Jul 23, 2014 Neverwinter Nights series Recommended fan patches/modules for NWN2? (15 posts) (15. Are there any unofficial patches that try to do something about this? Also, how is the module scene? I tried A Dance With Rogues for the original game, and thought it was brilliant. Neverwinter Nights series Recommended fan patches/modules for NWN2?
version: v.1.69 ENG FULL
As of this patch, all modules created/saved with the version 1.69
toolset are tagged as requiring version 1.69 or higher of neverwinter nights game or toolset.
If you don't want to brand your module as 1.68 then do not edit your module
in the version 1.69 toolset.
If you want to go back to 1.68, we have a 1.69 to 1.68 patch available.
New Purple Dragon Knight Prestige Class
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8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)
Audio:
=-=-=-
15 New Music Tracks:
14 New Ambient Sounds
New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves,
Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
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New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
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New Visual Effects (over 100)
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Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.
New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Weapon Part Appearances.
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Gem parts used for the new 'Gem Golem' weapons.
New Item
=-=-=-=-
Portable Encampment
ini file setting additions/changes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Added new nwnplayer.ini file settings, so that red/green color blind
users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file
Tyranny june 27 2017 patch download. (set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable,
only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at
level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points rolled
on the level up summary gui (defaults to off).
[Server Options]
Hide Hit Points Gained=0
- Added new nwnplayer.ini file setting to restore the remaining spell uses
from the character file on log in to a 'server vault' server. This option
defaults to off.
[Server Options]
Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass
should be rendered (default value 900.0, valid values range from 900.0
to 30000.0). Increasing this value will cause more grass to be rendered
in outdoor grassy areas, but will also reduce game performance in
these areas.
[Video Options]
Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of
creature deaths.
[Game Options]
Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by
an encounter trigger every time that it spawns creatures. If this option
is turned on, the encounter trigger will always spawn creatures based on
the triggering player's level rather than potentially using left over
spawned creature from an early triggering that was initiated by a much
higher level player.
[Server Options]
Always Reset Encounter Spawns=0
- Updated Get2DAString() scripting command 2da caching code to cache a number of
2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes
(defaults to off). Enabling this will degrade game performance. It should
only be used for script debugging purposes (i.e. when you have a bad script
that causes your module to lock up, checking the log file will let you know
the last script that executed).
[Script Options]
Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the
log file (defaults to off). Enabling this will degrade game performance. It
should only be used to determine which scripts you need to optimize to
improve the performance of your module. Note: 'Enable Logging' should be
turned off when profiling is enabled.
[Script Options]
Enable Profiling=1
- Added new option to the nwtoolset.ini file to set the toolset CPU affinity
on multi-core computers. If you have more than one CPU on your PC, then
you can use this setting to make the toolset run on only one of the CPUs
by specifying the number of the CPU (0-31). Setting 'CPU Affinity=-1'
will turn off CPU affinity
(default 0).
[Start Up]
'CPU Affinity'.
- The nwnplayer.ini setting for 'Client CPU Affinity' now defaults to 0 (a
setting of -1 will be converted to 0). If you need to disable this
feature set the value to -2.
Feat Prerequisite changes (these may make some existing characters invalid in
multiplayer games)
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a
prerequisite, as per the description (feat.2da).
- The 'Dragon Shape' feat now requires Wild Shape 6x/day as per the
description (feats.2da).
- Fixed prerequisite for 'Epic Weapon Focus Club' to be 'Weapon Focus Club'
rather than 'Improved Critical Club' (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain
(rather than one).
General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under
Windows Vista.
- Fixed issue with corrupted textures on newer Nvidia cards.
- Colorized the cloaks in the official campaigns (they are no longer all
tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a 'Martial' weapon, rather than a simple weapon.
- Fixed how Damage Resistance works against weapons that do more than one
type of damage (i.e. Morning Stars and Halberds). The target now uses the
worst of the multiple damage resistances against weapons that inflict
more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks
are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set
to 10 as it is cast from an item, rather than using the player's paladin
caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the
creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position
of your character.
- The 'Rapid Reload' feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining
a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the
Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in
the toolset) rather than 'NWN'. Screenshots are also now placed in the
screenshots subdirectory.
- Changed 'Black Blade of Disaster' feats from 'Longsword' to 'Greatsword'
- Changed 'Brewed Potions' so that they now behave like normal potions (i.e. when
used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with 'Improved Expertise' mode not being correctly displayed in
the combat log for 'special' attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party
started attacking something during your rest period (the OnPlayerRest event
is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to
'shiny water' being enabled in watery areas of the official campaign.
- Fixed issue with the DM 'Send Exit Event' radial command when used on generic
triggers. The DM object wasn't being set correctly as the exiting object
causing scripting calls to GetExitingObject() to not work correctly.
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
- Fixed some memory leaks.
- Fixed some exploits.
