//:://////////////////////////////////////////////// Project FUBAR rc1 (c) 2023 Pstemarie //:://////////////////////////////////////////////// This build was created using CPP 1.72 from the Vault (https://neverwintervault.org/project/nwn1/other/patch/community-patch-172) as a base, integrated with the final changes made in the CPP GitHub repository (https://github.com/Shad000w/community-patch/projects?query=is%3Aopen) and then merged with Project Q IV. Note: The anagram DEV is used to refer to the group of Community Volunteers currently working on Patch 8193.35 (https://discord.com/channels/382306806866771978/382306806866771980) Changes (including to CPP files) are detailed below: GENERAL NOTES - cpp: all content from the /ovr folder has been moved to a HAK (fubar_core) which is loaded using userpatch.ini or, for builders, can be attached directly to their module (the /ovr folder is reserved for DEV) - cpp: all NSS and NCS files and DIALOG.TLK have been moved to the /override folder (the /ovr folder is reserved for DEV) - cpp: removed colorized GUI (given the number of GUI mods, it's more appropriate for the end user to choose what they want rather than have something forced upon them) - cpp: decolorized new CPP icons and added alpha channels where necessary - cpp: removed "Popeye" gnome fix models, PLT textures for tintable eye color, and feet/hands upgrade models (redundant/unnecessary with the Beamdog HD Pack) - cpp: removed/replaced all SET files (see below under the entries for each tileset) - cpp: removed ACTIONS.2DA and accompanying icon 70_MoveTo.TGA (this change didn't make sense when a similar looking icon was included as an override for IR_MoveTo) - the City Exterior tileset has been pbr mapped using Soren's maps as a base (https://neverwintervault.org/project/nwnee/images/texture/nwnee-advanced-texture-maps-showcase). - the Mines and Caverns interior tileset uses Soren's maps as a base (https://neverwintervault.org/project/nwnee/images/texture/pbr-hd-override-textures-mines-and-caverns) - all other tilesets have been pbr mapped using Dafena's maps as a base (https://neverwintervault.org/project/nwnee/hakpak/tileset/dafenas-fancy-mapped-tilesets). - incorporated enhanced specularity environmental maps by Soren (https://neverwintervault.org/project/nwn1/images/texture/specular-environment-maps) - nearly all placeables and creatures have been pbr mapped (ongoing project) - numerous other graphical improvements, including new foliage, tileset improvements, and improved creature and placeable models (this is an ongoing project that will continue through future release candidates) This MOD also includes copious amounts of new content that is only available to Builders. Players will NOT see new content in game, unless the module they are playing has been specifically designed to use it. APPEARANCE.2DA - cpp: reverted rows 307-325 to empty rows (these are all DEV models that were never intended to be implemented in the game, having been later replaced or converted to use as animation supermodels) - fixed the SIZECATEGORY parameter for several creature appearances (https://github.com/Beamdog/nwn-issues/issues/446 ) - fixed the SOUNDAPPTYPE parameter for "object: chair", "object: table", and "object: chest" creature appearances - enabled Wing/Tail nodes under the MODELTYPE column for most creature appearances linked to the a_ba animation tree (i.e. humanoids) - fixed the BLOODCOLR parameter for several creature appearances - added c_stirge at row 307 - added c_btlbomb at row 308 - added c_ogremageC at row 309 - added c_ooze_a02/04/06 at rows 310-312 - added c_belker at row 372 BASEITEMS.2DA - cpp: reverted EQUIPPABLESLOTS to 0x1C030 (rows 0-5, 9-10, 12-13, 18, 22, 28, 37-38, 40-42, 47, 51, 58, 60, 92-95, 108) - cpp: reverted EQUIPPABLESLOTS to 0x1C010 (rows 32-33, 35, 45, 50, 53, 55, 110) - cpp: reverted DEFAULTMODEL to it_bag (rows 14, 19, 21, 26, 36, 39, 52, 56, 57, 62, 65, 67, 74, 77-78, 80) - cpp: reverted AC_ENCHANT to **** (rows 15) - cpp: reverted deleted items to their original values (rows 23, 30, 48) - cpp: reverted padding rows to their orrignal values (rows 83-86, 90) - cpp: reverted MAXRANGE to its original values (rows 14, 16-17, 66) - shortspears can now be wilded in one-hand (row 58) - expanded the MaxRange for Trapkits from 50 to 255 to accommodate the new icons (row 64) - added missing weapon crtical, focus, and specialization feats for the Lance (row 92) CLASSES.2DA - added the Plant monster class CLS_FEAT_*.2DA - added new lance specialization and critical hit feats to Barbarian, Blackguard, Divine Champion, Dwarven Defender, Fighter, Paladin, Ranger, and Weapon Master classes as appropriate DAMAGEHITVISUAL.2DA - changed the row 9 Negative VisualEffectID parameter to 288 (was 282) FEAT.2DA - changed SPELLID and TARGETSELF parameters for Mighty Rage to **** (row 869) - added missing weapon crtical, focus, and specialization feats for the Lance GENERICDOORS.2DA - fixed a typo in the Label field for row 14 (was tndoor_04_mt, should be tndoor_04_st) - changed the SoundAppType parameter for row 14 from 7 to 4 (door is identified as a stone door on the palette) - fixed a typo in the Label field for row 16 (was tndoor_05_st, should be tndoor_06_st) IPRP_SPELLS.2DA - cpp: reverted all changes to the COST, POTIONUSE, and WANDUSE parameters (these were personal preferences of Shadooow and, according to DEV could cause unforseen compatibility issues with the OC and Expansions) PROGFX.2DA - changed the Param2 value for line 525 from 1.0 to 0.0 (https://github.com/Beamdog/nwn-issues/issues/263 ) SKYBOXES.2DA - added the skybox from the Dark Dreams of Furiae premium module - added Morikahn's tintable overcast skyboxes from Project Q IV SPELLS.2DA - cpp: changed COUNTERSPELL1 to 442 (row 163 - Silence) - cpp: changed COUNTERSPELL1 to 163 (row 442 - Amplify) - cpp: changed COUNTERSPELL1 and COUNTERSPELL2 to **** (row 513 - Infestation of Maggots) - cpp: changed COUNTERSPELL1 to **** (row 563 - Haste/Slow X2) - cpp: changed COUNTERSPELL1 to **** (row 566 - Evil Blight) - cpp: reverted FEATID, HASPROJECTILE, and TARGETSHAPE parameters to their original values (row 813-817 - Horse Menu Actions) - changed parameters for mephit bolts so that they function like breath weapons (row 278-279) - added new mephit breath weapons (row 840-843) VFX_PERSISTENT.2DA - changed HEARTBEAT to point to x3_s1_nmsmokeC (dla_s1_nmsmokeC) - fixed radius of Tyrant Fog Mist (was 10-feet, should be 5-feet - row 27) VISUALEFFECTS.2DA - changed SOUNDIMPACT parameter to SCM_HITSMITE (was SCM_HITPOWER which referenced an invalid sound file - row 288) DIALOG.TLK - cpp: restored empty strings on lines 111705, 111706, 110594, 110595 (according to DEV, empty strings below 112176 are still viable and should not be used by the Community) SCRIPTS - cpp: DM possessed creatures will now fire whatever OnDeath script is assigned to them without the need to use a special variable to hold the script's name - cpp: compiled several scripts against changes madie in various includes by previous versions of CPP (these scripts were omitted/overlooked by mistake) - cpp: fixed intial damage for entering Acid Fog AOE (was 4d6, should be 2d6 per rules) - cpp: fixed Mass Charm not affecting all monsters (spell is a mass version of Charm Monster) - cpp: Darkness now affects all creatures, including the caster, entering