The village of Hilltop, where you're studying under tutelage of Drogan Droganson, is attacked by kobolds. In the process, Drogan is poisoned and certain artifacts missing...
This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
This is an English critical patch for Neverwinter Nights: Shadows of Undrentide.
Download Instructions
* Click the Neverwinter Nights 1.66 Critical Rebuild Patch link
* Select Save As and choose a location where you will be able to find the patch
(Desktop is a good choice if you are not familiar with directories)
Install Instructions
Warning This is a critical rebuild patch for the ORIGINAL NEVERWINTER NIGHTS
ONLY. Do not install this patch if you are have Shadows of the Undrentide or
Hordes of the Underdark installed. Download and install the patches for those
expansions on their respective support pages. Do not download and install this
patch unless (a) the automatic update is failing and (b) downloading and
installing the NWUpdate patch did not resolve the problem. Installing this
patch when it is not needed may cause problems and require re-installing
Neverwinter Nights. Also, you may want to visit Biowares Neverwinter Nights
Patch Pages for the lastest information concerning Neverwinter Nights patches.
Installing the Critical Rebuild Patch
* Locate the Critical Rebuild (NWNEnglish1.66SoUUpdate.exe) and double-click
it.
* Launch Neverwinter Nights
Patch details for v1.66 English
Neverwinter Nights Game
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.66
TOOLSET ARE TAGGED AS REQUIRING VERSION 1.66 OR HIGHER OF NEVERWINTER NIGHTS
GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.66 THEN DO NOT
EDIT YOUR MODULE IN THE VERSION 1.66 TOOLSET. IF YOU WANT TO GO BACK TO 1.65,
WE HAVE A 1.66 TO 1.65 PATCH AVAILABLE.
Neverwinter Nights Game
* HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battle
in the Environs near the end of Chapter 2. You should no longer get stuck and
be unable to move if the Battle Herald does not approach you and initiate a
conversation with you (this fix will retroactively fix saved games exhibiting
this issue, but only if you load a saved game from before you entered the
Environs).
* Added a new command line parameter for automatically loading a module in
single player. This will cause the module to be loaded and takes the player to
the premade character select screen.
o +LoadNewModule "module name that needs quotes if it contains spaces"
* Added a new command line parameter for automatically testing a module in
single player. This will cause the module to be loaded and then starts the
module using the first character listed on the premade character select screen.
o +TestNewModule "module name that needs quotes if it contains spaces"
* Added 3 portraits and 3 music themes from the BioWare Premium Modules
Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.
* Fixed an issue that was causing the game to slow down and become unplayable
at the start of SoU Chapter 2.
* Fixed an issue with creatures some times occupying the same space. This
should happen a lot less frequently now.
* Extended the glowing monk eye effect to work on all the default playable
races.
* Neutral monks now get ultra cool purple glowing eyes.
* Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks
to the DLA team for their help with this).
* Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA
team for their help with this).
* Added server support for the ability to refuse player login attempts if the
master server could not be reached. In the nwnplayer.ini files under the
heading [Server Options] set the follwowing option to '1' "Master Server
Authentication Required For Player Login=1"
* Added the ability to turn on/off the Heartbeat logging in the log file
(default is now off). In the nwnplayer.ini file under [Game Options] set
"Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
* Added a new nwnplayer.ini setting to have the server do some spell validation
for spells cast by players. Under [Server Options] set "Validate Spells=1".
Note: If you are using an edited spells.2da that is only being used server
side, you may want to disable this option if your players are finding that they
can't cast certain spells anymore (the log file should indicated if this is
happening).
* Added new option to the nwnplayer.ini file under [Server Options] "Account
validation required during Master Server down times=1" If this option is turned
on, the server will track the public CD-Keys of each player logging onto the
server. If the Master Server ever goes down for any reason (e.g. for scheduled
maintenance) then the server will validate itself that the player name of any
new player trying to connect is in fact using the same public cd-key that they
last logged in with.
* Fixed an issue with the Greater Sanctuary icon some times incorrectly showing
up as the regular Sanctuary icon.
* Fixed an issue with Damage Immunities not working correctly once they were
stacked way too high above 100%.
* Fixed an issue with the Enable Texture Animations advanced video setting not
being restored correctly when restarting the game (if it was turned off).
* Fixed Damage Immunities against weapons with more than one damage type (e.g.
longswords with slashing/piercing damage) to work correctly.
* Wounding effects are now removed from creatures once you leave the area that
the wounded creature is in.
* Added skyboxes back into the outdoor areas of the original Official Campaign.
* Fixed an issue that could rarely cause your character to become illegal if
you leveled up during an episode of game lag.
* The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini
file has been disabled. ELC is now always turned off in single player games.
* Fixed an issue that was causing creatures to always face east when sitting on
a stool placeable (plc_x05.pwk).
* Immunity to mind spells no longer makes you immune to the Assasin's Death
Attack.
* Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery
feat.
* Fixed a minor animation issue that could occur if you performed a Whirlwind
attack while you had some 2 handed weapons equipped.
* Fixed some issues with Tile "time of day" animations. This was causing
flickering and other issues at the end of a DayToNight/NightToDay transition.
* Added missing armor proficiency to Gnolls.
* Made some fixes to prevent game/character hacking. Sorry, but we will never
publicly discuss specific changes to the game with regards to hacking the game.
DM Client
* DMs can now still login to a server when the server is full, so that they are
not prevented from performing any required administration tasks. If you go
above the 64 player maximum, server performance may be adversely affected until
some players leave the server (your mileage may vary).
