Author Topic: Community Patch new update -> beta 6  (Read 1743 times)

Legacy_Shadooow

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Community Patch new update -> beta 6
« on: November 01, 2011, 03:35:45 pm »


               I worked really hard and now this project is thanks to many other peoples who helped me near finish. After year of work... well it was worth it. The project now contains the largest collection of fixes and unique features into the game ever. Only to read all documentation takes hours hehe. Anyway, I added too many new features since beta5 than I intented so it needs at least a week or two of playtesting to make sure all features and fixes working as annouced, especially AI.

The main feature is that I fixed the crashing on other patch 1.69 language versions. With a new installer from Aldark its now easy to install with a language choice. Current languages are: English, Czech, Russian (except language in installer no change to English so far), German (without german TLK) and Polish

DOWNLOAD (windows installer by AlDark)
DOWNLOAD (7zip archive manual instalation for unix/MAC
DOCUMENTATION

If the game crashes when start after installation it means you choosed wrong language. If you have 1.69 german you need to choose German, if you are running on 1.69 english and you want German you need to choose English (and then later when I release it get a proper dialog.tlk of the language you need). This applies only for Polish and German as other languages dont have their 1.69 versions and thus are applied on English one with only dialog.tlk changed.

If there are any takers who would help me to make new Russian, German TLK or to translate installer texts in any language PM me. Also if there is anyone who is interested in support other languages, drop me PM as well.


Now to the changes since beta5:

Fixed broken stuff from patch
- fixed crashing on non-english 1.69 unofficial patches
- fixed glitch in delayed fireball script causing TMI
- fixed typo in drown spell that caused SR not being properly computed
- invisibility purge now doesnt have to be targetted
- removed Healing sting spell balance change
- AC type for creature skin restored back to default deflection from touch attack balance reasons
- ioun stones set back to "magical effect" from balance reasons (not everything have to be per rules)
- prevent AI to use an AA feat without a bow resulted in doing nothing
- corrected tcn01_c0207 tile that sometimes caused crashes
- fixed issue with timestop cast from npcs

New fixes and features
- fixed server crash at death/unpolymorph of the polymorphed character with low on hitpoints
- evards black tentacles grapple size bonus fixed
- added +1 ride skill bonus into Luckstone amulet
- Find traps spell cannot be extended anymore
- PDK feats cannot be used under many effects or when dying anymore
- PDK Heroic Shield cannot be targetted on party member in different area anymore, also fixed an issue with relogging that could prevent further use of this ability
- Bane spell Category fixed
- Epic Hellball spell wont damage/knockdown caster if cast on self
- AI - fixed (not) using throwing weapons in certain situations
- AI - fixed stop attacking when inside AOEs
- AI - fixed monsters sometimes ignoring Greater Sanctuary effect
- AI - fixed some situations where casters attack melee instead of cast spell
- AI - creatures with AI_LEVEL_HIGH or higher will effectively ignore/dispell Black Blade of Disaster
- Pulse: Level drain effect is now supernatural (so effect remain after resting)
- updated flying status on some creatures missing it
- flying creatures are now immune to the Grease spell
- oozes and sharks are now immune to the drowning (Drown spell and Pulse: Drown special ability)
- fixed Vine mine's subspells InnateLevel
- Shadowblend ability fixed and enabled to used by AI, also improved VFX to better suit effect
- Infestation of maggots: fixed a little glitch that could happen with immortal creatures
- added Destruction into specific spell immunity itemproperty
- Lizardfolk Shaman (A) blueprint name fixed
- all cobras racial type fixed (reptilian humanoids -> animal)
- fixed special AI for summoned shadow from SD feat
- fixed not copying local variables when dyeing an item
- assassin now can take epic skill focus: use magic device as a general epic bonus feat
- several new creature flags for custom content that allows to set creature being immune to drown, mark it as flying or mindless being
- weapon boost spells are now compatible with custom content, thus they will work for example with CEP weapons or Lance
- blood frenzy and barbarian rages wont utter battle cry under silence effect/cast
- continual flame will dispell shadowblend effects
- fear aura will trigger only once per each creature entering
- added portraits into fish group placeables
- added portraits into some door blueprints in default palette
- removed default wooden door portrait, most pre-1.70 placed door wont show up any portrait, only radial menu
- UMD DC for spellscrolls was changed to 7+InnateLevel*3 in order to allow use scrolls of lesser power to lower level characters
- projectile traps
-- all projectile traps placeables are now set non-static (as they have to be nonstatic in order to trap could work anyway)
-- spells fired from projectile traps now ignores spell resistance/immunity/mantle
-- spells fired from projectile traps now have correct caster level as per trap script
-- spell DC changed between different trap difficulty versions
-- projectile trap dart, shuriken, arrow and bolt rewritten from scratch as they did nothing

TEXTs
- corrected names of few spells in specific spell immunity itemproperty
- Planar Turning - automatic
- PDK feats feedback externalized
- Vine mine duration corrected to round/level to match script
- changed outdated loadhints to refer to the new NWN community site at www.neverwinternights.info
               
               

               


                     Modifié par ShaDoOoW, 10 novembre 2011 - 02:04 .
                     