Spell/Feat description and other text changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for 'Elemental Swarm' to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of 'Bard Song' to correctly reflect the required Perform
skill at level 16.
- Updated the 'Enchant Arrow' description to better reflect how it is implemented.
- Updated description for 'Imbue Arrow' feat to better reflect how it behaves.
- Updated description for 'Resist Energy' to properly reflect the Fort Save
Bonus required.
- Updated description for displacement spell. It was incorrectly listing a
'Somatic' component.
- Updated the description for Keen Edge to clarify that it only works on
'slashing melee' weapons.
- Updated the description for Clarity to display the proper duration '5 Rounds + 1
Round / Level' and it now correctly mentions that it removes Daze effects as well.
- Updated the description for 'Undeaths's Eternal Foe' to include the +4
deflection bonus to AC.
- Updated description for 'Tenser's Transformation' to properly reflect the
bonuses given by the spell.
- Updated description for 'Shadow Shield' to properly reflect the immunities
given by the spell.
- Updated description for 'Black blade of disaster' so that the sword's enhancement
bonus is correctly described.
- Updated description for 'Mordenkainen's disjunction' to properly reflect how the
dispel check is done.
- Updated description for 'Deafening clang' to clarify that the bonuses will not stack.
- Updated description for 'Holy sword' to include all the benefits of the weapon.
- Updated description for 'Nature's Balance' to properly reflect the damage healed.
- Updated description for 'Hammer of the Gods' to properly relect the effects of a
successful Will save.
- Fixed many spelling errors and typos in the official campaign.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to 'x3_mod_def_enter'
by default. This script is used to give pre-existing characters horse related
feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made
creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as 'Bad Strref' in
the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the
desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed some environment mapping issues for Wings/Tails.
- Fixed a scaling issue for Wings/Tails.
- Fixed incorrect portrait on Rope placeable.
Script-specific:
=-=-=-=-=-=-=-=-
- Added a new Module 'OnPlayerChat' event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage=');
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE,
int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription=',
int bIdentifiedDescription=TRUE);
int GetColor(object oObject, int nColorChannel);
void SetColor(object oObject, int nColorChannel, int nColorValue);
itemproperty ItemPropertyMaterial(int nMaterialType);
itemproperty ItemPropertyQuality(int nQuality);
itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
void AdjustAlignment(object oSubject, int nAlignment, int nShift,
int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new
cloak systems.
- Fixed issue with the scripting command SetCreatureAppearance() not restoring
players to PC movement speed when restoring the character back to one
of the playable races.
- Evard's Black Tentacles now applies the damage per tentacle, rather than all
tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and
Death Arrow now take into consideration the Epic Weapon Specialization feat
(x0_i0_spells.nss)
- Fixed Isacc's Missile Storm Projectile Traps to work again (x0_i0_spells.nss).
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- 'Tymora's Smile' now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level
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(nw_s0_negburst.nss)
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- Blade Barrier now properly respects the Evasion and Improved Evasion feats
(nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered 'Healing Circle' spell
(nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the
bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the 'Undeaths's Eternal Foe' AC bonus from a dodge bonus to a deflection
bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in 'Nature's Balance' when it affects more than one
creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Fixed missing concealment bonus on the Shadowdancer's Epic Shadowlord
(x2_ch_summon_sld.nss).
- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss, nw_t1_negstrc.nss,
nw_t1_negdeadc.nss, nw_t1_negminc.nss).
- Fixed duration calculation on Gaze and Howl fear effects (nw_s1_gazefear.nss,
nw_s1_howlfear.nss)
- Fixed Gust of Wind to only disperse cloudlike area of effect spells
(x0_s0_gustwind.nss).
- Added a horse scripting system for builders that want to use horses in their
modules. View the x3_inc_horse script in the toolset for more information.
- Tridents and Magic staves are now considered melee weapons by the scripting
Unofficial Patch Skyrim
command GetMeleeWeapon() (x2_i0_spells). If you have used this scripting command
in your own custom module, you will need to recompile your scripts to take
advantage of this change.
2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description
(spells.2da).
- The spell War Cry now requires a somatic component as per the spell
description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description
(spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description
(spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta
Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration
is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for 'Shadow Conjuration Darkness' (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA,
CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA,
CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken 'Minotaur, Zor' sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium
armor (weaponsounds.2da).
- Fixed icon for 'Ethereal Visage' scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Fixed issue with Champions of Torm not being able to take Ambidexterity and
Two Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).
Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
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- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons
no longer all use the ir_nod.tga (so that the community can properly override
the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da
from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with
building tilesets.
- Added support for 10 new custom animations (plus a new mount and dismount).
Special Information with regards to some of the new content:
=-=-=-=-=-=-=--=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=--=
Barrows Interior Tileset:
- The white patches in the 'Final 7x7' group are there to help you position the 'Pillar #,
Barrows' placeables from the 'Placeable->Miscellaneous Interior' standard palette.
