Community Patch Project

When the Bioware officially ended support and development for NWN1, they unfortunately haven't left the game in state that it wouldn't need further updates. On the contrary, the patch 1.69 brought more issues that it was supposed to fix.

The thought about making an unofficial patch probably first born it the Project Q project, but they soon abadoned it and their project brought rather graphic enhancement than a collection of fixes. In that moment, founder of this project started to gathering various fixes/know-how from whole vault and bioware forums, so far only to make things easier for those who would want to make the unofficial patch. Two years passed and since nobody decided to found this project, I (Shadooow) decided to do it.

''Bioware departure gave us the unique chance to decide on our own what is right and whats wrong. We ourselves now can decide if the spell should behave this way or else and make a new standard.''

Community patch so far doesn't have any forum or special place, at this moment, developing is managed through Bioware forum's Project feature.

Current version is 1.70 beta2, only czech and english languages are now supported.

Objectives
So far the most important objective is compatibility. Unlike other "community projects", the community patch is intended to be compatible with everything. CEP, Project Q, every module. And thanks to ElgarL BIFManager, this is fulfilled. (It won't be compatible with any other future project using the same method of distribution, but since the community patch is the first one using it, it doesn't matter.) All project's files are injected into NWN core datas, so they have the lowest priority. Thus any custom content in override, module or haks will overwrite the patch datas which provides the full compatibility.

Second major objective is, that nothing in patch should require to client/server had the patch installed too. This is important since, when we don't want the project using hak packs, there is no way to find out if the player have the patch or not. If we did it, player without patch could experience crashes, missing texture, invisible monsters or messed text and thats not what we want. Therefore player with the patch can play at any NWN server no matter if they integrated the patch too or not.

And the core objective is to provide unique content, that no other project brought so far (at least not in such amount) and thats fixes and improvements for already existing resources.

Instalation
Download the community patch archive and extract in into NWN root. It will want to replace dialog.tlk and xp2patch.key, confirm this (unless you have non-english text table in that case do not overwrite dialog.tlk) and thats it. If you are player, thats everything you have to do. If you are builder, you have to decide if you want to take advantage of all patch content. Because, you have to merge every old 2da that have been changed in the current patch (and those were many) and also you should rescript you spells (or rather duplicate the patch fixes on your versions).

Content

 * General changes
 * Client-side changes
 * Toolset related changes
 * Script changes:
 * Spell changes
 * Feat changes
 * Creature ability changes
 * Other script changes
 * Text table changes