                  


            

Legacy_jmlzemaggo

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Community Patch new update -> beta 6
« Reply #1 on: November 01, 2011, 04:23:27 pm »


               What a job.
Any advice for TK's AI players? Would both work together well?
               
               

               
            

Legacy_Shadooow

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« Reply #2 on: November 01, 2011, 04:34:47 pm »


               

jmlzemaggo wrote...

What a job.
Any advice for TK's AI players? Would both work together well?

sure it will, the patch works as any oficial patch in past, anything in override or hak will have bigger priority

so actually those AI fixes I made applies only if you don't use any custom AI
               
               

               
            

Legacy_HipMaestro

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Community Patch new update -> beta 6
« Reply #3 on: November 03, 2011, 02:56:40 am »


               One thing that confuses me about the various betas... is there an all-emcompassing, comprehensive list of all the fixes addressed by the community patch from its conception?  I remember reading some list, well... seems like at least a year ago or more, and it was a HUGE list of fixes and now I wish I had copied them so I could figure out what has happened since then.

Is this the patch that EdgarL originally posted to the Vault, now with many additions and other contributors?

Are all the previous versions still available (if so, they may have each documented the changes applicable to that version) or has the latest beta essentially overwritten all those?

I realize that a lot of work has gone into getting this patch to the point it is right now, but I would really like a list of the full scope of the changes, if possible, so I can hit the ground running.

Finally, in what respect is this a beta (actually, almost all the community patches have been listed as betas IIRC)?  Has it never been tested? Are you waiting for others to download it and try it out before officially releasing it?  Clarification, please.

Aprecio mucho! '<img'>
               
               

               
            

Legacy_Shadooow

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« Reply #4 on: November 03, 2011, 03:13:44 am »


               The list of changes and fixes adresses only those changes/fixes that have been done since the previous beta version. In this version inside installer there is only "strict" list of all changes across all beta versions without script-related changes. Also there is so far missing "full documentation" which I didnt make it to update in time of this beta version release. But Im working on it.

ElgarL posted only a tool to make this possible. He had planned to make a new client that will allow many great things, but he never finished it. The tool he made allowed me to inject the project's files into NWN core datas so it works like anz other official patch in past (anything in hak/override will have bigger priority).

Previous versions are not available as the last version contains everything what was in the previous.

Im working on it, once I will have this done I send a link be patient please '<img'>

It has been tested in the process of creating, but not enought to release it into the world as a final version so yes, I need anyone who can to install it and try it. There shouldnt be any issues now so its absolutely safe, in any case, uninstall can be done via 1.69 critical rebuild.
               
               

               
            

Legacy_R-TEAM

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« Reply #5 on: November 03, 2011, 06:01:15 pm »


               Hi,

have now quick testet with install over 1.69 German critical rebuild (the half official 1.69 german version ..) and it looks good - rund flawless and fine.
But here a couple of questions too '<img'>
As i have many "fixes/enhances" in my override and i need to know which are now obsolute ...
First the things in the list ->
The familary fixes are now all inbuild in the 1.70 (btw. the game still say it is 1.69 .... is this a bug or a feuture ? '<img'> )
The hands from kurairyu too ....
Now to the things i have not read ->
If the AntiPCPropertiesTK fix included too or not more needed ?
As you have incorporatet the nice hands from kurairyu (have long time searched for the files ) it would be good to doing this with an nice body override too - but dont know his name - only the name on my HD -> mfunderwear.zip
It have a couple of hand too but this i have always overwrite with the hands from kurairyu ....
Then i have an file with name "modelfix.zip" here with 2 files (pmh0.mdl + pmh2.mdl).
Did you know which fix is this and if this now obsolute ?
And btw. it would be nice to add to the 1.70 the BCM tool (Better Craft Magic) and as i have seen here in the forum the idea of item durability (one thing NWN miss from newer RPGs)

Regards
R-TEAM
               
               

               
            

Legacy_jmlzemaggo

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« Reply #6 on: November 03, 2011, 07:41:32 pm »


               If you're still looking for:

* 7) Bare hands, heads & bodies nicer: Xaltar's Head and Underwear packs, by Xaltar

* 8) Gloves, nicer: Kurairyu's hands, by kurairyu

From the "Add-ons & Tips" list in my signature, also as a 'Sticky' in the main forum. 

