Author Topic: Community Patch discussion and development thread  (Read 21029 times)

Legacy_Pstemarie

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« Reply #180 on: February 24, 2014, 11:09:35 am »


               Not a CPP issue, but I caught some other missing BioWare items this morning while making weapon templates for my module. Darts and shuriken do not have a fourth color channel (black) like all other weapons. Might not be a bad idea to tint the icons and add the missing models so that Builders can have the full range of color options for all weapons. I'd send you the stuff I just added to Q, but we incorporated Project Reforged so the models and icons won't match up to vanilla specs.

Personally, I use channel 4 for cold iron and adamantite weapons so that PCs can easily discern them from regular steel weapons.
               
               

               


                     Modifié par Pstemarie, 24 février 2014 - 11:18 .
                     
                  


            

Legacy_Shadooow

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« Reply #181 on: February 24, 2014, 01:28:24 pm »


               

Pstemarie wrote...

Not a CPP issue, but I caught some other missing BioWare items this morning while making weapon templates for my module. Darts and shuriken do not have a fourth color channel (black) like all other weapons. Might not be a bad idea to tint the icons and add the missing models so that Builders can have the full range of color options for all weapons. I'd send you the stuff I just added to Q, but we incorporated Project Reforged so the models and icons won't match up to vanilla specs.

Personally, I use channel 4 for cold iron and adamantite weapons so that PCs can easily discern them from regular steel weapons.

Good catch but this cannot be added in CPP. First, the problem is that its questionable if its within the scope of the project at all, second, this would caused crashes when such dart would be used in module and player didnt had CPP installed, the only way would be in a CPP hak but Im still not sure if its in scope. I think this would suit CEP more.
               
               

               
            

Legacy_Pstemarie

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« Reply #182 on: February 24, 2014, 01:43:36 pm »


               Didn't think about the crash issue. A HAK would then be the best place to incorporate this if you decide its within scope. As far as being in scope, considering that the rest of the weapons in NWN do have a fourth channel, you could look at this as an oversight on BioWare's part. However, it is an addon and not necessarily a direct fix, so it might be beyond scope after all. ':blush:'
               
               

               


                     Modifié par Pstemarie, 24 février 2014 - 01:44 .
                     
                  


            

Legacy_Shadooow

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« Reply #183 on: February 24, 2014, 07:06:24 pm »


               

Pstemarie wrote...

As far as being in scope, considering that the rest of the weapons in NWN do have a fourth channel, you could look at this as an oversight on BioWare's part. However, it is an addon and not necessarily a direct fix, so it might be beyond scope after all. ':blush:'

Exactly. I would like to add this, but need more opinion on this matter - anyone?
               
               

               
            

Legacy_Shadooow

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« Reply #184 on: February 27, 2014, 03:28:57 pm »


               

I would like to release the final 1.71 version in a month. Therefore I appeal to anyone who has objections or suggestions to propose them.


 


If there still are controversal changes then its still time to do something about them.


 


 


Also if you can, please install the latest CPP (1.71 RC4 - link for download in my signature) and try play/build with it so we can catch all possible issues that might be there.


 


Note for non-english users, the latest CPP has a german, polish and czech translations but as of 1.71 CPP no longer supports the unofficial 1.69 patches anymore. To install CPP on a non-english game version you need to install the english 1.69 via critical rebuild, then apply CPP and then change the language file (dialog.tlk) to version with your language.


 


You won't lose any functionality in this way, the only change in those unofficial languages is usually ending credits with names of the translators and the dialog.tlk itself (which CPP provides).



               
               

               
            

Legacy_Shadooow

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« Reply #185 on: March 20, 2014, 05:04:58 pm »


               

Still need a help with russian translation for 1.71. Its a work for 1-2 hours, any tlk editor allowed, please contact me via PM.