You can turn this off by unchecking 'Animation Loop 1' in the tile properties
for the placed tile group).
Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to 'Human mounted, Male' (or choose another race/gender
that you desire). Set the PhenoType to 'Normal Mounted' (or Large for larger
human phenotypes). Click on the Appearance tab and from the 'Tail' pull down menu
select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the 'Jousting Mounted' settings will cause the
NPC horse to use Jousting animations in game, rather than the normal horse combat
animations.
Report problems with download to support@gamepressure.com
Name | Size | Date | Total | 7 days | |
---|---|---|---|---|---|
Neverwinter Nights - NWN1 Community Patch v.1.71 | mod | 53.9 MB | 4/2/2017 | 2.1K | 22 |
Neverwinter Nights - v.1.69 ENG FULL | patch | 312.9 MB | 7/21/2008 | 7.5K | 15 |
Neverwinter Nights - Multilanguage | demo | 312.9 MB | 12/23/2002 | 4K | 8 |
Neverwinter Nights - Eye of the Beholder II: The Legend of Darkmoon v.1.3 | mod | 380 MB | 5/13/2016 | 2.5K | 5 |
Neverwinter Nights - A Strange Privileged Life v.1.1 | mod | 9.9 MB | 5/15/2016 | 1.4K | 4 |
Neverwinter Nights - July Anarchy Prologue v.1.32 Remix beta | mod | 112.4 MB | 5/13/2016 | 1.9K | 3 |
Neverwinter Nights - Witch Wake I: The Fields of Battle | addon | 2.9 MB | 12/12/2002 | 3.3K | 2 |
Neverwinter Nights - Battle of Stirling Bridge v.0.92 | mod | 189.6 KB | 12/14/2014 | 988 | 2 |
Neverwinter Nights 2 Unofficial Patch Download Full
How to use the trainer:
In very simple terms, download the trainer, use WinRAR to open the file, extract the .exe file (which is the trainer of course). Start the game, then press ALT + Tab on your keyboard to minimize the game window, now go to where you extracted the trainer exe, double click it, when the trainer starts you will be presented with the options such as unlimited ammo, god mode, no reload etc. Each one of these options will have a 'Hotkey' associated with it, this HotKey or keyboard key is the keyboard key you must press when in game to activate and use this particular option, so click back into the game by clicking on the game tab in the task bar, when back in the game press the Hotkey to activate one of the options. Always read the .nfo / readme that comes with a trainer (or by clicking the Info button when you run the trainer) to check if there any special instructions.
Common problems when using a trainer:
- False virus/trojan alerts: It rarely happens, but if your Antivirus program gives a warning, it is a FALSE POSITIVE! The file is NOT a virus or trojan, because of the way a trainer operates, by running in the games memory and the trainer using hotkeys often a virus scanner detects this as suspicious activity and flags it as a virus or trojan that will harm your PC. It is harmless! E-mailing me and abusing me that files on the site are viruses/trojans is wasting both your time and my time, why would I upload viruses and trojans when these same files reside on my own computer, this would be a bit risky for me wouldn't you think? If your virus scanner gives a warning for a trainer and your still not sure, don't use the trainer, using any of the files from GamePatchPlanet is done so at your own risk as stated in the Disclaimer.
- Compatibility problems: Trainers that were made for older games that ran under Windows 95/Windows 98/Windows 2000 etc. will often not run when your using a newer version of Windows OS. To fix this, right click the trainer .exe and choose Properties, then change the compatibility mode.
Some trainers only work when you are running Windows as admin.
Nwn2 Patch 1.23 Download
- Game & Trainer versions: When looking for a trainer please take note that the trainer version must match your game version, patch updates will alter memory addresses and will make a trainer redundant for that version more often than not. Usually when someone complains a trainer is not working for them 99% of the time it is as simple as the trainer version being different to their game version.
- Trainer options confusion: Some people often say that they count the trainer as having 8 options but itis only listed as a +6 trainer on the site or by the author, the reason for thisis quite simple and also a scene standard for some time, having an option that simply turns off or returns a value to normal is not included, the same applies for ateleportation system, e.g. Save Position, Teleport, Undo Teleport, because theyare the same option they are only listed as 1 option. Long ago however every single option was included, even if it was a turn on/turn off option, that's why you will see trainers for some older games being listed with more options.
Neverwinter Nights Windows 10 Patch
- Additional trainer information: When game trainers first started appearing they consisted of only a few Bytes of data, this gradually grew to a few KB and then a few hundred KB as the trainer GUI became more visually appealing and trainer makers incorporated images into the trainers GUI. However, in recent years game trainer sizes have increased into several MB of size and people are not often sure why such a small program is in the several MB of size, naturally people are suspicious of its contents believing something nasty is packed in there (which can happen if you download from a non-reputable site) the reason they are larger in size is because people began stealing other peoples trainer contents and repacking it as their own, so trainer makers started using DRM to protect their work and prevent trainer theft.