the AOE and bypasses SR/immunity for allies - cpp: Greater Stoneskin no longers stacks with Stoneskin or Shades: Stoneskin - cpp: creatures that are silenced can no longer use howl special abilities - cpp: caster who is silenced can no longer cast Wail of the Banshee (fixes issue where Silent Spell metamagic could allow caster to bypass silence effect) - cpp: Barbarian Rage no longer stacks with other ferocity/intensity/rage abilities - cpp: Rage special ability no longer stacks with itself or Ferocity or Intensity or Barabarian Rage, no longer applies bonuses from Thundering Rage or Terrifying Rage - cpp: Ferocity special ability no longer stacks with itself or Intensity or Rage or Barabarian Rage, no longer applies bonuses from Thundering Rage or Terrifying Rage - cpp: Intensity special ability no longer stacks with itself or Ferocity or Rage or Barabarian Rage, no longer applies bonuses from Thundering Rage or Terrifying Rage - cpp: Krenshar scare no longer affects creatures that are deafened or silenced or blind as this is a combination gaze/howl ability as per the rules, likewise the krenshare must be able to speak to use this ability - cpp: dragons no longer sound a battle cry when using their breath weapon if silenced - cpp: fixed OC herbivore behavior in DetermineSpecialBehavior (creatures using the OC herbivore AI no longer remain in one place and will wander randomly) - cpp: shifters or druids in dragon shape now sound a battlecry when using their breath weapon, unless silenced - cpp: reverted GetScaledDuration to its original Bioware intended behavior, however, if the module or target is tagged with the variable 71_SHORTENED_DURATION_OF_DISABLE_EFFECTS then the scaled duration will be halved again. - cpp: the CPP Module Event scripts are now assigned from default.NSS, replacing the original module event scripts, note that the original module event scripts are retained and executed from the CPP module event script - added several missing function definitions that prevented those functions from appearing in the function menu in the Script Editor in the toolset - added missing scripts for Nightmare Smoke spellability and AOE heartbeat (were defined in 2das but never included) - on HARDCORE or higher difficulty, monsters pursuing a PC will switch to using ranged attacks as they will never be able to catch the PC (note that creatures using the XP1 Ranged AI will not switch to melee mode if pursuing and they close to within 3m - this caused issues with the AI getting stuck in melee mode) - incorporated ScrewTape's SimpleXP which allows more dynamic control over XP awards and to fix the bug where XP can be awarded more than once for custom creatures that use a modified OnDeath script that kills them multiple times (i.e. new troll AI) - incorporated the troll AI from TotMS which allows for troll to only be killed by acid or fire damage, nor will trolls regenernate such damage - fixed some issues with associates not entering STEALTH or SEARCH modes when their master does and with associates standing around waiting for orders when an enemy is percieved and not using special abilities such as buffs (associate will now attack if no order is given) - Placeables can now use the same transition script as doors, set either nw_g0_transition or x3_g0_transition as the placeable's OnUsed event script (creatures that use the placeable will be jumped to a waypoint in the destination area whose tag is "DST_") - certain auras will now grant immunity to the aura for 24 hours if the creature affected by it makes its save (Blindness, Dragon Fear, Fear, Menace, Unnatural, Unearthly) this is accompished by setting a special timer on the AOE that