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Everything posted by Rob McGinnis
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Neverwinter Nights 2 Community Update April 1, 2008 Hello everyone, Today's update is kind of special. We have a great announcement to make and I just couldn't wait until later. NWN2 Expands to the Wii That's right, Neverwinter Nights 2 will soon be available on the Wii! We have been working on this since the release of NWN2 and we are really happy to see it come out soon. It has taken a lot of work and a very dedicated and talented team of developers, but we are finally coming to the end of that project. We just wanted to share it with you here first. Unfortunately, I can't show you any pictures yet - we are still under an NDA - but I was able to get permission to talk about it a bit - though what I can say is limited. Moving the game to the Wii has presented us with a lot of opportunities to integrate the player into the gameplay - and you may have seen some of this in the 2da changes we have been making and talking about. One of the coolest things was the expansion of many of the skills to include some of the kinesthetic aspects of the Wii such as when you need to churn butter to use the new cooking skill or when you have to actually stir a potion to make one. Spellcasting has also gotten more interesting as you have to actually make precise casting motions with your hands in order to cast an arcane spell, or kneel on a dance pad to "pray" for divine spells, or even scribe a pentagram in the air with the wiimote in order to unleash the power of a warlock invocation. It raises spellcasting to a whole new level. Feargus offers this on the move: We even changed certain elements of the original campaign to take advantage of the Wii's unique possibilities: In the tutorial, instead of a fighting match, you must now defeat the Mossfields in a game akin to Wii Sports Bowling to win the Harvest Cup. Additional Evil Sidequests allow you to beat Grobnar into submission using whipping gestures with the Wii remote. Also, with the change to 4E rules, gnomes will start with a gorgeous lair and a badger animal companion. Brandon Adler, Lead Production Tester, says this about the new gameplay elements: The game is planned to be released later this year, but is looking pretty good already. There will be special Lawful Good and Chaotic Evil editions released in Europe that will come with stylized white and black wiimote straps respectively. We will also be releasing the game in a special limited edition "Elminster" package that will come with a WiiStaff - a six-foot long replica of Elminster's magic staff that functions fully with the Red Wizard and Arcane Scholar of Candlekeep prestige classes. I hope to post some pics and more news on this later. April Fool's!
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Neverwinter Nights Community Update March 28, 2008 Well, it seems I can't get to this blog in any sort of timely manner. Working on the patches has taken up much more of my time than I anticipated. Because of this, I am going to offer community members the opportunity to send in articles for the Blog. Your articles can be about anything NWN2-related. If there is a bit of Custom Content you like, a persistent world you are excited about, a module that seems fun and interesting, or anything else, and would like to share information about it with the rest of the community, just send the write up to me here via PM. If you would like to include screenshots or pictures, let me know and I will send you an e-mail address to send them to. Today's Update will cover a bit of the 1.13 patch, the MoW authentication delays, some community creations and the NWN2 Area Design Contest. 1.13 Patch Sneak Peek While we are still nailing down the 1.13 patch - the MoW Security work makes this difficult - I thought I would just give you a sneak peek at some of the fixes already planned for the 1.13 patch: The toolset and game will load haks in the same order Ability to tint multiple tiles while multi-selected Allow GetNextItemInInventory to work with stores The dm_setfaction command will no longer cause servers to crash Light and sound sphere sizes will be correct in the toolset Add get and set functions to access the ItemPropertyActivationPreference flag on items The Chat channel selected will remain persistent through area and module transitions Skills.2da will now allow up to 100 rows of data As always, items in the patch are subject to change as need and time dictates. I should be posting a more detailed list in the next couple weeks. We will be doing something a little different and making the lists and the progress updates available in different languages. Mysteries of Westgate Security System There has been a lot of craziness surrounding the MoW Adventure Pack release regarding the online authentication system that is being worked on. To help clear things up a bit, Keehwan Her from Atari has posted the following news in the Neverwinter Nights 2 Forum
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This will be out pretty soon. We are just finalizing a couple things.
