Adult randomied chat
Patches to the Neverwinter Nights game fix bugs and sometimes add content and capabilities.
Patches had been released at irregular intervals since the game's release, but barring unforseen and extraordinary circumstances, the final patch is version 1.69, released 9 July 2008.
By setting a new variable int X2_NAME_RANDOM to 1 on a creature template in the toolset, the module creature can now tell creatures to randomize their name on Spawn.3) Have a "Impact Script" specified in the spells.2da for the spell ID that you specified in the feat.2da The Impact Script will then fire immediately when the feat is used.TYPE m TYPE n --------* --------* [ | | | ] [ | | | ] [- | -] [- -] [ ] [ ] [- | -] [- -] [ | | | ] [ | | | ] --------* --------* TYPE o TYPE p --------* --------- [ | | | ] [ | | ] [- | | ] [- | ] [ -] [- -] [- | | ] [- | ] [ | | | ] [ | | ] --------* --------- Please visit the Neverwinter Nights Community Site at:  WARNING!By default this will cause the creature to change it's name to a name generated by the Random Name command.For module builders not satisfied with the name selection provided by the Random Name command, the ability to override this behavior with a random name generation script of their choice has been included: If a script called "x3_name_gen.nss" exists in a module, it will be executed on spawn of any creature template that has random name generation activated.
However, since this method used a file format with additional overhead, this is now the method with the larger download in most cases.