is check against each creature when it enters the AOE - fixed targeting check for Sea Hag's Evil Eye special ability (could affect friendly tagrets at no-pvp area), can no longer be used if the hag is blinded - fixed a voice chat issue that allowed horses to speak voice chats under certain circumstances - fixed Light not casting same radius illumination if cast on an object, illumination radius lowered to 15m - Mordenkainen's Sword rewritten to conform to other weapon summoning spells (now summons a long sword) - Mighty Rage incorporated into Barbarian Rage (when rage is activated, it will always be treated as a mighty rage if the barbarian has the Mighty Rage feat) - fixed a bug in WalkWayPoints where creatures always faced east OR, if X2_L_WAYPOINT_SETFACING was used, kept pivoting east round between east and the waypoint facing this bug has been fixed at the engine level in patch 35 but left in because it is required for the "conversation/facing" bug (see immediately below) - fixed an issue where creatures at a POST_ waypoint using X2_L_WAYPOINT_SETFACING would not return to their correct facing after a conversation - added missing beholder eye rays (disintegrate, charm monster, sleep) and tweaked the AI to more logical attack routine - fixed self-targeting issue with Wand of Wonder's blindness and gem spray effects - updated Summon Mephit special ability to summon either one mephit of the same type or a random type (50% chance of success for either) - changed mephit bolt attacks to breath weapons and added missing breath weapons (uses a new script for all breath weapons) Scripts added/revised for this patch: - 70_c2_troll7 - 70_c2_troll9 - 70_c2_trolld - 70_inc_timers - 70_inc_xp - 70_mod_def_rest - 70_npc_ondeath - 70_s2_mephitbrth - default - nw_ch_ac1 - nw_c2_default1 - nw_c2_default7 - nw_c2_default9 - nw_g0_transition - nw_i0_generic - nw_i0_spells - nw_s0_acidfogA - nw_s0_darknessA - nw_s0_firestrm - nw_s0_grstonesk - nw_s0_light - nw_s0_mordswrd - nw_s0_mscharm - nw_s0_wailbansh - nw_s1_aurablindA - nw_s1_aurafearA - nw_s1_auramencA - nw_s1_auraunatA - nw_s1_aurauneaA - nw_s1_barbrage - nw_s1_dragacid - nw_s1_dragcold - nw_s1_dragfear - nw_s1_dragfearA - nw_s1_dragfire - nw_s1_draggas - nw_s1_draglight - nw_s1_dragparal - nw_s1_dragsleep - nw_s1_dragslow - nw_s1_dragweak - nw_s1_evileye - nw_s1_feroc1 - nw_s1_feroc2 - nw_s1_feroc3 - nw_s1_howlconf - nw_s1_howldaze - nw_s1_howldeath - nw_s1_howldoom - nw_s1_howlfear - nw_s1_howlparal - nw_s1_howlsonic - nw_s1_howlstun - nw_s1_inten1 - nw_s1_inten2 - nw_s1_inten3 - nw_s1_krenscare - nw_s1_rage1 - nw_s1_rage2 - nw_s1_rage3 - nw_s1_summmeph - x0_inc_henchai - x0_hen_conv - x0_s3_butter - x0_s3_gemspray - x2_hen_spell - x2_inc_beholder - x2_s1_beholdray - x2_s1_dragneg - x2_s2_edragbrth - x3_g0_transition - x3_s1_nmmsoke - x3_s1_nmsmokeC - x3_s2_pdk_shield - x3_s2_pdk_wrath BLUEPRINTS (AND ASSOCIATED ITP FILES) - cpp: updated the nw_vrock, nw_shfiend, nw_s_shadlord, and nw_s_shfiend blueprints to use the new wing models - cpp: removed "Community Patch" category from SOUNDPALSTD.ITP, all UTS blueprints from that category populated to vanilla categories - cpp: renamed "Community Patch" category in DOORPALSTD.ITP "Lock & Plot", simplified subcategory names - cpp: fixed an inccorrect appearance reference in nw_door_ttr_31.UTD - cpp: restored Baelnorn's healing spells (Baelnorns are good aligned, thus original Bioware intent makes sense - nw_lich002) - cpp: removed all placeable blueprints from XP3, except those that can be sat upon (STATIC 1 is the preferred setting for non-interactive placeables - changing them all to STATIC 0 in CPP makes no sense and creates unnecessary