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How many teams does Obsidian have now?
Rob McGinnis replied to DemonKing's topic in Obsidian General
*Kicks Alvin into The Pit of Monkeys and Typewriters* I win! -
NWN2 News Feb 29, 2008
Rob McGinnis commented on Rob McGinnis's blog entry in Neverwinter Nights 2 Blog
Not true. As you can see from this thread on the Bioware forums. -
NWN2 News Feb 29, 2008
Rob McGinnis commented on Rob McGinnis's blog entry in Neverwinter Nights 2 Blog
Yes, you can use custom textures that you have made yourself, or those that are considered public domain (you must list that in your submission). -
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Neverwinter Nights 2 Community Update February 29th, 2008. Being that today is the 29th of February, a slightly different day, I thought I would do something slightly different for today's Blog. For about two hours today Khaveen gathered questions from members of the NWN2 community then passed them on to me for answers. For various reasons, I was not able to answer all of them, but the vast majority are answered below. I am also going to announce a new contest for the NWN2 community. NWN2 Area Design Contest I am happy to announce the next contest for the Neverwinter Nights 2 Community. This contest will be an area design contest. You do not have to put in creatures or encounters, this is simply a contest for the most beautiful areas. All work must be your own and the areas must be built and useable in the NWN2 Toolset. No plagiarism will be allowed. You can submit UP TO THREE (3) areas, packaged in a single module. Entries are to be submitted on the NWVault, under Area Prefabs for NWN2. There is a NWN2 Area Contest category you can submit them under. Areas can be any size, but they must be exteriors (larger areas are better, but not necessary). You can use custom content that is currently on the vault, or you can use custom content that is on the vault by the time the contest ends. Some of the things we will look at would be the best use of space, overall beauty and originality. The top two winners of the contest will receive a brand new Matrox TripleHead2Go Surround-Gaming module. You can start submitting your entries to the vault now and the contest will end on March 31st at midnight, Pacific time. As for the Custom Content contest, I am afraid that the accusations of plagiarism have made it impossible to judge this contest. As such, no prizes will be awarded for it and no winner will be announced. It is unfortunate, since the entries were all very nice. Community Q&A Q: What is the current estimated release date for the upcoming NWN2 Adventure Pack: Mysteries of Westgate? Ossian Studios is working on this project. They would have the best information available to answer this. Q: Atari's business release seems to have hinted at plans for a second expansion pack to NWN2. Any comment? We would love to work on a second expansion. Q: In which patch might we see a fix for the ActionSit() script? Would you consider using existing community hak work in it like Heed's ActionSit()? We have commented on this in the past. Basically, sitting is a lower priority for us than other functions and features in the game. That doesn't mean we will never fix it. I have just seen Heed's ActionSit on the Vault. I will need to check it out more but, if he is willing and it doesn't cause any issues, I might look into integrating it in a patch. Q: How far ahead do you plan when it comes to the patches? The 1.12 patch is currently in beta, so do you have plans in general what focus the 1.15 patch will have for example? How does that work? I have talked about this a bit in the past. I generally plan about three patches out (current patch +2 patches), but the plan stays flexible enough to change things if need be. With the 1.12 patch, there were some things reported by the community that seemed pretty important. We took a look at what we had planned for the patch and realized that we would need to bump some issues from 1.12, so we let community members decide which issues would get bumped. Q5: How many people are on the team that works on the NWN2 patches? We have a core team of about 5 people and we pull in any number of other people when we need them. Q: Was the Mask of the Betrayer expansion a financial success for Obsidian? MoTB did really well for an expansion. It was in the top ten in Europe for quite a while. Though an expansion will never do as well as the main title, we are pretty satisfied with how MoTB was received. Q: Are there any plans for further optimization of the NWN2 engine (load times, performance, graphics)? We are constantly making optimizations to the engine. Q: With the ability to have 2d player portraits, what are the various portrait sizes we need to have? 128 x 128 TGAs Q: After having changed the testing process with the 1.12 beta test, do