//:://////////////////////////////////////////////// Project FUBAR rc3 (c) 2023 Pstemarie //:://////////////////////////////////////////////// Changes (including to CPP files) are detailed below: GENERAL NOTES - updated the "HOW TO INSTALL" instructional TXT file - incorporated the ACP v4.0 (https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/alternate-combat-animations-pack-acp-v40) - added an additonal HAK - fubar_core2 - to house all phenotype-based models and the base animations - integrated the ACP into the class menu for the core classes and the Assassin, Black Guard, champion of Torm, Dwarven Defender, Eye of Gruumsh, Harper Scout, Shadow Dancer, and Shou Disciple prestige classes (sorcerors/wizards receive their menu at Epic level, all others recieve their's at 1st level) - expanded the epic feats available to the Eye of Gruumsh and Shou Disciple prestige classes (see cls_feat_gruumsh.2DA and cls_feat_shou.2DA) - 2x upscaling of all PLT textures (provides better definition for PBR mapping) BASEITEMS.2DA - tridents can now be wielded in one-hand (row 95) - dwarven waraxe can now be used by dwarves without having the Martial Weapon Proficiency feat (row 108) FEAT.2DA - added a new feat: Weapon Affinity (Dwarven Waraxe), granting dwarves proficiency with the dwarven waraxe (row 1135) PHENOTYPE.2DA - added ACP phenotypes (rows 49-59) PLACEABLES.2DA - added several new placeables PORTRAITS.2DA - added several new portraits for new placeables added in this release candidate RACE_FEAT_DWARF - added Weapon Affinity (Dwarven Waraxe) (row 8) SCRIPTS - cpp: fixed healing spells (cure light wounds, cure moderate wounds, heal, etc.) affecting constructs (as per the rules constructed are immune to such effects) - cpp: fixed undead being affected by effects that allow a FORT save (as per the rules, undead are immune to such effects) - cpp: fixed an issue with the CPP OnModuleEnter event not firing - cpp: removed NWN(C)X_Patch references from the CPP module event scripts - updated x0_c2_spwn_corp to spawn a specific corpse type based on a variable set on the creature to which this OnSpawn script is assigned (see x0_c2_spwn_corp and x0_i0_corpses for more details) Scripts added/revised for this patch: - 70_mod_def_aqu - 70_mod_def_chat - 70_mod_def_enter - 70_mod_def_equ - 70_mod_def_load - 70_mod_def_lvup - 70_mod_def_resp - 70_mod_def_rest - 70_mod_def_unaqu - 70_mod_def_unequ - 70_s0_curewounds - nw_i0_spells - nw_s0_curcrwn - nw_s0_curlgtw - nw_s0_curminw - nw_s0_curmodw - nw_s0_curserw - nw_s0_heal - nw_s0_healcirc - nw_s0_masheal - q_s2_acpsetpheno - x0_c2_spwn_corp - x2_s0_cureother BLUEPRINTS - added blueprints for new content - added missing OnUsed event script for the Throne of Bones placeable (q_plc_bonethrone) MODELS - fixed a PWK issue with the "Throne of Bones 1" placeable (pmi_z03) - fixed the selfillumination on the Krenshar (c_krenshar) - fixed some texture references issues in the MTR files for "Human Male 08", "Human Male 18", and "Human Female 05" - added supporting animation and phenotype models for the ACP - compiled the base game's phenotype animation models (a_ba, a_ba2, a_da, a_da2, a_dfa, a_dfa2, a_fa, and a_fa2) - replaced the base game's phenotype models with higher-poly models, all models processed through Clean Models and the danglymesh removed (this operation reduced the overall size of the models and allowed compilation of models that could not be compiled) - lengthened the elven female neck models so that there is no longer a noticeable cleft where the head meets the neck TBW01 BARROWS INTERIOR - add two new groups Corridor: Up 2 (w/ torch sourcelights) and Pit Chamber 2x2 TNO01 CASTLE RURAL EXTERIOR - remodeled the "Low Stone Wall" crosser (tno01_i**_** series) - remodeled the "Stream" crosser (tno01_b**_** series) - added the capabiilty for the "Low Stone Wall" crosser to traverse the "Stream" crosser - added two new terrain tyes: "Ploughed Fields" and "Swamp" - added a new feature: "Marsh - Dock"