bloat), also removed all "Project Trap Origin" placeables (setting to STATIC 1 is unnecessary as the placeable is "hidden" and spawned when the trap triggers) - cpp: removed flat-footed immunity (via Defensive Stance feat) from elemental and ooze properties blueprints (this was a CPP addition/choice that has no basis in the actual rules) - cpp: fixed Half-Fiend Properties (nw_creitemfnd - immunity to acid/cold/electricity replaced with acid/cold/electricity DR 20 as per rules) - cpp: consolidated double Fire Damage itemproperty into one itemproperty (nw_it_crewpb018) - cpp: removed 70_plc_armor1/armor2/potion/scroll/spear/treasure/ (redundant placeables - vanilla assets already have identical blueprints) - cpp: removed 70_plc_icon1-7 (placeable models that were never populated to the palette, purpose unknown) - cpp: removed 70_plc_map1-6 (placeable models that were never populated to the palette, purpose unknown) - added missing Nightmare Smoke special ability to Nightmare mount blueprints (x3_nightmare001, x3_nightmare003) - removed creature skin from trolls as their regeneration is now handled in script (nw_troll, nw_trollboss, nw_trollchief, nw_trollwiz), updated event scripts to use new AI - revised mephit blueprints to include a breath weapon, one spell, and the ability to summon one mephit of their own or a random type (chance of success is 50%) MODELS - fixed an animation issue with c_tanarruk.MDL that was causing two-handed weapons to clip into the head when animating (https://github.com/Beamdog/nwn-issues/issues/94) - fixed an animation issue with c_drgmist.MDL that was causing the front feet to detach in certain animations - incorporated Symphony's EE Familiar Glitter Removal (https://neverwintervault.org/project/nwnee/hakpak/ee-familiar-glitter-removal) - added unique models for the Baelnorn, Hive Mother Beetle, and Stirge - reworked c_shfiend.MDL to more closely resemble 3e artwork, added separate wing model - fixed the texture references on c_horror.MDL - updated c_skel_chief01, c_ske_war01, c_ske_war02, and c_ske_war03 to use the ACP's "heavy" combat animations (see https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/alternate-combat-animations-pack-acp-v40) - reworked c_cat_kren.MDL (https://discord.com/channels/255017439371329537/936214107303084063/1033168723944681544) - replaced c_dmvrock.MDL with the model by Kris C. (https://neverwintervault.org/project/nwn2/hakpak/original-hakpak/hook-horror-vrock) - fixed a uv mapping issue on the right hand trimesh of c_kobA.MDL - reworked c_dmvrock.MDL so it can now wield weapons and have wings attached, added separate wing model (https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/revised-vrock-wingsweapons) - fixed the broken feet animation for c_ydrowiz.MDL - fixed an animation issue with c_yold_m.MDL that was causing the right hand to detach from the forarm during certain animation sequences - removed a duplicate trimesh node from c_asabimage.MDL - replaced DOA baseitem models with higher quality models - replaced the wood and metal textures on tn_gdoor_04 with the correct stone textures (tno01_rough06 and tno01_rough06e), door now matches the blueprint description and stats - replaced the wood and metal textures on tn_gdoor_05 with the correct stone textures (tbw01_rock1 and tbw01_stone1), door now matches the blueprint description and stats - reskinned tn_sdoor_03 and tn_sdoor_25 with texture tno01_wood011 - fixed a walkmesh visibility issue on tile model tdm01_r01_01, the column in the center of the tile now correctly blocks LOS - fixed a door location issue on Tile 231 twc03_c62_01 (https://github.com/Beamdog/nwn-issues/issues/214 ) - removed unused doorway geometry