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1.68 is Out. - Patch Kiddies Patch -

1.68 patch notes Neverwinter Nights Game

* Added visible cloaks to the game. * Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).

Scripting-specific

* Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss). * Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).

Neverwinter Nights Aurora Toolset

* Fix to CopyObject() so that copied creatures now run their OnSpawn script. * Enabled PLT support for visible cloaks. * Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac. * Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect. * Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells. * Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.

Custom Content

* Added new scripting command:

// Set oPlaceable's useable object status. // Note: Only works on non-static placeables. void SetUseableFlag(object oPlaceable, int nUseableFlag);

* Added new nwnplayer.ini setting.

[Game Options] Log Model Errors=0

If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory). This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model. * Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings. * Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.

Here's the patch notes. The patch has just come out. Don't download it til efu does, else you can't play on the server. Yes this adds visible cloaks but i believe, unless something has changed since beta 3, the cloaks you all have now will be Brown. Not entirely sure if dyes will work with the cloaks to colour them IG or the craft system will need changing to cope. What this does mean is that someone may have to run Update Instances on quite a few custom cloaks to assign colours to them. May be worth re-doing all the custom cloaks, providing there aren't thousands.

Fish

What this patch appears to give, is hard coded, hak free, visible cloaks.

Now you're talking, baby!

Awesome, I love those cloaks. 8)

I am waiting to see cloaks at dwarfs and barbarians! will be fun :lol:

whats with cloaks? just seeing them is that important? persoanlly i want some new spells like a cure all spells that heals and restores you

um. you mean like Greater Restoration? It already exists, but is too high a level spell for EfU probably.

Passing comment, we're on beta 3 but not much has changed

I believe Lisa has done a spider web-like cloak, good for all you drow out there.

i believe greater restoration only cures almaints like diesease and poisons i want a spell that heals and makes you temporarily immune to any stat changes that would be awsome

Stay on topic.

It doesn't exist in pnp as far as I can tell, and therefore is unlikely to be added, and would be a high level spell as is.

Also would require some form of .hak file most likely and make it pointless.

Greater Restoration also heals you fully and restores ability drain as well as level drain.

Negative Energy Protection already protects against stat changes (if you mean ability drain or level drain).

Ladocicea Stay on topic.

This thread will have to be locked if you insist on talking about Greater restoration which has no relevance to the patch.

Topic update.

Damnit! I wish I'd seen this before updating, I was like, YES Cloaks! And then 'Nooooooooooooooooooo EFU!' I was coming onto to forums to suggest you guys patch to it. All the unknown questions can be answered with two minutes in a create an epic character module. If people dont like brown cloaks, they can always not wear cloaks? Now, I shall investiage!

To the batcave! :arrow:

We'll be patchnig once the DMs have worked out what this patch will break and how to fix it.

And for an update!

Answers to your questions:

- Does it alter the crafting system in anyway? - Nope - Can it be dyed? - Yes, but it doesn't change color, as they havn't patched cloak dye's yet - Are they all brown? - Yes, they're all a light brown, but there are many many different styles

In conclusion, this is the best update to hit NWN, the cloaks are uber, the flowingness is uber, and the swaying is uber. Lets patch! :D

They're all brown because brown is "unassigned default colour".

You have to change the craft system to be able to change cloak style/colours. I know it Hasn't changed but it may have to be.

Cloaks have a colour pallette in the toolset like armour does.

:idea: I'd say to make it easier on everyone, cloak's should be unchangeable via crafting menu, that'd make for hours of scripting, maybe a hak or two. I'd say, script cloth dye's to robes, somehow, I dont really know anything about scripting, and let that be it, I say players chose to dye the cloak, and that all cloak's should come brown. It'd make the patch come in one afternoon instead of one month. And would make those of us who foolishly updated, all the happier :P

EDIT: As colors already work on cloaks, but dye the wrong thing, It'd probably take a half hour to copy other dye's script onto a new dye item, or assign the dye property to cloak colors, might be fun.

The above comments are the sole opinion and or comments of Jazzy Be, those comments do not in anyway associate with EFU, its moderatator's DM's and staff. This little passage is more or less just to say that it's an opinion lol.

Well i stupidly downloded the 1.68 patch and now can't get on to the server, is thre a way to undo this and if not how long before EFU catches up.

^ I second that ^

Yes go Here: and follow the instructions

http://nwn.bioware.com/support/patch_revert_hotu.html

Okay so the situation on cloaks is: There are no spider web cloaks, firstly, I made a complte balls up when I mentioned that, due to thinking the last work by lisa would make it into the patch, it didn't.

We have 14 new cloaks.

Each one replaces one of the old cloak visual types.

Each cloak has 6 colours as armour does. 2 Leather, metal and cloth.

