NWN 1.69 and ahp_3.05

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Zelknolf
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NWN 1.69 and ahp_3.05

Post by Zelknolf »

Right, so it seems the drama from this has settled out and we've actually ended up with a patch. I'm officially releasing ahp_3.05.hak, which will allow servers to update to NWN 1.69.

Now this is important:
Don't update until the server you play on does

You'll find yourself sitting out of a fair amount of play, and there is usually a delay while servers get their ducks in a row and make sure they have the time/staffing to chase quirks that come with updates.

What you can do in the mean time is acquire the hak:
http://download.alandfaraway.org/downlo ... p_3.05.rar

Chamu has also established a Worldgate for NWN1, which he has posted information for here (at the bottom of the thread):
http://www.alandfaraway.org/phpbbforum/ ... hp?t=37607


When Your Server Does Update
There are 3 things to do:
Thing 1: Empty out your override folder. (Yeah, I know what ends up in ALFA's override folders. Your mothers would be ashamed! :eek: ) Having anything in it while patching can/will cause unexpected behaivor.
Thing 2: Patch the game. You can run the NWUpdater program or download and run this file:
http://files.bioware.com/neverwinternig ... Update.exe
To do so. I would reccomend the latter, as the critical rebuild is 310 megs while the patch is 390, and the critical rebuild comes with the perk of chasing out quirks a game acquires through sitting on a sticky flap of magnetized rust for 4 years (as it has for many of our NWN1 players.)
Thing 3: Put the new hak in your hak folder, and make sure all of your previous haks are still there. Any gaps that need filling can be downloaded here:
http://download.alandfaraway.org/downloads/NWN1/


New Stuff In the Update
This hak was assembled for the specific purpose of keeping our servers stable and making use of the massive numbers of new models put out with the patch without changing our game mechanically. Observed changes in the rules should be reported; they're probably unintentional.
1) Horses are changed to fit with Bioware's new setup. This does mean that some cloak models will be pooched on horseback; I'm sorry, I don't have animations for them (but to be fair, I didn't before either, and most of them were pooched then, too.) As there are 68 new horse models and 6 old horses, I've set up a new system to allow characters to dress up their horses however they like. HDMs will find an .erf on the DM FTP in the tech/3.05 folder; they're widgets, you use 'em on the bridle, and then they persist until you use a different one on the bridle. (huzzah)
2) There's a new mage staff. 16/4 -- it's pretty
3) There're new greatswords. They're not a pretty, but oh well.
4) There're new warhammers, their unprettiness is equal to the new greatswords. But hey, they're new, enjoy.
5) There're new clubs. They're sexy.
6) There're new lances, and we've lost the uglier of the old lances. Sad to say but those few lances actually in game need a retooling.
7) There're new tilesets. They're simple, but they're new. I rather like the new cave entrance with the tropical tile, even though we probably won't see any application in ALFA (us dirty English speakers and our empathy for the Chondothan nations and all.)
8) There're new doors! Some of these doors have decided to impose themselves onto old cave entrances built with +ALFA Exteriors; easy fix, but fixes done one at a time. Report those to your server. The interlocking doors are pretty; have fun with those.
9) There're new appearances. There're a lot of them, but most of them aren't anything new. We've got a "Halaster" (giant red-robed flying bearded mage. Creepy.), some crazy-eyed satyrs, a fistful of purple dragons, horses to match the set mentioned above, a few liches (from the Cormyr premium module), and exatly one arseload of "invisible" appearances with whatever tail models you'd like.
10) There're an arseload of tail models. Most of them aren't tails; most of them are normal-looking critters, which can be put on the various-sized invisible appearances to scale them. Sorry, can't scale dynamic models (so no Enlarge/Reduce person spells in ALFA NWN1's future) but you can make, say, a 20' tall crazy-eyed satyr now.
11) We have feats for tridents now, and the matching option for weapon masters. The models are still hideous, but if you ever get a hankering to be very good with a very ugly weapon, there you go!
12) New event -- OnPlayerChat -- I am sure there will be much discussion as to what to do with it in coming weeks. It is this script ninjas opinion that use of the event should be sparing until we discuss our options. RP heavy servers have many chat events, and complicated scripts fired from the event will degrade performance.
13) There're new torsos - for AC 4 and AC 8 - and matching pieces for the rest of the body. (except biceps. We don't have a new plate bicep for some odd reason.)
14) There're new robes. 2 coats, an apron, and 4 - for lack of a better term - buttflaps (one over nothin, one over cloth, one over maille, and one over plate)
I'm probably missing things; almost all of this is worded in a much more exciting way with Bioware's patch notes.