you think the initial plan of targeting 6 weeks per patch cycle is still viable? Yes. 1.12 was sort of a test to see how much we could do in a given period. Thanks to some delays in the beginning, there is much more content in 1.12 than there will be in later patches - we just kept adding things in while we were waiting for something. After 1.12 is released, I think the smaller six-week patches is very possible. Q: Are there any cool new scripts planned to be added (or fixed or enhanced) in upcoming patches? Can you share any details? There's a couple I can tell you about. In 1.12 we will be making the ability to change the scale of an object available through scripting. Additionally, in 1.13, we will be adding a set of Get and Set Custom Heartbeat functions for both creatures and placeables. This is really powerful for things like custom AI and such... watch for more information on this as we get closer to 1.13. Q: Are you still planning to allow HAKs to load before the character creation? Any timing estimate for this? Currently we are planning that for the 1.14 patch. Q: Do you see Obsidian still supporting the NWN2 community in 2010 (patches, forums, etc.)? Unfortunately I forgot my magic 8 ball at home... Q: Are you planning on adding any base classes, either in an expansion or an adventure pack? If new classes get added, it would most likely happen in an expansion, not in a patch or adventure pack. Q: Will weather ever get fixed/fully implemented in the toolset? I want my raging blizzards and torrential rain falls. It's possible. Right now I am trying to keep us focused on issues that are more core to the game. Q: Is there any possibility that Hide in Plain Sight could be changed to have creatures hostile to the hider (say within 20m) automatically attempt to spot the hiding creature when he uses this ability? This would prevent creatures using HiPS from getting free sneak attacks against creatures that should be able to detect them during that time interval between their hiding and the creature's natural perception event. Creatures should automatically be attempting to spot invisible/hidden creatures. If they aren't, that would be a bug. Q: Is there any possibility that the bug with missile spells shredding spell mantles will be resolved as well as any fixes to the impossible-to-defend-against bigby spells (5 and 6)? It's always possible. As we go through the spell issues and take care of base functionality, we will be better able to address and add "new" functionality. Q: Would it be possible to get functions that would return the AB of creature's highest AB attack, as well a function to get the creature's AC by type (e.g., get its dodge AC or natural AC)? These functions would be invaluable to those of us who write custom AI scripts. I'll see what we can do. Q: Could we get the option to set a creature's school of specialization as well as its domain in the toolset blueprint editor? I'll see what we can do. Q: Will there be officially supported class balances (that is, like giving the Pale Master 9/10 spell progression or making wildshape/polymorph an effective playstyle)? I think things like this can be seen in the future. We have been talking a bit about changes to the Warlock class to balance it and make it a more interesting class to play. I would like to see changes to the Pale Master and Blackguard classes, myself. Q: Is retroactive 'tintability' going to happen (like making the brown bear black, for instance)? Perhaps I am not understanding the question. I believe you can tint a bear that has been instantiated (placed) already. Q: Will there be expanded functionality in the VFX editor? For instance, having 'locked' effects, like polar, but having the ability to change their angle (like cartesian effects). I do not think there are any changes planned for the VFX editor in the near future. Q: Are we going to see new models (placeables and creatures) added in patches, or will they be limited to 'paid products' only? We have a couple things in the works but, as you can guess, the legalities of including community-made content are difficult at best. Q: Do you plan to fix the GetNext*() bug with merchants soon? This is tentatively planned for 1.14, but this item may change as we progress through the patches. Q: Can we expect more fixes for the toolset? Yes. Specifically, we should see a fix for the multi-select crash issue in the 1.13 patch. Q: Are there any plans to add the scripting hooks that were added in later NWN1 patches (1.66 to 1.69 once 1.69 is final)? Yes. Q: When a new module is created, it is missing defaults for most of the module events. Could this be fixed to point to new default scripts (that are simple empty mains) for consistent module development? I'll see what we can do. Q: Could the Wildshape uses per day be incremented when a cutscene strips the effect off (one line code change for