Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition 8193.8

Version
8193.8
Version Date
March 10, 2020
Links

Patch Notes

Neverwinter Nights: Enhanced Edition Development Build 8193.8

Greetings!

Patch 8193.8 on the Development branch fixes all known regressions introduced by .7; and brings in some neat, new features for you to play with.

Please help us test it and report any bugs you find!

Improvements


  • Spells in the spellbook are now sorted (alphabetically). You can turn this off in settings.tml: ui.spellbook.sort-spells
  • New ruleset.2da toggle: ALLOW_CUSTOM_PORTRAITS (in chargen)
  • Pathfinding when clicking near objects was improved:

Fixes


  • "No preparations left" spell cast issues were addressed.
  • Fixed casting spells from some cleric domains.
  • Fixed assigned spells in the UI losing metamagic or spontaneous flags.
  • We fixed players losing the party or party members.
  • Players can now, once again, finish chargen with customised packages.
  • We fixed non-english languages missing some voices and sound effects.

New Scripting Functions


GetSpecialization(), GetDomain()

int DOMAIN_AIR = 0; int DOMAIN_ANIMAL = 1; int DOMAIN_DEATH = 3; int DOMAIN_DESTRUCTION = 4; int DOMAIN_EARTH = 5; int DOMAIN_EVIL = 6; int DOMAIN_FIRE = 7; int DOMAIN_GOOD = 8; int DOMAIN_HEALING = 9; int DOMAIN_KNOWLEDGE = 10; int DOMAIN_MAGIC = 13; int DOMAIN_PLANT = 14; int DOMAIN_PROTECTION = 15; int DOMAIN_STRENGTH = 16; int DOMAIN_SUN = 17; int DOMAIN_TRAVEL = 18; int DOMAIN_TRICKERY = 19; int DOMAIN_WAR = 20; int DOMAIN_WATER = 21; // Returns oCreature's spell school specialization in nClass (SPELL_SCHOOL_* constants) // Unless custom content is used, only Wizards have spell schools // Returns -1 on error int GetSpecialization(object oCreature, int nClass = CLASS_TYPE_WIZARD); // Returns oCreature's domain in nClass (DOMAIN_* constants) // nDomainIndex - 1 or 2 // Unless custom content is used, only Clerics have domains // Returns -1 on error int GetDomain(object oCreature, int nDomainIndex = 1, int nClass = CLASS_TYPE_CLERIC);
PostString()

int SCREEN_ANCHOR_TOP_LEFT = 0; int SCREEN_ANCHOR_TOP_RIGHT = 1; int SCREEN_ANCHOR_BOTTOM_LEFT = 2; int SCREEN_ANCHOR_BOTTOM_RIGHT = 3; int SCREEN_ANCHOR_CENTER = 4; // Displays sMsg on oPC's screen. // The message is displayed on top of whatever is on the screen, including UI elements // nX, nY - coordinates of the first character to be displayed. The value is in terms // of character 'slot' relative to the nAnchor anchor point. // If the number is negative, it is applied from the bottom/right. // nAnchor - SCREEN_ANCHOR_* constant // fLife - Duration in seconds until the string disappears. // nRGBA, nRGBA2 - Colors of the string in 0xRRGGBBAA format. String starts at nRGBA, // but as it nears end of life, it will slowly blend into nRGBA2. // nID - Optional ID of a string. If not 0, subsequent calls to PostString will // remove the old string with the same ID, even if it's lifetime has not elapsed. // Only positive values are allowed. // sFont - If specified, use this custom font instead of default console font. void PostString(object oPC, string sMsg, int nX = 0, int nY = 0, int nAnchor = SCREEN_ANCHOR_TOP_LEFT, float fLife = 10.0f, int nRGBA = 2147418367, int nRGBA2 = 2147418367, int nID = 0, string sFont="");

Fixes to Wyvern: Crown of Cormyr


  • The module now includes all script sources
  • Fixed "horse hat", and "cannot mount, your tail is in the way" issues
  • Lucinda's Warhorse sometimes vanished upon creation, in Thunderstone
  • Empty joust journal entries now read properly
  • Tile repairs (Castle Barrow, end game bridge, a couple odds & ends)
  • Soundset.2da conflicts with Heros of Neverwinter fixed
  • Realigned all horse and snake blue prints to use proper soundsets
  • Removed duplicate/conflicting SET, ITP, 2DA and TGA files
  • Lifted a Z-fighting prop in Jousting Grounds
  • Replaced missing doors in Polter's Fort (Lower/Upper)
  • Fixed broken transition between Wyvernwater Castle Stables and Wyvernwater Castle

Fixes to Pirates Of The Sword Coast


  • The module now includes all script sources
  • Eliminated content from haks duplicated in XP3.bif, merged 2DA's where possible
  • Performance fixes for PotSC-Exclusive tiles (TCN01)
  • Fixed a few cases where henchmen could go hostile in cutscenes and break the game

Tileset changes


  • Off-height and blocking walkmeshes fixed for bridges in Sea Caverns and Steamworks sets
  • Repaired 2 TNO01 tiles for SQRT Error
  • Repaired the 2x2 smithy in TNI01, and made the DoorCap, interior a unique tile
  • Fixed a shadow leak in the hobgoblin head model (seen in WCoC intro cutscene)
  • Performance fixes for TCN01 (stock assets)
  • Fixed a blocky water VFX on a TCN01 Temple's fountain (TCN01_W03_01)
  • Fixed blocky smoke on a couple forest campfires (TTF01_T13_01 and TTF01_S16_01)
  • Repaired a few reported broken walkmeshes, in various sets