//:://////////////////////////////////////////////// Project FUBAR rc2 (c) 2023 Pstemarie //:://////////////////////////////////////////////// Changes (including to CPP files) are detailed below: GENERAL NOTES - all blueprint (utc, utd, uti...) and dialog (DLG) files moved to the /OVERRIDE folder (otherwise Builder modifications are ignored because these filetypes in a HAK have priority over local files) - animal companions, familiars, and summoned creatures no longer display options to cast a spell or buffing spells unless they are a spellcaster (x2_associcate.DLG and 70_d2_assoc_cstr.NSS) - cleaned up some typos in the HOW TO INSTALL instructions TXT file - scrubbed removed module switches from the PC Widget conversation file (70_pcwidget.DLG) - removed toggling of MODULE_SWITCH_MANAGE_HENCHMAN_INVENTORY from the PC Widget conversation file (70_pcwidget.DLG - this behavior is now toggleable from player chat using the command "cpp_manage_inv") - removed helmet visibilyt toggling from the PC Widget (70_pcwidget.DLG - this behavior is now toggleable from player chat using the command "cpp_hide_helm") - in multiplayer games, the PC Widget can only be spawned by a DM (this now accomplished using the chat command "cpp_spawn_widget" - no more need for spawning the item via console command in DebugMode) BASEITEMS.2DA - updated the Throwing Axe to use the same model and icon as the Hand Axe (row 63) SOUNDSETS.2DA - fixed an issue in the 2DA that was causing BADSTRREF to display in the voice selection menu during character generation (rows 454-458 - the TYPE parameter must be a numeric value, it cannot be ****) SPELLS.2DA - added Mustard_Jelly_Gas and Blazing_Bones_Fire_Bolt (rows 840-841) from Project Q IV, bumped Mephit breath weapons (formerly rows 840-843) to rows 842-845 SCRIPTS - cpp: removed the switch MODULE_SWITCH_SOU_EMPOWER_SPELL_BEHAVIOR (this behavior is now handled by the game difficulty setting - on VERY EASY or EASY or NORMAL games modes all damage, including bonuses is modified; on HARDCORE or DIFFICULT game modes, only the die roll is modified) - cpp: fixed the issue from rc1 in setting up the CPP Module Event scripts - cpp: fixed the issue from rc1 where the CPP OnClientEnter event wasn't firing correctly on the PC - cpp: removed MODULE_SWITCH_SPELL_DC_BASED_ON_CLASS_SPELL_LEVEL (this behaviour is now controlled by the game difficulty setting - on HARDCORE or VERY_DIFFICULT games modes, only the spellcast class is used when calculating spell save DC as opposed to the spell's innate level) - cpp: removed all NWN(C)X_Plugin dependent switches (this plugin is not available publicly and endusers shouldn't have to hunt the internet for something and many of the features offered by this plugin have been incorporated directly into the base game in some form) - cpp: removed all references to NWN(C)X_Plugin switches in other scripts - cpp: removed all scripts associated with the NWN(C)X_Plugin (70_ac_swtch8/9/14/17/18/19/20/21/22/23/26/27/28 and 70_if_swtch8/9/14/17/18/19/20/21/22/23/26/27/28 and 70_ac_hidehelm and 70_if_equiphelm) - cpp: removed MODULE_SWITCH_HARDCORE_EVASION_RULES (this behaviour is now controlled by the game difficulty setting - if using HARDCORE or VERY_DIFFICULT game modes, Evasion and Improved Evasion only work in light or no armor and the creature making the Reflex save must not be helpless) - cpp: removed MODULE_SWITCH_JUMP_ASSOCIATES_WITH_PLAYER (asscoiates will now automatically teleport to an area transition destination located in the same area) - cpp: removed MODULE_SWITCH_SPELL_MANTLE_169_BEHAVIOR (this switch was no longer used and spell immunity is always checked before spell mantles as per the rules - the 1.69 behavior was wrong) - cpp: removed MODULE_SWITCH_AOE_IGNORES_SPELL_RESISTANCE (this behaviour is now controlled by the game difficulty setting - on HARDCORE or VERY_DIFFICULT games modes, all AOE spells, except Glyph of Warding and Delayed Blast Fireball will ignore SR; note, this only applies to the effects created and applied by the AOE, not the casting of the AOE itself) - cpp: fixed the original module events not being stored and changed correctly to use the CPP module events - fixed associates with an elf or half-elf master always being stuck in search mode - added/integrated all Project Q IV scripts - added new oozes to SplitCreature function in nw_i0_ochrejelly - added a new OnPlayerChat module event to handle spawning of the PC Widget item and the toggling of the switches that control helmet visibility and the management of henchman inventory; the new commands are "cpp_spawn_widget", "cpp_manage_inv", and "cpp_hide_helm"; switches are activated/deactivated depending upon the switch's current setting when the command is typed in the chat bar - added a string variable 70_CORPSE_TYPE that if set on a creature and its OnSpawn script is set to x0_c2_spwn_corp, the creature will be replaced by the corpse specified; valid values for 70_CORPSE_TYPE are "decaying", "decorative", "exploding", "lootable", "raiseable", and "selectable" (defaults to decorative if no value is assigned or an invalid value is assigned) - added a debug script (_debug_events) which will print a list of the stored module script names and the assinged module event scripts, allowing you to verify that the CPP module scripts have been integrated correctly with pre-existing module events (this is run from NWScript on the Debug console - note, it ONLY lists module events stored and modified by the CPP) Scripts added/revised for this patch: - 70_d2_assoc_cstr - 70_inc_switches - 70_inc_spells - 70_mod_def_chat - 70_mod_def_load - default - nw_ch_ac1 - nw_g0_transition - nw_i0_ochrejelly - nw_ochrejlly_opa - nw_ochrejlly_opc - x0_c2_spwn_corp - x0_i0_spells ITEMS - cpp: removed iit_potion_b019 as the icon had no associated model MODELS - fixed owls not animating correctly (c_owl, c_owlgrey, c_owlsnowy) - added missing textures for the Skeletal Remains placeables (pbt_j11/12/13) BLUEPRINTS - cpp: fixed APPEARANCE and TAG parameters for 70_plc_drowboat/ghead/goldhoard/mforge/mythallar/rubble/souljar - cpp: fixed the erroneous FACTION id on several placeables (x0_bigchair, x0_chair2, x0_largebench, x0_thronewood) - cpp: fixed missing Ossian sound blueprints on standard palette (soundpalstd.itp) - reverted PALETTEID for all blueprints to their original values (since they aren't in a HAK, there is no need to change this parameter to 255) - added all blueprints from Project Q IV to the standard palettes