both MotB and the OC)? This sounds like a bug. I'll see if we can get this into one of the next couple patches. Q: Can Obsidian provide Tazpn (or anyone else) with any information that would help him with importing animations from .gr2 files? That feature is at a dead end and we could really use it. If Tazpn contacts me, I'll see what I can get to him. Q: is OEI aware of the CopyObject() problem when used with creatures? If so, is it on the Fix list? if not, what does OEI need from us to validate the problem? You would have to be a bit more clear as to what the problem is. Does it not work? Does it copy money and such? Q: There seems to be an issue creating mystic-theurge type prestige classes (seems to require the replacement of the harper agent PrC). Is OEI planning on addressing this (and other PrC class specific CC defects)? We would have to know more about this issue to address it properly. Q: Is OEI planning to implement the ability to create instant action feats (like elephant hide) in the near future? I was just talking to some people about this this morning. I can't promise that anything will be changed, but I am hopeful. That will bring an end to another Blog. Stay tuned for patch news next week.
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NWN2 News Feb 17, 2008
Rob McGinnis commented on Rob McGinnis's blog entry in Neverwinter Nights 2 Blog
Maybe soon -
Neverwinter Nights 2 Community Update February 17, 2008 This week's Blog is dedicated to the fine folks over at the Neverwinter Nights Podcast. Apparently Jay has been missing the community content side of things. Well, it has been a while since I have posted anything on that, so today's Blog will focus mostly on that side of the community. We will also feature another Persistent World spotlight and talk a bit about the upcoming patch. Community Works RWS Pocket Cathedral The guys from Robinson Workshop have released their Pocket Cathedrals product! These guys have been working hard on a lot of architectural packs for NWN2 and this Cathedral pack is just another example of their quality work. You can find out more on NWVault here. BTH Shield Pack A great shield pack from Barry the Hatchet. You can find it here on NWVault. Wicked Leather One of the more difficult items to model for NWN2 is armor and clothing. nzdawghaus brings us some 'wicked leather' armor. You can find it here DMFI Bulletin Board Qkrch has released a great tool to integrate into your modules and persistent worlds. You can check it out on Neverwinter Nights Vault here Persistent World Spotlight: The Known Lands By Deider What is the world known to its inhabitants simply as The Known Lands? ... a world of islands, where continents are myth. These islands dot the Ebon Sea, and are home to mountain ranges with dwarven citadels, forests of elves and fey, and plains occupied by the nations of humans and other races.
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Neverwinter Nights 2 Community Update February 1, 2008 Just a quick update on the patch progress today since I was out of office for a week+. I will be going through the volunteers for the closed beta next week, so you may receive an e-mail or PM from me. I think next week I will give another update and include some community content and perhaps a PW spotlight, for those of you that have been missing that. So, without further delay...
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NWN2 News January 11, 2008
Rob McGinnis commented on Rob McGinnis's blog entry in Neverwinter Nights 2 Blog
No. I am not going to publish all of that. There has been enough drama already and I am not going to add any more to that. There is no need to embarrass the accuser nor the accused. -
NWN2 News January 11, 2008
Rob McGinnis commented on Rob McGinnis's blog entry in Neverwinter Nights 2 Blog
The items that aren't in green have not made it to testing yet, which means they are still in development or in the queue to go into development. -
Neverwinter Nights 2 Community Update January 11, 2008 Quick update today as things are pretty busy with 1.12 getting underway... 3d Model Contest Just a quick update on the model contest. We received a lot of great entries. Unfortunately, many of those entries also came with the accusation of plagiarism. That means the entries have to be reviewed for authenticity, unfortunately this is proving difficult. I am now planning to announce the winners in February to give us time to review all the entries. 1.12 Patch News The patch is technically in a pre-production phase right now. We may need to do some work to prepare for Ossian's Mysteries of Westgate Adventure Pack and that is delaying the shift into full production phase. In the meantime, some progress has been made. As I said, this update would be short. I plan to do another update next week with a bit more info and our regular community works section.