Colours may be assigned via the toolset like armour.

EDIT: NwN dye system can dye cloaks. I just tested this in a module. So all you with cloaks will be able to dye them via the dyes purchasble in game. You may wish to check which bits are cloth, leather and metal in the toolset first.

The craft system change is to change a cloak from one visual type to another, like some people do for helms. Since it's pointless, you don't need to worry about it.

DMs: one thing you will find is, depending on the model origionally used for cloaks when created, there may be an abundance of random cloak types, from super-stylish to basic cloaks. This can probably be pruned out after a bit of time, as most are Charge based items which will dissappear eventually.

Default nwn cloaks have been given colours already in the toolset. Any custom cloaks which were made by EFU fall into Default Cloak Colours which constitutes to a Brown cloak. So anyone in efu when it patches will have a brown cloak I am almost completely sure.

I believe any 1.67 cloaks will need to be manually edited in the toolset to have colours set to them and maybe an appropriate design change. For instance, Fancy Wizards Cloak Number 1 changed from Champion of Trom cloak design to Wizard cloak design. You'll understand shortly.

If a DM makes a cloak in the toolset, adds colours, imports it on his avatar and brings it in, it will have colours as far as I can tell. There's no reason why it won't. But all current cloaks on the avatar will be brown.

Cloaks are the new in-season clothing accessory. Coming to a Ghail Store near you.

The cloak designs are: Plain Arcane Great Cloak Fine Great Cloak Hooded Fancy Elegent Elven Wizard Jeweled Blackguard - Cyric Paladin - Helm Champion of Torm Dragon Knight

The animation isn't bad...it doesn't flow properly as you run, rather stick out behind you, but its better than nothing.

Pictured front and back in the same order as the names above as well as some basic movements to show the cloaks have some level of flowing, if not perfect it exists.

The Brown clock pictured in image one is an example of what your cloak May look like depending on it's style. It'll be brown if it's a pre-patch cloak.

Edit: the colours pictured are chosen by me to show different areas of the cloak. these are NOT set colours.

Fixed image 1

Any questions?

now they just need hoods like some haks have and they'll be set

Why did Sunni have to die? Gold Armour and a red cloak would be awesome... Never mind.

Vey dedicated Fish. <3.

Considering NWN 2 is coming out in less than a month I doubt it.

EDIT: That revert doesn't work by the way.

Do what the instructions say. it's somewhere on the same page.

Does hooded come with a hood?

Hanging at the back

Thank you a lot... i got back to 1.67 version! Now i'm gonna test!

Those cloaks...

One word can describe how I feel

Awesome

Thank you Fish

no worries, any questions?

On a slight side note, you can get the cancelled premium module "darkness over daggerford" here http://nwvault.ign.com/View.php?view=modules.Detail&id=5122

OMG I PATCHED WTF?

Unfortunately some poor souls patched and now can't play on EFU. Here is a step by step guide to how to recitify your mistake.

First. Click here: http://nwn.bioware.com/support/patch.html

Find your version.

Click 1.67.

Read the page.

Find your version. Chances are it is the top file.

SAVE FILE TO DISK - DO NOT OPEN IT

I can not stress this enough. Opening the .zip file is Not Correct.

Place the downloaded ZIP file in your neverwinter nights directory. This is most likely c:\Program Files\Neverwinter nights\nwn\

Make sure it is the correct folder with all your nice fancy nwn files in it and folders, it has nwn icons and so on.

Load NwN as normal so that you get the window which says things like: Play Game, Open Toolset, Update, Exit, etc etc. The one with the drow valsheress on it.

Click Update.

Click the Update button. This will revert you to 1.67 and you can play EFU again!

If that doesn't work, you're doing something wrong.

Have a nice day.

That's the problem, I opened it, thanks fish. :D

I figure at least some people would like to know this, so I'm going to ask, hoping somebody knows the answer.

For those few on the Cloaks Suck bandwagon, how are they disabled?

However, a Mac version still isn't out. Though forum trawling gave the impression that it is only a matter of days.

There is a beta for it. I just downloaded it and got on EfU, no problem. The beta shouldn't cause problems on player side usually. Even if it does it still gives you the ability to log onto the updated server.

Don't like cloaks? Remove them today with this simple 2da override.

Not tested by me.

Edit: does help if I add the link: http://nwvault.ign.com/View.php?view=hakpaks.Detail&id=6934

it does? (whoops) :twisted: the 1.68 come with a critical rebuild right? just so you know it does squat

.... :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: I WANT TO PLAY BUT I CAN"T MY GAME DOESN"T WORK

And your game doesn't work because?

Fish And your game doesn't work because?
https://efupw.com/efu1-forum/topic/87/8795/fricken-glitchen/index.html?amp;highlight=