* The game no longer displays encumbered feedback messages for DMs, since they
actually can't ever be encumbered.
Neverwinter Nights Aurora Toolset
* Added a "Test Module" option to the toolset's Build menu that allows you to
quick launch the game (for testing module changes). Selecting this option will
give you the choice of saving your module changes. The game will then
automatically launch, load the module, select the first available premade
character in the list and enter gameplay with that character. The Hot Key for
this new functionality is F9.
* Fixed an issue with answering no to any warnings that appear during module
opening causing any subsequently opened module to potentially become corrupt.
* Fixed comments for the scripting commands EffectSavingThrowIncrease and
EffectSavingThrowDecrease (nwscript.nss).
* The GetIsImmune() scripting command now reports the proper result when the
creature specified has the Pale Master's Deathless Mastery feat.
* Fixed a stack underflow error when the scripting command
GetStandardFactionReputation() was called with an invalid creature object as an
argument.
* Fixed an issue with the scripting command GetStandardFactionReputation()
returning -1 when called on the defender faction with a PC creature object
specified.
* Fixed an issue with the scripting command SetFogColor() when used to set the
sun fog color in an always dark area (or the moon fog color in an always bright
area).
* Added some missing IP_CONST_FEAT_* constants to nwscript.nss
* Fixed a Copy area/script/dialog issue that was making it look like the
toolset was loosing data and could sometimes lead to a crash.
* Fixed an issue with the script compiler that could cause a Stack Underflow
error when a switch statement was placed inside a Do/While loop. There is also
a new command line compiler in the Neverwinter Nights utils directory that
includes this fix (clcompile.exe).
Script Debugger
* Fixed a compiler issue that was causing the script debugger (DebugServer.exe
that is in your NWN utils directory) to not work properly when stepping
into/out of case statements (see the scripting command SpawnScriptDebugger()
for more information regarding the script debugger).
Server-specific
* Added server support for the ability to refuse player login attempts if the
master server could not be reached. In the nwnplayer.ini files under the
heading [Server Options] set the follwowing option to '1' "Master Server
Authentication Required For Player Login=1"
* Added the ability to turn on/off the Heartbeat logging in the log file
(default is now off). In the nwnplayer.ini file under [Game Options] set
"Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
* Added a new nwnplayer.ini setting to have the server do some spell validation
for spells cast by players. Under [Server Options] set "Validate Spells=1".
Note: If you are using an edited spells.2da that is only being used server
side, you may want to disable this option if your players are finding that they
can't cast certain spells anymore (the log file should indicated if this is
happening).
* Added new option to the nwnplayer.ini file under [Server Options] "Account
validation required during Master Server down times=1" If this option is turned
on, the server will track the public CD-Keys of each player logging onto the
server. If the Master Server ever goes down for any reason (e.g. for scheduled
maintenance) then the server will validate itself that the player name of any
new player trying to connect is in fact using the same public cd-key that they
last logged in with.
Scripting-specific
* Phantasmal Killer now properly respects Fear immunity and properly ignores
Death Magic immunity (nw_s0_phankill.nss).
* Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
* Mind fog now properly respects immunity to mind affecting spells
(nw_s0_mindfoga.nss).
* The item properties "Immunity: Specific Spell [Gaze Petrification/Touch
Petrification/Breath Petrification]" now work properly against monster
petrification effects (x0_i0_spells.nss).
* Fixed an issue with Choking Powder heart beat script not repecting poison
immunity ( x0_s3_chokehb.nss ).
* Fixed an issue with the way the damage calculation was being done for the
Cone of Frost monster ability (nw_s1_conecold.nss).
* Made the Shifter's Manticore's spike script work correctly in the case when
it is inappropriately given to an NPC Manticore monster by mistake
(x2_s1_gwspikes.nss).
Custom Content
* Added a new column to the feat.2da "ReqAction" (all default NWN feats have
this value set to 1 and if the column is missing from the feats.2da, such as in
a hak pak, it will also default to 1). Turning this off means that the adjusted
feat will no longer require an action from the object (it fires immediately,
takes no action, and ignores your action queue entirely). In order to use this
new functionality you need to do the following:
1. Set the "ReqAction" value for the feat to 0 in the feat.2da
2. Have a spellID associated with the feat in the feat.2da.
3. Have a "ImpactScript" specified in the spells.2da for the spellID that
you specified in the feat.2da
The ImpactScript will then fire immediately when the feat is used.
* Walk meshes now work when placed at heights above -30 (previous lower limit
was -10).
* Added an option to change/increase the selector height (when placing tiles)
in the tileset "set" file. In order to use this you must add a new setting
called "SelectorHeight" to the set file and specify the desired float value for
this setting. The selector height will continue to default to the transition
height if it has not been specified.
* Added more tile path nodes types m, n, o, and p. For custom tile set support.
*
TYPE m TYPE n
--------- ---------
[ | | | ] [ | | | ]
[-+ | +-] [-+ + +-]
[ + ] [ ]
[-+ | +-] [-+ + +-]
[ | | | ] [ | | | ]
--------- ---------
TYPE o TYPE p
--------- ---------
[ | | | ] [ | | ]
[-+ | | ] [-+ | ]
[ + +-] [-+ +-]
[-+ | | ] [-+ | ]
[ | | | ] [ | | ]
--------- ---------
2DA Files Changed in this Update
* ambientmusic.2da
* cls_skill_blkgrd.2da
* feat.2da
* iprp_feats.2da
* portraits.2da
* swearfilter.2da