 


EDIT: or its a five minutes job, there are only three changes now since I already have russian tlk just bit outdated now



               
               

               


                     Modifié par Shadooow, 20 mars 2014 - 07:05 .
                     
                  


            

Legacy_Bogdanov89

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« Reply #186 on: March 26, 2014, 03:13:43 pm »


               

I got a question about the 1.71 RC4 and it's documentation:


 


There is a part that says "HAK Version only" and then a list of various changes/fixes.


 


How do i install the 1.71 RC4 if i want to have ALL the changes active, including both the "HAK Version only" and the regular RC4 changes?


 


Also, if i am to play RC4 with a friend over internet, does he also need to have it installed in the same way?


 


 


Thank you for making the RC4 and for helping me out '<img'>



               
               

               
            

Legacy_Shadooow

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« Reply #187 on: March 26, 2014, 04:38:24 pm »


               


I got a question about the 1.71 RC4 and it's documentation:


 


There is a part that says "HAK Version only" and then a list of various changes/fixes.


 


How do i install the 1.71 RC4 if i want to have ALL the changes active, including both the "HAK Version only" and the regular RC4 changes?


 


Also, if i am to play RC4 with a friend over internet, does he also need to have it installed in the same way?


 


 


Thank you for making the RC4 and for helping me out '<img'>




Well, the hak coming with CPP, patch171.hak (or patch170.hak respectively for those using the 1.70 only) has to be integrated into module separately. Unfortunately, there is no option to install it automatically into campaign (havent thought of that before - will see if I can manage it inside installer that im working on for final release). So if you play a campaign its going to be a bit difficult to do, so lets skip this part yet (if you want to play the campaign then let me know).


 


If you playing a fan made singleplayer module its easier. You need to open that module in toolset, then go to Edit-Module Properties-Custom Content. There is a list of all haks you have in the hak folder where you select the patch171.hak and press Add and then OK. It will try to make some thing you can cancel it its not needed, then you need to save the module. As of now however your friend you want to play this module with needs the patch171.hak too. Since this hak is part of CPP it means he needs CPP installed.


 


Damn, ok its not much easier hehe. This hak was intented rather for module builders than players you know, the most features it has are for builders anyway. So my suggestion is forget about CPP Hak. Its main purpose is to control whether player has or hasnt CPP installed when playing module (for example if the builder uses some of the CPP features such as eg. new traps or stacking ability bonuses from merged items when shapeshifting and want to ensure that player will have this features when he play his module).


               
               

               
            

Legacy_Bogdanov89

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« Reply #188 on: March 26, 2014, 09:59:54 pm »


               

Thank you for replying!


I forgot to mention that currently i am only playing the Bioware original Campaigns, as well as the 2 expansions (SoU and HotU).


 


I think i misread the documentation - i am interested in the change that "fixes the trident weapon focus bug", as well as the change to the Circle kick targeting.


 


Those two changes are under the "Community Patch NWNX Plugin" category (inside the RC4 documentation).


Do i need the Hak version installed to have those two changes active - or is the regular installer version enough?


 


Also, can you please elaborate on the Empower change - is Maximize now always better than Empower?


If a spell does like 1d6 +5 damage, in RC4 how much will it do with Empower and how much will it do with Maximize?


 


Again, thank you for helping out.



               
               

               
            

Legacy_Shadooow

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« Reply #189 on: March 27, 2014, 12:01:01 am »


               


Thank you for replying!


I forgot to mention that currently i am only playing the Bioware original Campaigns, as well as the 2 expansions (SoU and HotU).


 


I think i misread the documentation - i am interested in the change that "fixes the trident weapon focus bug", as well as the change to the Circle kick targeting.


 


Those two changes are under the "Community Patch NWNX Plugin" category (inside the RC4 documentation).


Do i need the Hak version installed to have those two changes active - or is the regular installer version enough?


 


Also, can you please elaborate on the Empower change - is Maximize now always better than Empower?