+ some comments I wrote about it... which I don't even understand myself anymore, since I installed everything...
... some time ago... '<img'>:

7 & 8) About hands only: Use Kurairyu's hands, by kurairyu, for the gloves only, but Xaltar's Head and Underwear packs, by Xaltar, for the bare hands (Models 00 & 01). Don't overwrite 7 by 8 when asked.

Good luck!
               
               

               


                     Modifié par jmlzemaggo, 03 novembre 2011 - 07:52 .
                     
                  


            

Legacy_Shadooow

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« Reply #7 on: November 03, 2011, 09:12:14 pm »


               R-TEAM: familiars, kurairyus hands and anti pc properties (though my own version) as included in patch already so if you installed it you can clean these files from your override (but you absolutely dont have to, as said already many times anything in override or in hak will continue to work as before)

modelfix.zip is this -> http://nwvault.ign.c...s.Detail&id=382 I didnt included that because the fix is based on outdated model unfortunately, the patch 1.69 changed the model so I cant recommend to use this but if you used it and didnt seen any issues then I guess its safe

as for underwear stuff, I think thats not appropriate content to the patch as it contains nudity, the patch content should be as global as possible, the nudity is more like users choice

as for better craft magic, saw it and consider it unbalancing, the crafting is already imbalanced in some aspects especially wands and this will make it even better, not a great for patch
               
               

               
            

Legacy_R-TEAM

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« Reply #8 on: November 04, 2011, 05:37:12 am »


               Hi,

thanks for the answer ShaDoOoW '<img'>
I think it is better to have not an version in patch and one that doing the same in override ....
As it is coming to problems it is better to have every fix only 1 version and not diff versions in override/Hak too, who make it more difficult to trace down bugs ...(this the reason i clean this)
And thanks for the hint with the modelfix files ....

And yes - dont have thinked over nudity problems with the underwear stuff ... you are right here.
(but i like it and will use it '<img'> )

As i dont have used BCM at all - i am not so much an magic orientet player ... an friend is an magican but have not widely used it in the past .... but i think it is an nice optional addition to the craft creation system - even if it needs better balancing '<img'>
(but have it install seperately is not an big downside...)

btw. you have not comment on the item durability idea ....
(and i hear this very often if i show friends NWN this is most the only part he misses in NWN compare to actual RPGs ......)

Regards
R-TEAM
               
               

               
            

Legacy_R-TEAM

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« Reply #9 on: November 04, 2011, 05:46:52 am »


               Hi,

and more ideas :

Have you seen the "aenea_elementals" for the override folder ?
I would not say it is perfect and i am happy with the orginal fire elemental btw, but the air or water elemental are weird in here orginal models and it would be nice to have better models ...

Regards
R-TEAM
               
               

               
            

Legacy_Shadooow

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« Reply #10 on: November 04, 2011, 07:11:05 am »


               hey

durability is something very hard to implement and there are several ways how to do it and one have to decide which one is best, whether to use default 1.69 quality itemproperties or to make new "number" item property and where to do the durability decrease and also there must be a way how to repair item as well - while the idea itself is very interesting, it requires some serious consideration and I dont think its going to make it into the version 1.70 (as I said, beta 6 should be the last beta before release)

as for aenea elementals, they are nice but its a matter of taste for user, not everyone likes them and the default elementals are really not so bad and mainly they are not bugged. If you want better models and textures you should consider to use Project Q. The texture and model improvements are currently off content for patch as there is already the Project Q focusing on it. This policy may change after final release if there will be a demand for it from players but not at this point. The same goes for new models, thats CEP duty '<img'>
               
               

               
            

Legacy_R-TEAM

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« Reply #11 on: November 05, 2011, 08:34:57 am »


               Hi,

thanks for the answers ShaDoOoW '<img'>

Yes - i think too the process in handling the item durability is at the beginning and need more discuss to find the best way - but it is one of the few things that NWN lacks off .....
So it would make an hugh step to an modern NWN '<img'>
Found it the most important extension i have read for NWN over the last Years ...

As for elemental, it is not that all elemental bad in the orginal NWN .. Fire and Earth looking good and "right" for an "Elemental" ...but i have always found the air/water looks wrong and nothing like related to air/water ... so i would be happy to have an updatet better looking version.
(and the aenea versions are not the best, but an right step and it can be used as override and so on all moduls available without doing rebuild moduls)

Regards
R-TEAM
               
               

               
            

Legacy_SHOVA

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« Reply #12 on: November 05, 2011, 03:12:46 pm »


               ShaDoOoW, is there a list of what in your patch, of changes that are set, and ones that can be adjusted? Personally, I have not wanted to DL your patch, because after scrolling through the list of what's in it, I don't agree with how you changed the standard content. Some things look to be uberized, and others nerfed. (Not looking to pick a fight here, just giving my first impression) I believe that is why you haven't had more interest in the patch. Builders are scarred to change the game so drastically, when they see it allows this, (which all along the game hasn't) or changes that, (which can cause problems with their current build.) and appears that the patch can't be altered once it is added. Reading through the list you have, of changes, Some I do agree with, and are long over due.
               