from tile model tni01_r23_06, redid the walkmesh - fixed some emitter issues and an issue with the bellows animation on tile model tni01_v15_01 - fixed some emitter issues and an issue with the bellows animation on tile model TIN01_V15_01 - fixed a texture rotation issue with the Round Tower 2x2 Terrain by replacing the texture with a more random patterned texture that tiles in both axes (https://github.com/Beamdog/nwn-issues/issues/333) - fixed the walkmesh on tiles tni02_r**_** series of tiles so walls now block visibility into adjacent areas - fixed a walkmesh issue on tile model tic01_j02_01 - replaced the low-poly candelabra mesh with the newer hi-poly placeable version (see plc_i09) - fixed a texture reference issue on tile tno01_b80_01 - fixed a texture mapping issue on edge tiles tno01_z_0x30 and tno01_z_3530 - reskinned the wood trim of tiles tno01_v00_10, tno01_v00_11, and tno01_v00_12 with texture tno01_wood011 - fixed uv mapping issues on tnp_groot.MDL and tnp_groot2.MDL - fixed a selfillumination issue on the px2_g05.MDL (https://github.com/Beamdog/nwn-issues/issues/261) - fixed an animation issue on plc_x0_skp.MDL (pole was not linked to the damage node) - fixed the texture animation on Ossian's Red and Blue Portals (pdag_prtl.txi) - reworked tnp_barrel_001.MDL, tnp_barrel_003.MDL, and tnp_barrel_003.MDL so that they now have obvious top and bottom lids - fixed some shadow volumes issues with dag_brokencrate.MDL MISCELLANEOUS - fixed texture tiling on tno01_rock00, tno01_stone06, and tno01_stone06a - enabled shiny water for textures tic01_water02, tin01_water02, tni01_water02, and twc03_wtsea01 (https://github.com/Beamdog/nwn-issues/issues/250 ) TCN01 CITY EXTERIOR - added two new height transition features "Stairs 1" and "Stairs 2" TDC01 CRYPT INTERIOR - incorporated Raise/Lower terrain feature (https://neverwintervault.org/project/nwn1/hakpak/tileset/shadooows-various-tileset-additions ) - tinted the textures to match the color palette used on the mines and caverns tileset, replaced some textures TDM01 MINES AND CAVERNS - incorporated Raise/Lower terrain feature (https://neverwintervault.org/project/nwn1/hakpak/tileset/shadooows-various-tileset-additions ) - added a new Dungeon Gate 3x2 group - added a variant of the Mineshift feature that includes a winch, lift, and sourcelights (tdm01_p06_02) TDT01 TROPICAL CAVES INTERIOR - incorporated Raise/Lower terrain feature (https://neverwintervault.org/project/nwn1/hakpak/tileset/shadooows-various-tileset-additions ) TIB01 BEHOLDER CAVES INTERIOR - incorporated Raise/Lower terrain feature (https://neverwintervault.org/project/nwn1/hakpak/tileset/shadooows-various-tileset-additions ) TIN01 CITY INTERIOR - added missing door parameters for tile tin01_z20_02 in tin01.SET (https://github.com/Beamdog/nwn-issues/issues/443 ) TNI01 CITY INTERIOR 2 - fixed SET file issues with Tile 368 tni01_r23_06 and Group 71 "Smithy1x1WithCorridorExit" (https://github.com/Beamdog/nwn-issues/issues/379 ) - enabled shiny water for texture tni02_water02 (https://github.com/Beamdog/nwn-issues/issues/250 ) TNO01 CASTLE EXTERIOR RURAL - added a variant of the Grass: Watermill 2x2 group that features a log bridge and gate TTR01 RURAL EXTERIOR - incorporated Roads addon (https://neverwintervault.org/project/nwn1/hakpak/tileset/shadooows-various-tileset-additions ) TTS01 WINTER RURAL EXTERIOR - incorporated Roads addon (https://neverwintervault.org/project/nwn1/hakpak/tileset/shadooows-various-tileset-additions ) ********************************* CREDITS ********************************- Acidchalk Ben Harrison Bill Harper Dafena Helvene JasperrE Kris C. Merricksdad Ragnarok_Mr4 ShadoOow Soren Symphony