If a spell does like 1d6 +5 damage, in RC4 how much will it do with Empower and how much will it do with Maximize?


 


Again, thank you for helping out.




Changes and features listed under Community Patch NWNX Plugin paragraph are those you get access to only if you use NWNCX or (in case of hosting a module on internet via nwserver.exe, NWNX respectively).


 


Please read this. If you still have questions please ask them in a new thread because this is a custom content which is CPP supporting, im not able to give you full documentation and advices for it. The reason why the CPP requires NWNCX instead of patching nwmain.exe directly on his own is to:


- support other custom content (in other case it would be stealing part of the NWNCX focus)


- make custom nwmain.exe modifications compatible (NWNCX again, camera hacks)


- not break EULA etc. (I dont have a patching system and providing already patched nwmain.exe would be against afaik)


 


Re: Empower change. Starting with RC4, on the suggestion from the community the new default Empower Spell behavior is the one that was proposed in original NWN Campaing (empowering full normal spell result with all bonuses by one half in your example result of the 6-11+one half = 9-16) instead of the behavior introduced in SoU expansion (empowering only the dice part of the spell result and adding any bonuses into that, in your example result of the 1-6+one half+5 = 6-14).


This means that maximized is now NOT always better and Empower outshines Maximize (although more expensive to cast) for a spells that has a bonus to dice based on caster levels.


You in particular was advocating this behavior, so I dont understand your question.


 


Anyway, it is still possible to change this behavior anytime in game (via so called module switch) but its a bit difficult to do for a campaign as this option is not present in PC widget tool. Anyway, that way or another this gets problematic and visible only on a higher levels which you wont access in official campaigns so you are fine by any way of that.



               
               

               
            

Legacy_Bogdanov89

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« Reply #190 on: March 27, 2014, 12:21:59 am »


               

Thank you for explaining all of that.


 


Personally i was hoping that Empower will give 50% greater total damage while Maximize gives 75% greater total damage.


 


Is the empower/maximize modification you made (50% and 75%) a month or so ago compatible with the RC4?



               
               

               
            

Legacy_Shadooow

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« Reply #191 on: March 27, 2014, 12:58:47 am »


               

Is the empower/maximize modification you made (50% and 75%) a month or so ago compatible with the RC4?



Of course, everything is, even when peoples still don't believe it. If CPP breaks something its a bug that I will fix asap, but nobody yet proved that...



               
               

               
            

Legacy_Pstemarie

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« Reply #192 on: April 05, 2014, 11:17:04 am »


               

Shou Disciple and Eye of Gruumsh - Although I understand why have them disabled by default, for the sake of consistency with the way the other Prestige Classes are setup, it might be worth it to have them enabled by default. Builders that found them unbalanced could then disable them via variable - the same thing they would do for other prestige classes.



               
               

               
            

Legacy_Shadooow

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« Reply #193 on: April 06, 2014, 06:39:05 am »


               


Shou Disciple and Eye of Gruumsh - Although I understand why have them disabled by default, for the sake of consistency with the way the other Prestige Classes are setup, it might be worth it to have them enabled by default. Builders that found them unbalanced could then disable them via variable - the same thing they would do for other prestige classes.




Given the issue the WhiteTiger found, they have to have the variable requirement to 0.


 


Im still not sure whether enabling them by default is a good choice as it forces builder to change it (which is an argument even you used before Pstemarie, didnt you?) and because it theoretically changes the balance of any module you play (MM argument).


 


Though, I dont think they are unbalanced, Eye of Gruums is crap like PDK and the Shou has very powerfull feats but they are balanced by the cost - class slot.


 


So Im for enabling, especially when the only choice to disable them is via classes.2da PlayerClass to 0 which removes them from list entirely. Any more opinions/suggestions?


               
               

               
            

Legacy_MagicalMaster

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« Reply #194 on: April 06, 2014, 07:21:00 am »


               

Is there actually a link to the classes as they are implemented in NWN specifically?