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Looks like I'm a bit late... but I can still wish you all a Happy New Year!
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NWN2 News December 21, 2007
Rob McGinnis commented on Rob McGinnis's blog entry in Neverwinter Nights 2 Blog
It's because you have to download an .exe with a different version number. -
Neverwinter Nights 2 Community Update December 21, 2007 This is the last Blog for 2007. As we bring a busy year to a close, we'll take a look at a cool product, some shuffling in the Purgatorio team, an excellent modification to the game, another great tileset from the RWS guys and an update on the 1.12 patch progress. An Interesting Product Normally, I wouldn't be on here talking about other products, but we have been having some fun with this one, so I thought I'd share. Matrox has created a hardware device that allows you to connect three monitors to combine them into one big monitor. Here's a shot of our test system showing what it's like: You can find out more by visiting Matrox's website here: http://www.matrox.com/graphics/surroundgaming/en/home/ Additions to the Purgatorio Team So, with Monty coming over to Obsidian Entertainment, they apparently needed to bring on a herd of new people to fill his shoes on the Purgatorio Team. The folks at Rogue Dao have assimilated Baron and Hellfire and have started putting them to the whip to help finish up their Planescape mod. I know all of these guys will be great additions to the team. Crafting Mod in Progress For NWNX4 Carter DC has created a great system for crafting in NWN2 - much like the old NWN1 Crafting System that was made available in one of the expansions. This system will allow you to change and re-color your armor/clothing and much more! You can check it out here on Neverwinter Nights 2 Vault. New Concept from Robinson Workshops The guys at Robinson Workshops have come up with a new concept for their tileset work: Pocket Tilesets. Their newest entry on NWVault, Pocket Citadel, includes an explanation of this new concept: Along with this new concept, the guys at RWS have released their first pocket tileset - the Pocket Citadel. "Originally envisioned as an expansion to the Deep Halls Tileset but it gre to the point where it seemed to make more sense to release it on its own. It follows a more dwarven feel than the Deep halls set." You can find this great tileset here on the NWVault. 1.12 Progress Just a little update on the 1.12 patch. As you know we are attempting to move forward with a new patch process. Some of those changes are a shorter development cycle to allow us to get the patches out to you faster, and a closed beta period where some community members can get a sneak peek at the patch and provide some feedback for fixes and changes. As we release more patches, the process will continue to evolve and improve. The patches themselves will evolve along the way as well. Today, I will bring you the first changes to the 1.12 patch as we remove some items from the list to make room for some other, more urgent fixes. Looking at this list, I still feel it is extremely ambitious, so it may get cut down a bit more. We are also still gathering feedback from the 1.11 patch and Hotfix, ,which will probably alter the list a little more. We are still finalizing things and development on this patch should be starting around mid-January. Well, that brings this Blog to an end. From all of us at Obsidian: Happy holidays to all of you and best wishes in the new year! See you next year!
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Neverwinter Nights 2 Community Update December 7, 2007 Hello again! For this update we will talk about some changes, a custom mod and some community works. Monty is Assimilated! Well, more like he has come to the Dark Side. Monty Markland has come to work for Obsidian Entertainment. "Who is this Markland guy," you ask? He was the head of the Community Modding group Rogue Dao Studios - the makers of that great Purgatorio mod we have all been watching so closely. So, to ease your fears about this change, while we fit him for his cybernetic eye and re-designate him as 110 of 110, I held Monty at gunpoint to get him to write this little message to you all: That really seems like his writing, right? Cool. We welcome Monty to the hive and look forward to the food he brings us. Harp & Chrysanthemum - A Custom Module by Maerduin Harp & Chrysanthemum is a custom mod created by Maerduin. While you are reading his summary below, you can start downloading the mod here.
