Author Topic: Community Patch discussion and development thread  (Read 20363 times)

Legacy_Shadooow

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Community Patch discussion and development thread
« Reply #240 on: May 10, 2014, 12:39:26 am »


               


ShaDoOoW, since CPP 1.71 doesn't support 40+ levels, is the 60 MaxLevel parameter you defined in classes.2da for prestige classes an error or is it supposed to be like that?




Thats different issue. PC cannot be 40+ but NPCs can.


 


You can set more than 40 to creature class manually, but the creature levelup wizard will not allow this because it is driven by that 2da value. This fixes it.


 


Except that, CP expanded several 2das to allow above lvl 40 levels. BAB and saving throws IIRC. Its simply an additional feature for those who enables the above 40 levelling via NWNX. Others wont notice this. Though, I think the epic saving throws above certain level doesnt work even when defined in 2DA, but thats another issue... In short, this is intent.


               
               

               
            

Legacy_Pstemarie

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« Reply #241 on: May 10, 2014, 01:06:04 am »


               


Thats different issue. PC cannot be 40+ but NPCs can.


 


You can set more than 40 to creature class manually, but the creature levelup wizard will not allow this because it is driven by that 2da value. This fixes it.


 


Except that, CP expanded several 2das to allow above lvl 40 levels. BAB and saving throws IIRC. Its simply an additional feature for those who enables the above 40 levelling via NWNX. Others wont notice this. Though, I think the epic saving throws above certain level doesnt work even when defined in 2DA, but thats another issue... In short, this is intent.




 


Sounds good. I haven't finished merging 2das yet...I got sidetracked by Q stuff.


               
               

               
            

Legacy_Shadooow

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Community Patch discussion and development thread
« Reply #242 on: May 10, 2014, 05:28:25 pm »


               


Okay, got finally free weekend, and even extended one, so I am going to work on the new NWNX_Patch features.


 


Any ideas and suggestions from the community on new features?


 


1) new 2da collumn in baseitems.2da to set whether that base item type is possible to use in polymorph (question is, whether this is suitable content for a plugin called NWNX_Patch?)




Development journal:


 


I found this is perfectly doable, but I found a possible problem. Its a global setting now, and while someone might want to allow use wands/scrolls to be used in polymorph, certain "unintelligent" polymorphs such as animal should not be able to do this. So the question is how to allow this distinguishing.


 


Idea 1: the UseInPoly collumn value will not be boolean only 1 = can be used by anyone 2 = can be used only by intelligent appearances ?


Idea 2: instead of new collumn in baseitems, make a new collums in polymorph.2da UsePotion / UseWand / UseScroll / UseMisc. While I can enable using any items and even allow them to be equipped this is not a good idea because it causes several issues. So only four categories left, potions (enabled by default), wands, scrolls and miscelanious items with unique power (which are usually the most desired to work in polymorph)


EDIT: the "misc" category is problematic, there are more item types such as healers kit, traps, thieves tools...



               
               

               


                     Modifié par Shadooow, 10 mai 2014 - 05:31 .
                     
                  


            

Legacy_Shadooow

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« Reply #243 on: May 10, 2014, 07:43:28 pm »


               


 


Toss a 2 on a standard placeable and see if the static checkbox is greyed out... ;-)




it is not btw.


               
               

               
            

Legacy_Bogdanov89

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« Reply #244 on: May 10, 2014, 09:39:12 pm »


               

Is there such a thing as a community (unofficial) patch for NWN 2?



               
               

               
            

Legacy_Shadooow

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« Reply #245 on: May 10, 2014, 10:10:53 pm »


               


Is there such a thing as a community (unofficial) patch for NWN 2?




unfortunately no, which is a reason why I have no desire to go developing for nwn2 because i would have to spend the countless hours to learn whats broken and where to get a fix again...



               
               

               
            

Legacy_Talon

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« Reply #246 on: May 14, 2014, 09:33:46 am »


               

Great Work!! i already install your patch and seems all perfect!


I have only a question..i read that you have add some "override" files in the patch..so it means that i must delete them from my override folder? 


I had install this time ago..http://nwvault.ign.c....Detail&id=7935


 


Thanks!


 


 



               
               

               
            

Legacy_Shadooow

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« Reply #247 on: May 14, 2014, 10:01:37 am »


               


 


I have only a question..i read that you have add some "override" files in the patch..so it means that i must delete them from my override folder? 


I had install this time ago..http://nwvault.ign.c....Detail&id=7935


 


Thanks!




Answer is no you doesn't have to. But you can.