               

               
            

Legacy_Shadooow

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« Reply #13 on: November 05, 2011, 04:44:25 pm »


               

SHOVA wrote...

ShaDoOoW, is there a list of what in your patch, of changes that are set, and ones that can be adjusted? Personally, I have not wanted to DL your patch, because after scrolling through the list of what's in it, I don't agree with how you changed the standard content. Some things look to be uberized, and others nerfed. (Not looking to pick a fight here, just giving my first impression) I believe that is why you haven't had more interest in the patch. Builders are scarred to change the game so drastically, when they see it allows this, (which all along the game hasn't) or changes that, (which can cause problems with their current build.) and appears that the patch can't be altered once it is added. Reading through the list you have, of changes, Some I do agree with, and are long over due.

Everything can be adjusted the same way how many adjusted evards black tentacles or undeath eternal foe spells when some patches nerfed them. Just open the script and changed it back, or disable that feature in 2da.

However I would like to hear which ones are those uberized. There were several peoples critiqued me in past that I have changed some things like they didnt want to etc. Though, they were not able to tell me which ones are them. Anyway therefore I removed almost everything what I though could be even a bit unbalancing in some environments (implosion nerf, healing sting balance change and ioun stones to be undispellable).

Also many these things are simply misunderstanding or rather lack of interest of what exactly that feature is. For example I found via google this:

Plus one change that seems to further support my
belief that this "patch" is really just a collection of the (subjective)
preferences of an individual:


* annoying sound when firing elemental projectiles removed

sadly it only shows only the ignorance of the poster as its clear he didnt played archer and mainly didnt tried to install the patch.

See this note was taken from "brief patch readme" which doesnt explain what was an issues, when it happened and how the fix working. That is mostly written in the "full patch readme" (that is not available for current beta version yet, but was for older versions) though exactly the ammunition sound wasnt described.

So to make this issue clear. The sound in question runs on the background of the projectile sound (but not so loud so its hardly recognizeable). But in case that an elemental damage bonus is present on bow itself (via custom content change) and mainly when an arrow without elemental damage like plain or +1 to +5. Then you hear very loudly each time you shot the "vss_blur" sound, feel free to find this sound in nwnviewev and play an endless loop as thats how it sounds with 6 attacks per round '<img'>.

So tell me exactly which features are those you are talking about, its still time to remove anything that would tempt builders not to use this project or at leat explain it deeply.
               
               

               


                     Modifié par ShaDoOoW, 05 novembre 2011 - 04:45 .
                     
                  


            

Legacy_SHOVA

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« Reply #14 on: November 05, 2011, 05:31:18 pm »


               thanks for the quick reply.
I think part of what is keeping folks from using this, is that builders already have made certain changes to spells, Evards for example, and with this patch would have to redo the changes to fit their world. To me as a builder, it sounds like more work.

Actual uber fixes I saw, from your readme,
- iprp_spells .2da
   - Barkskin (6) changed to 7 (which will allow to make potions +4AC)
   - Barkskin (12) changed to 13 (which will allow to make potions +5AC)
To me a potion should not exceed +3. so in my book these are uber fixes.
- encumbrance.2da
   - expanded to allow insane strenght values above 50 to maximum strength NWN can handle (255)
- armor.2da
   - dex bonus from robe was changed from 100 to unlimited to allow insane DEX modifiers up to 255
These while I wouldn't ever want to use in any of my mods, seems way over powered, even if it is 3rd ed rules.

- major change in scrolls, all classes now can cast scrolls of the spells they have in their spell list. This means that Bard no longer can automatically without 25+ UMD skill cast all scrolls, and Assassin, Harper Scout, Blackguard and Pale Master now can cast from some spells too.  
I don't care for this fix, seems giving automatic being able to cast it because I can already do it is for lack of a better word, cheesy. Again, its just my build/play style.

Most of the fixes are in fact a good thing, its these very build style specific ones that I don't want to add in, then have to either re-script, or work around to deal with. I think that is where your major opposition to making this a universal patch is coming from. If the main patch took care of the basic, non style type fixes, and the stylized fixes were available as an add on patch, perhaps it would be more acceptable to the old fogies like me.