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NWN patch 1.69 released
Posted by Sam, 149 days ago Jul 10, 2008 08:35
  Neverwinter Nights: Hordes of the Underdark
  Articles | FAQ | Achievements | Files | Media | Video | Cheats | Boards | Buy Now

Bioware released patch 1.69 yesterday evening.

Below you will find the patch notes along with some faqs about the new patch. There are alot of new goodies and fixes in this patch.

 

1.69 Patch Details

Warning! As of this patch, all modules created/saved with the version 1.69
toolset are tagged as requiring version 1.69 or higher of neverwinter nights game or toolset.

If you don’t want to brand your module as 1.68 then do not edit your module
in the version 1.69 toolset.

If you want to go back to 1.68, we have a 1.69 to 1.68 patch available.

New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)

Audio:
=-=-=-
15 New Music Tracks:
14 New Ambient Sounds


New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G’Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves, 
	Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)

New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.

New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gem parts used for the new "Gem Golem" weapons.

New Item
=-=-=-=-
Portable Encampment


ini file setting additions/changes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Added new nwnplayer.ini file settings, so that red/green color blind
	 users don’t get killed by traps unexpectedly.
    [Trap Colors]
    FriendlyColor=0,255,0
    HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file
	 (set to 1 to enable cloaks, 0 for no visible cloaks).
    [Game Options]
    Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable,
	 only supports English).
    [Game Options]
    In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at
	 level up for players (defaults to off).
    [Server Options]
    Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points rolled
	 on the level up summary gui (defaults to off).
    [Server Options]
    Hide Hit Points Gained=0
- Added new nwnplayer.ini file setting to restore the remaining spell uses 
	from the character file on log in to a "server vault" server. This option
	defaults to off.
    [Server Options]
    Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass 
	should be rendered (default value 900.0, valid values range from 900.0
	to 30000.0).  Increasing this value will cause more grass to be rendered
	in outdoor grassy areas, but will also reduce game performance in 
	these areas.
    [Video Options]
    Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of
	creature deaths.
    [Game Options]
    Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by
	an encounter trigger every time that it spawns creatures. If this option
	is turned on, the encounter trigger will always spawn creatures based on
	the triggering player’s level rather than potentially using left over 
	spawned creature from an early triggering that was initiated by a much 
	higher level player.
    [Server Options]
    Always Reset Encounter Spawns=0
- Updated Get2DAString() scripting command 2da caching code to cache a number of
	2das specified in an ini setting. 
    [Server Options]
    2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes
	(defaults to off). Enabling this will degrade game performance. It should
	only be used for script debugging purposes (i.e. when you have a bad script
	that causes your module to lock up, checking the log file will let you know
	the last script that executed).
    [Script Options]
    Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the
	log file (defaults to off). Enabling this will degrade game performance. It
	should only be used to determine which scripts you need to optimize to 
	improve the performance of your module. Note: "Enable Logging" should be 
	turned off when profiling is enabled.
    [Script Options]
    Enable Profiling=1
- Added new option to the nwtoolset.ini file to set the toolset CPU affinity 
	on multi-core computers. If you have more than one CPU on your PC, then 
	you can use this setting to make the toolset run on only one of the CPUs 
	by specifying the number of the CPU (0-31). Setting "CPU Affinity=-1" 
	will turn off CPU affinity
	(default 0).
    [Start Up]
    "CPU Affinity".
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a 
	setting of -1 will be converted to 0). If you need to disable this 
	feature set the value to -2.

Feat Prerequisite changes (these may make some existing characters invalid in
	multiplayer games)
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a 
	prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the 
	description	(feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" 
	rather than "Improved Critical Club" (feat.2da). 
- Weapon Specialization Club now requires four fighter levels to obtain 
	(rather	than one).

General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under 
	Windows Vista.
- Fixed issue with corrupted textures on newer Nvidia cards.
- Colorized the cloaks in the official campaigns (they are no longer all
	tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Fixed how Damage Resistance works against weapons that do more than one 
	type of damage (i.e. Morning Stars and Halberds). The target now uses the
	worst of the multiple damage resistances against weapons that inflict 
	more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks 
	are	done at the player’s full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set 
	to 10 as it is cast from an item, rather than using the player’s paladin 
	caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the 
	creature’s size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position
	of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining
	a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the
	Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in
	the toolset) rather than "NWN". Screenshots are also now placed in the
	screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when
	used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with "Improved Expertise" mode not being correctly displayed in 
	the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party 
	started attacking something during your rest period (the OnPlayerRest event 
	is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to 
	"shiny water" being enabled in watery areas of the official campaign.
- Fixed issue with the DM "Send Exit Event" radial command when used on generic
	triggers. The DM object wasn’t being set correctly as the exiting object
	causing scripting calls to GetExitingObject() to not work correctly.
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
- Fixed some memory leaks.
- Fixed some exploits.