 


from this grand compilation package, CPP 1.71 already contains these overrides:


 


Script, Spell fix compilation by ILikeKillAndYou and Shadooow (v5+)

Familiar & Companion Fixes by Ben Harrison & The Krit


Remove PC Properties by The Krit


 


Chicken Reskin by Ancarion


 


Platinum-haired Nymph by Blackfire V2


 


kurairyu's hands 1.5 by kurairyu (patch 1.69 version from NWNEnhanced project)


 


Emote Icons for NWN 1.69


 


Spell Icons: Colorized: Generation 2 (with a custom darkness spel icon reskin suitable for nontransparent GUI)


 


Enhanced class icons
Enhanced skill icons


 


Immunity Icons by Mordaedil


 


 


but for you - end user - its a bit problematic to remove these, you probably shouldn't attempt to do it even when some of these overrides (spellscript fixes from ILKAY) are overriding a newer version from CPP - try contact original author about this matter, maybe he can make a new version of this package


               
               

               
            

Legacy_Talon

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« Reply #248 on: May 27, 2014, 02:28:15 pm »


               

Another question..if i want to add your patch to an existing module (with CEP 2.4 and some prestige class hack)  what must i do?



               
               

               
            

Legacy_Gruftlord

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« Reply #249 on: May 27, 2014, 02:39:55 pm »


               

nothing. it is added to your game, and every module benefits from it automatically



               
               

               
            

Legacy_Shadooow

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« Reply #250 on: May 27, 2014, 02:41:38 pm »


               


Another question..if i want to add your patch to an existing module  what must i do?




Basically only thing you need is to install it on your machine. Every module you run will then use content of this patch.


 


+- Since the conflicting files (standard scripts/models/etc that are saved inside module/its haks) will be always chosen from the module/haks in order to maintain compatibility and module functionality. So if you would want to take full effect of the patch, you would need to:


 


1) merge scripts that are saved in module with a new versions from patch


2) merge 2da files that are saved in module haks with a new versions from patch



               
               

               
            

Legacy_Talon

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« Reply #251 on: May 27, 2014, 02:58:57 pm »


               

I asked because i saw a patch171.hak file. I don't need to add it to my module?


Only need that me and other player have 1.71 installed on pc?


How could i find the script of 1.71 to merge? if is not too difficult of course '<img'>



               
               

               
            

Legacy_Shadooow

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« Reply #252 on: May 27, 2014, 03:16:16 pm »


               


I asked because i saw a patch171.hak file. I don't need to add it to my module?




You can but I wouldn't recommended it. The main functionality of this hak is to make sure that everyone logging into your module/server will have CPP 1.71 installed. Since however it works regardless of client version this is not needed and its only up to builders' decision. Of course it contains few more extra features (that werent possible to do without hak) but all are really optional.


 



 


Only need that me and other player have 1.71 installed on pc?



Only you need it, if you are hosting a module via LAN then its your computer and your NWN files what determines the version of the module (basically in this case you are acting like a server). So patch will take effect for everyone even for those who doesnt have it installed.  //Of course this is affecting only certain patch content, patch also contains a graphic corrections/improvements which are only visible to those who will install it. Anyway, you dont have to care about this. Thats each player's decision.


 



 


How could i find the script of 1.71 to merge? if is not too difficult of course '<img'>



First of all. If you are not an experienced builder or the module author you shouldn't attempting this. Try rather contact the original module author - most of the modules arent updated to 1.69 anyway and ask him if he can do this, or find a volunteer with enough experiences. But there is a procedure how to do this:


 


When installing patch from the executable isntaller choose Builder resources in the component list. If you installed manually, you need to download this package separately in the CP project vault page


 


Then you get a folder 1.71 builders resources where are:


- all 2da files source


- 1.71 exculusive 2da files (mean only those that were modified by CPP)


- hak only 2da files (2da you can find in the patch171.hak which are slightly difference as they add extra functionality)


- auto 2DA merger (external tool to automatically merge 2da files)


- spellscripts (divided into specific folders spells, creature abilities, includes etc...)


 


so you want to look into spellscripts. Also you can view the CPP script version by the standard way in toolset by opening it from core resources. This is however not a case of an already present (outdated) script - in this case you would need to delete it first (which is nonsense because you need it for comparing).


 


Basically, you use a comparing tool such as Beyond Compare 2 on modules/temp0 folder and each folder inside the 1.71 builders resources/1.71 spellscripts and view the differences.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #253 on: May 30, 2014, 03:28:39 pm »


               

Shadoow, is the documentation link in your signature the only documentation for the community patch?



               
               

               
            

Legacy_Shadooow

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« Reply #254 on: May 30, 2014, 03:55:41 pm »


               


Shadoow, is the documentation link in your signature the only documentation for the community patch?




basically, the Patch 1.71 install gives you NWNv170.txt and NWNv171.txt into NWN root folder - the 1.70 text file is in a format of old patch informations that is very strict changelog, while 1.71 is in a format of very detailed changelog for all 1.71 betaversions that were released.


 


Though there is also a Spell changes, Spellability&Feat changes documentation.