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Neverwinter Nights Forum News (Feb. 02, 06)

Discussion in 'Game/SP News & Comments' started by chevalier, Feb 3, 2006.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights forum highlights, collected by NWVault. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Georg Zoeller, Designer

    How to override or extend NWN core scripting function

    I suspect he's referring to the Bioware scripts that don't get recompiled when you do a module build (which would in theory be nice if you change something like x0_i0_talent, but in practice you'd better be ready to spend the rest of the evening doing something else while it all rebuilds...)
    Yepp, nice idea but totally nonpractical.

    I did weekly rebuilds of all new scripts that were created for Hordes of the Underdark while the expansion was in development, near the end of the project that was around 8000 scripts - expansion only. If you wanted to rebuild every script (and since the game does not know which include file affects which script without compiling, that would be your only option to achieve the result you are asking for) in the whole game and all expansions, you are talking about recompiling such a large a number of scripts that the process would take several hours to complete.

    I'm not sure you want a button in the toolset that you can click to render the toolset unusable for a couple of hours, depending on your machine :)

    More:
    actually, the VERY best, would be if you altered an include file, if the compiler would run around and determine which files need to be recompiled (which is what all my other compilers do, btw...) but I do understand nwscript is a bit of an unique setup and am very well pleased at the functionality it DOES have.

    I really don't want to rebuild ALL, but ALL that are necessary :) (wishful thinking???)
    Well, there is nothing preventing you from extracting all script files from the bifs into override and then running the commandline compiler on them. That would have the effect you want. However, it will slow your module down significantly as well, as you are overriding all the scripts in the game resources :)

    Nvidia Geforce 7800 GTX 512 MB
    There is no reason why NWN would not run on that card. I'm running NWN just fine on a 7800 GT here at work.

    1.68 Function Suggestions


    // Return the max stack size of oItem
    GetMaxStackSize(object oItem)
    Do that with a Get2DAString() reading baseitems.2da's "Stacking" column for the appropriate base item type.
    -Dave
    That's exactly how I would implement this - since the 2da will be in memory anyway (no need for caching, this 2da is guaranteed to be in memory all the time), there should be no performance implications w/ this implementation.

    Changing familiar color


    ....and modify the summon familiar spell script to change the appearance to the white one for you.
    Brian,
    Will that work for multiplayer games?
    Because if that works, people are able to cheat on servers, right?
    It wouldn't work unless the server operator puts it into a hakpak.

    Stanley Woo, Quality Assurance

    1.68 suggestions

    Of note: if bug reports aren't sent in to Bioware, bugs probably won't be addressed. So, a thread listing what bugs one wants fixed is generally not going to garner results.
    True. If you're posting in this thread, please accompany your post with an email to nwbugs@bioware.com so that the right people actually see the bugs. Not everyone involved in the bug fixing visits the forums with any regularity. thank you; we appreciate the enthusiasm.
     
    Last edited by a moderator: Jan 3, 2018
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