Spell/Feat description and other text changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform
	skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save
	Bonus required.
- Updated description for displacement spell. It was incorrectly listing a
	"Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on 
	"slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1 
    Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths’s Eternal Foe" to include the +4 
	deflection bonus to AC.
- Updated description for "Tenser’s Transformation" to properly reflect the 
	bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities 
	given by the spell.
- Updated description for "Black blade of disaster" so that the sword’s enhancement 
	bonus is correctly described.
- Updated description for "Mordenkainen’s disjunction" to properly reflect how the 
	dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature’s Balance" to properly reflect the damage healed.
- Updated description for "Hammer of the Gods" to properly relect the effects of a 
	successful Will save.
- Fixed many spelling errors and typos in the official campaign.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" 
	by default. This script is used to give pre-existing characters horse related 
	feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made 
	creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette. 
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in 
   the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the 
   desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed some environment mapping issues for Wings/Tails.
- Fixed a scaling issue for Wings/Tails.
- Fixed incorrect portrait on Rope placeable.

Script-specific:
=-=-=-=-=-=-=-=-
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
	object GetPCChatSpeaker();
	string GetPCChatMessage();
	int GetPCChatVolume();
	void SetPCChatMessage(string sNewChatMessage="");
	void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
	string GetDescription(object oObject, int bOriginalDescription=FALSE,
		 int bIdentifiedDescription=TRUE);
	void SetDescription(object oObject, string sNewDescription="", 
		int bIdentifiedDescription=TRUE);
	int GetColor(object oObject, int nColorChannel);
	void SetColor(object oObject, int nColorChannel, int nColorValue);
	itemproperty ItemPropertyMaterial(int nMaterialType);
	itemproperty ItemPropertyQuality(int nQuality);
	itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
    int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
    void AdjustAlignment(object oSubject, int nAlignment, int nShift,
		int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new
	cloak systems.
- Fixed issue with the scripting command SetCreatureAppearance() not restoring 
	players to PC movement speed when restoring the character back to one 
	of the playable races.
- Evard’s Black Tentacles now applies the damage per tentacle, rather than all 
        tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and 
        Death Arrow now take into consideration the Epic Weapon Specialization feat 
	(x0_i0_spells.nss)
- Fixed Isacc’s Missile Storm Projectile Traps to work again (x0_i0_spells.nss).
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- "Tymora’s Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level
	(nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats
	(nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell
	(nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the 
	bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths’s Eternal Foe" AC bonus from a dodge bonus to a deflection
	bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature’s Balance" when it affects more than one
	creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Fixed missing concealment bonus on the Shadowdancer’s Epic Shadowlord 
	(x2_ch_summon_sld.nss).
- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss, nw_t1_negstrc.nss, 
	nw_t1_negdeadc.nss, nw_t1_negminc.nss).
- Fixed duration calculation on Gaze and Howl fear effects (nw_s1_gazefear.nss, 
	nw_s1_howlfear.nss)
- Fixed Gust of Wind to only disperse cloudlike area of effect spells 
	(x0_s0_gustwind.nss).
- Added a horse scripting system for builders that want to use horses in their 
	modules. View the x3_inc_horse script in the toolset for more information.
- Tridents and Magic staves are now considered melee weapons by the scripting 
   command GetMeleeWeapon() (x2_i0_spells). If you have used this scripting command 
   in your own custom module, you will need to recompile your scripts to take 
   advantage of this change.

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description 
	(spells.2da).
- The spell War Cry now requires a somatic component as per the spell 
	description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description
	(spells.2da).
- Balagarn’s Iron Horn now requires a somatic component, as per the spell description
	(spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta 
	Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration 
	is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, 
	CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, 
	CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium 
	armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed cat. entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Fixed issue with Champions of Torm not being able to take Ambidexterity and 
	Two Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).

Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons 
	no longer all use the ir_nod.tga (so that the community can properly override 
	the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da 
	from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with 
	building tilesets.
- Added support for 10 new custom animations (plus a new mount and dismount).

Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
The white patches in the "Final 7x7" group are there to help you position the "Pillar #,
      Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette.
      You can turn this off by unchecking "Animation Loop 1" in the tile properties 
      for the placed tile group).  

Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC’s appearance to "Human mounted, Male" (or choose another race/gender
       that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger
       human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu
       select the type of horse that you desire.
- Changing the NPC’s Phenotype to one of the "Jousting Mounted" settings will cause the
       NPC horse to use Jousting animations in game, rather than the normal horse combat
       animations.

Patch 1.69 Faqs from Bioware:

Patch 1.69 is the latest patch for NWN, released on Wednesday, July 9, 2008.

1. Patch Info

Since there are likely some people new to our patching process, I’m reposting this general Q&A, updated to 1.69.

Where are the full patchnotes?
Click Here

I seem to have trouble downloading...
The download servers are currently hit pretty hard. Please exercise some patience or try an alternate download source (website).


The patcher aborts and says it is unable to update the game?
Files in your game installation have been altered, preventing the standard patch from working. Please get the current critical rebuild for your game version
http://nwn.bioware.com/support/patch.html


The patcher aborts because of a problem with chapter2.nwm ?
Files in your game installation have been altered, preventing the standard patch from working. Please get the current critical rebuild for your game version
http://nwn.bioware.com/support/patch.html.


2. Getting the patch

Anythings I need to do before patching?
It is always a good idea to make a full backup of your modules, characters vaults and hakpaks before a patch.
Also, make sure that game, server and toolset are not running while patching!.

Where do I get patch 1.69?
The patch is available through the Auto patcher. You can also grab it directly from our webpage
http://nwn.bioware.com/support/patch.html.

I seem to have trouble downloading...
The download servers are currently hit pretty hard. Please exercise some patience or try an alternate download source (website).

3. Multiplayer

If I patch to 1.69, can I still play on my favorite server?
That depends. The rule of thumb is that you need the same version number as the server to play on it. If your server has updated to patch 1.69, you will need patch 1.69 to play on it.
If your server is still on 1.68, you need patch 1.68 to play on it.

My fav. server has not updated yet and I want to play on it. Is there any way to reverse the patch?
You can find the revert patch here
http://nwn.bioware.com/support/patch.html. Make sure to read the instructions carefully!

Note: After updating to 1.69 many of the multi-player servers may not initially appear. You will only see servers that have updated to 1.69. It usually takes a few days for most servers to update.

4. Concerns

Will my savegames still work with patch 1.69?
Yes, our patches do not break savegame compatibility.

Will patch 1.69 work with CEP / PRC?
You will need to get patch 1.69 compatible versions of CEP or PRC. The patch has been in beta for several months now, so those teams will probably be able to release their updates soon.

Has <favorite bug> been fixed?
Check the patchnotes and test it in game. If it’s still there, it wasn’t fixed and you can resubmit it if you still care to
nwbugs@bioware.com.. We don’t plan on doing any more NWN patches at this time, so the issue may not get addressed.

What exploits have been fixed?
BioWare does not comment on any security related changes made in patches. If you find an exploit that works with patch 1.69, please submit it to
nwexploits@bioware.com.

I can no longer log into multiplayer...
It may be possible that your firewall may be blocking NWN from accessing the master server, as the executable changed in the update and some software (e.g. zonealarm I believe) will block the executable from outside access when the executable has changed.

5. New 1.69 Content

If some of the new game content is not showing up for you. It will be because of one (or both) of the following reasons:

1) You have a 2da file in your override folder that is causing the changes from the 1.69 update to be lost. Remove your custom copy of the 2da from your override and restart NWN. The content should then show up properly.

and/or

2) The module you are loading is overriding the core game 2das in a hak pak (or more than one hak pak attatched to the module). This is very common if the module you are playing uses the CEP/PRC or other hak pack. You will need to update the 2das in your hak pak(s) to have the same row information for the new content as the row content from the 1.69 2da updates.
Many of the larger custom content hak pack teams such as CEP and PRC will be working hard to make 1.69 compatible versions of their hak paks available for download.


6. Misc

What do the premium modules have to do with this patch?
A lot. Without the revenue generated by the premium modules, we would have stopped patch support for NWN a while ago. Due to the success of the premium modules, we were able to still release patches for a four year old game like NWN. All the new content released in the 1.69 update was content that was made for one or more of the Premium Modules and is now available to our entire NWN community.

Where can I download the current 2da files for 1.69?
Full 2da source:
Click Here

I have Neverwinter Nights: Gold and Hordes of the Undrendark expansion pack. Do I need to download 3 separate patches or one is enough. If so, which one?
No, just run the auto patcher. It will download the correct patch.

Prev: 1.69 Dedicated Server Now avaliable
Next: BioWare Community Reaches 4 Million Members

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