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Neverwinter Nights 2 Community Update November 21, 2007 This week we will take a look at some community content, a single player module and a return of the PW Spotlight. I have also started things off with a look at the 3C project - Something everyone should be interested in contributing to. Community Content Compilation (3C) Follow this link to download: http://nwvault.ign.com/View.php?view=NWN2H...tail&id=186 for the 3C Forums, and additional information, just follow this link: http://planewalker.eamped.com/community-co...ion-3c-vc6.html Community Works Script: Creatures follow through transitions Ever have trouble getting creatures to chase players through transitions? Take a look at this script by ArPharazon: http://nwvault.ign.com/View.php?view=NWN2S...tail&id=174 Tourney Field: Just add encounters SGK73 has created another great prefab area for builders to drop into their modules. This time he brings us a tournament and jousting field. You can download the Prefab here: http://nwvault.ign.com/View.php?view=NWN2P...tail&id=252 on NWVault. Module Spotlight: Sands of Solvheil II: Beneath the Hearleforne by Raith Veldrin To download: http://nwvault.ign.com/View.php?view=NWN2M...tail&id=188 Solvheil Development Blog: http://solvheil.blogspot.com Persistent World Focus: Dasaria II by DM Wired
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Neverwinter Nights 2 Community Update November 2, 2007 Hello everyone. It's update time again. For this issue we will be taking a look at a mod by Chimneyfish that makes the NPC heads available for playable characters. We will also look at an area prefab by SGK73 and we have a small interview of Kaedrin, author of some great Prestige Classes and some expanded spell books for some of the NWN2 Prestige Classes. But first, before we go too much further, please take a moment to answer this poll question. Community Works Playable NPC Heads Looking for some more diversity in your characters? Chimneyfish has made the NWN2 NPC heads available to players during character creation. This mod can be viewed here, on NWVault. Area Prefab: Ritual Sites - Just Add Encounters SGK73 has created another Area Prefab. His prefabs, always tagged with "Just add encounters," allow builders to create modules quickly and easily by providing high-quality, pre-made areas that can just be inserted into your module. You can find out more here. Kaedrin: Custom Classes for the Masses In case you haven't been watching the forums, there has been a great effort underway by Kaedrin to create some Custom Prestige Classes. What started as a wish to improve one of his favorite classes, has turned into him becoming a one-man powerhouse of custom content creation. So far Kaedrin's work has contributed about 50 new spells, some new feats, a handful of prestige classes, spellbooks for Blackguards and Assassins, ammo crafting and ranged combat enchantment upgrades and new and revised spell domains. As community members ourselves, many of us at OEI have been watching his progress with great interest, and enjoying the results of his creations, too. It's always great to see what community members can do in NWN2. So, with all of this in mind, I asked Kaedrin if he would be willing to share his experiences with us.
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So, how far have you gotten? I have seen some people have already played through it a couple times.