Stuff Not in the Update
1) Didn't swipe the Purple Dragon Knight prestige class. I'm sure we'll talk about the potential for it.
2) Didn't swipe Bioware's horse use feats; it has a lot of nifty stuff in it, but the "horse archery" feat is made useless by efforts to counter the "arse arrow" exploit (i.e. you have to stop to shoot now, and have had to for some time, so you'd theoretically never have a penalty when firing from horseback anyway), we already have charge attacks and lances (and our lances do damage, unlike Bioware's! :o) New characters will still have the feat show up during generation, but it goes away once logged in.

Old Stuff That We Never Announced
As far as I know, the upgrade to 3.05 will mean that every server is also using 3.04. However, that hak was never released and its contents weren't announced in a nice clear and public post.
1) New tower shields, new large shields, new small shields. Because BB rocks.
2) New male elf head, because FI found it and a new male human head, because I felt like learning NWMax.
3) An arseload of "mage staff" models: holdable folowers, panpipes, a guitar, a violin bow, and a baby wrapped up in a beige blankee (I know, everyone's going to spawn mothers holding those and let loose the fireballs. Oh well.)
4) New helmets, because BB still rocks.
5) My old mithral armor solution

//edit - 6) Arseload of new cloaks. There's one for every deity, and a few for organizations. The colors for the holy symbols are generally metal 1/2.
Last edited by Zelknolf on Fri Jul 25, 2008 3:22 am, edited 1 time in total.
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Ksiel
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Post by Ksiel »

Impressive.

Thank you for the hard work you and anyone else who worked on this, it is greatly appreciated.

Ksiel
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Vendrin
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Post by Vendrin »

Thanks for all the hard work Zelk
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psycho_leo
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Post by psycho_leo »

New horses are sweet. But thanks for the rest too (you and also misty and kmj and whoever else helped with it). :D
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Zelknolf
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Post by Zelknolf »

Oh yeah. I forgot to give credit on that.

Misty was a huge help updating nwscript.nss ... nothing in the hak proper, but massively useful on the module update side of things.

kmj was my fearless scout into the cls_ set of 2das; largely the reason why tridents got integrated so nicely, and why the weapon masters are compatible now.

Both served as playtesters with early versions of 3.05, too. (kmj especially never fails to respond to a call of "Hey, I need someone to roll up a <build> and kill stuff.") Chamu and the regulars on NC served to test a more refined version to boot. So thumbs up to them.

The 3.04 list is largely props to BB; he organized and packed that one. I just threw models at him and said "add these, too!" ad nauseum.
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Swift
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Post by Swift »

While it is very area specific and i do not think it would get a whole lot of use at this stage of NWN, having the Purple Dragon Knight PrC would be a nice addition when time can be found after the more important things are done :D
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FanaticusIncendi
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Post by FanaticusIncendi »

arcane trickster plzkthx.

:P Seriously though, thank you so much to Zelk and everyone who has made this update possible! I throw you a virtual party! With cake and pie! :party1:
Currently otherwise occupied.
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Brokenbone
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Post by Brokenbone »

Great effort (from author, testers/guineapigs, etc.), and very informative / thorough post! Thanks from one of the "still enjoying NWN1 crowd."
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Zelknolf
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Post by Zelknolf »

Swift wrote:While it is very area specific and i do not think it would get a whole lot of use at this stage of NWN, having the Purple Dragon Knight PrC would be a nice addition when time can be found after the more important things are done :D
FanaticusIncendi wrote:arcane trickster plzkthx.
I don't have the authority to make either of those calls, and y'all well know it. :P

We'd totally still be on 1.68 if I tried to push for either.
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AcadiusLost
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Post by AcadiusLost »

Thanks for the dedication and quick work on the update, Zelknolf. With regards to the OnPlayerChat event, I'd be happy to share the (very simple) code for the automated RPXP scripts from the NWN2-ACR, since we use an NWNx4 plugin to hook that event in that context. The event overhead is really low (flipping a LocalInt to True, once per OnChat, negligible profiler overhead). The heavier parts of it (slightly) happen OnEnter to the module, and OnExit from it, as well as a slow (7 min RL) pseudoheartbeat per PC online.

Anyhow, glad to hear the transition is going smoothly.
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