your question you could always buy the game legally instead of using a torrent. I'm assuming its
torrented because that's one of the most common ways torrents distribute games.

KiaSeR wrote...

 Guys I have a problem my Problem With my NWN is this...

I download my NWN in ISO disk.... THEN I INSTALL IT USING MAGIC DISC.

THEN I RUN THE SETUP THEN I INTALL IT .. THEN AFTER I INSTALL
WHEN I CLICK THE NWN EXE..   THEN I CLICK PLAY 
NWNLOADER APPEAR THEN LOAD A FEW SECONDS THEN IT GONE...
HOW CAN I PLAY THE NWN GUYSZ HELP ME

TEACH ME PLSSSZZ


               
               

               


                     Modifié par Ryuhi2000, 02 août 2011 - 03:39 .
                     
                  


            

Legacy_KiaSeR

  • Newbie
  • *
  • Posts: 3
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #70 on: August 03, 2011, 02:07:55 pm »


               Maybe i update my version cause i install NWN plain only maybe i update it???

But what version of updater is it

1.English patch 1.69 for plain NWN
2.German patch for 1.68 for plain NWN
3.French patch for 1.68 for plain NWN

And what is the Linux client files? is it needed???
               
               

               
            

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #71 on: August 03, 2011, 07:31:06 pm »


               Depends which version of the game you installed, Gold, Platinium, and Diamond all install both offical expansion packs.

For what version of the pdater to use pick the one for the country your in.

The Linux client files are only needed if you have linux installed and want to use that to play nwn otherwise you dont need them.

KiaSeR wrote...

Maybe i update my version cause i install NWN plain only maybe i update it???

But what version of updater is it

1.English patch 1.69 for plain NWN
2.German patch for 1.68 for plain NWN
3.French patch for 1.68 for plain NWN

And what is the Linux client files? is it needed???


               
               

               
            

Legacy_Knight_Shield

  • Hero Member
  • *****
  • Posts: 812
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #72 on: August 11, 2011, 10:11:15 pm »


               Toolset worked but game would keep saying imcompatibilty.I ran the critical rebuild patch for the second time and then it worked.
               
               

               
            

Legacy_Michaeltw73

  • Newbie
  • *
  • Posts: 4
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #73 on: August 29, 2011, 10:02:26 am »


               I have plat nwn 1.  1.69 patch eng. and nwn.exe and nwnmain.exe with correct properties.  the game runs dont worry about that, but it only runs for 30 mins and them drops to desktop, each time. oooverrrr and.....  oooover... this has gone on for 2 years now. havnt found any fix for it. i have updated my drivers for sound card and video.  Any one with the fix would be soooo greeattt.  even if there is no fix thats ok because it runs, no card probs so no biggie.
               
               

               
            

Legacy_Michaeltw73

  • Newbie
  • *
  • Posts: 4
  • Karma: +0/-0
Installing NWN1 for Win7/vista including patch links for all OS.
« Reply #74 on: August 29, 2011, 10:07:14 am »


               lol sry, i have wind 7 64bit.