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Hey guys, just got a PM asking me to look into ~Di's Flopsy issue, but it looks like you all have it ironed out already. So you know, if you have issues or questions with the game, you can always PM me here. If you are just reporting something, I may not always respond, depending on workload. But I always try to respond to questions. Anyway.. good to see things have been resolved. *steals Cantousent's cookie*
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Neverwinter Nights 2 Community Update October 19, 2007 Hello everyone! It has been a while since the last Community Update. Things have been pretty busy here, with the release of Mask of The Betrayer in Europe and America - with Australia not too far away. The forums are super busy everyone seems to be enjoying the game. This week we are going to take a quick look at some of the community works. Robinson Workshops is close to releasing a treasure chest full of builder goodness and There are some great placeable objects hitting the vault as well. We are also going to take a look at the Neverwinter Citadel community site. A Look at NWCitadel By: dunniteowl
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Neverwinter Nights 2 Community Update September 29, 2007 We have had a busy week with the release of Mask of The Betrayer and the 1.10 patch. As such, the update had to be pushed back slightly, hence the Saturday update this week. For this update we will talk a bit about the 1.10 patch, Mask of The Betrayer and take a look at a veritable cornucopia of community-made custom content. 1.10 Patch The 1.10 patch was released this week. It is the 1.07 patch with only data fixes, to cut down on any issues that could arise with MoTB since MoTB went to the manufacturer and distributor before 1.10 could be released. As always, we would love to hear your constructive comments on it and we have a thread going in the NWN2 general form on the Bioware site for you to report any bugs you may encounter with the patch. As a general rule though, for this patch, if you are having any issues, particularly with performance or graphics anomalies, take a couple moments to rename the Neverwinter Nights 2 folder in your My Documents directory and start the game again to see if the issue is still happening. This often clears out any conflicts you have with files, hacks and overrides and will fix most issues. Mask of The Betrayer Mask of The Betrayer has been released in Europe and our friends over the pond seem to be enjoying it! The story in Mask is quite a bit darker than the previous NWN titles and introduces a new mechanic to the game: your character is cursed! We have also ratcheted up the difficulty in the game and I am hearing that many feel it is the most difficult D&D game yet: they really have to think through their encounters - no more breezing your way through. It won't be long before it is released in America and Australia shortly thereafter. I know it's difficult, but we will have to put up with the European's teasing just a little while longer. MoTB Missing Text Fix Many are reporting an issue with missing text in MoTB. Please see this post in the Bioware forums for a hot fix. Coming Soon! So many of you have seen we have talked about the ability to use custom portraits instead of the default 3d portraits of NWN2. For those with MoTB installed, you can see that we have used this for the companions and other creatures. Right now, there is no easy way to set the portraits for characters as you could during character creation in NWN1, so we started work on a system to allow this. But, after some discussions we felt that Persistent World Players needed something more. For those of you that don't play on PWs, it's important to understand that characters evolve on PWs, as well as the world around them. As such, we felt it would be great if you could actually change your portrait during play. So, once the feature is released in a patch you will be able to double-click on your portrait in the character screen and a portrait selection dialog (shown below) will appear. You will be able to change your portrait as often as you like and, as long as other players have your portrait in their portraits folder (My Documents\Neverwinter Nights 2\Portraits), they will be able to see the change as well. If you ever want to go back to your 3d game-generated portrait, just click the clear button. Community Works Glacier's Edge Sword by Freeloader This sword model from Freeloader is one of the entries into the Custom Content contest. You can download it here from Neverwinter Nights 2 Vault. New Armor by barrelofmonkeyzz and Runnerduck This armor set by barrelofmonkeyzz and Runnerduck, while it is still only a work in progress, will also be an entry in the Custom Content contest. As it is a work in progress, no download link can be provided, but you can discuss it in this thread, in the NWN2 forums. Both of the entries - sword and armor - look great! Good job guys. Nytir's Building Construction Kit: Oriental Expansion Nytir continues work on his Building Construction Kit by adding this Oriental buildings expansion. You can download it here on NWVault. This package contains 107 parts suitable for oriental adventures. (Or Kara-Tur adventures in the Forgotten Realms) With that, I bring this week's Blog to a close. As always, I will try to answer any questions or comments you may have. See you next week and Happy MoTB, for those of you that have it.
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As you can imagine, I am a little busy today with the release of MoTB and 1.10. But, I'll try and answer a couple questions and give you the low-down, as it were. First, 1.10 is the 1.07 patch with data fixes (2da files, textures, etc) only. The code changes will come later. If you find yourself having issues with either MoTB or the 1.10 patch, try renaming your Neverwinter Nights 2 directory in your My Documents folder. Then restart the game. The game will automatically recreate the folder and give you default settings. It will also make sure there are no settings or extra files to cause conflicts.