Toolset FAQ
#1
Posted 15 July 2010 - 03:37 PM
This thread will be updated periodically as the other reps and I see additional commonly asked questions emerging.
Q: How do I move the camera? How do I rotate an object? How do I control this thing?
A: You can find details on all known keyboard and mouse controls here: http://www.nwn2wiki....oolset_Controls
Q: Help! My toolbars are gone!
Q: Help! My other windows are gone!
A: Click on the View menu and choose Options.... On the left side, choose Windows. Click the Reset button, then click OK. Close the toolset, and reopen it.
If this doesn't correct the issue, or if your menu bar is gone, close the toolset. Open up Windows Explorer, and paste this text into the Address bar:
Windows XP: %USERPROFILE%\\Local Settings\\Application Data
Windows Vista: %USERPROFILE%\\AppData\\Local
Hit Enter. From there, delete the folder named NWN2 Toolset. That will reset everything for when you next launch the toolset
Q: I'm working on an interior, and everything is dark! What can I do?
A: There are two ways to correct this. First and easiest, open the Area Properties and set the option Has Directional Lighting to True. Remember that this setting will also be used in-game. If you don't want the interior to be brightly lit within the game, you will want to turn this setting off again when you're done editing.
The second option is to open the Blueprints pane and select Lights. Choose the light "lt_white" and place one or more of them in the area. Raise them off of the ground (Ctrl + mousewheel) to provide better illumination. Remember that like the first solution, this will also show up in-game. If you don't want the area to be brightly lit in-game, delete the lights when you're done editing the area.
Q: When I view my interior in-game, there's an ugly purple/white/blue/colored fog outside of the walls.
A: This is a known issue. As a workaround, create your areas by opening the Areas pane, right-click, and choose Add New. Do this instead of File | New > Area. Areas created in this way don't have fog issue.
If the damage is already done, the best recommendation I have seen is to create another interior area as described above, export the lighting settings, and import them into the area that's having problems.
Q. Every time I zoom out, my map disappears.
A. Two things to fix here. First, turn off Use Area Far Plane if it's turned on. This can be found on your toolbar.
Second, go into the toolset's graphical settings, (View | Options..., then choose Graphics from the list) and change Far Plane from its default value of 150 to its maximum value of 1000. In patch 1.03 and later, this will fix your problem.
Q. Working on an area in my toolset is so slow. How can I speed it up?
A. First, if you have a single-core machine, try to have no more than one area open at a time. Disable "Preview" on the properties page as well, unless you're actively using it.
Second, open up the toolset's graphical settings, and change the line that says Resolution to 800, 600. This will cause textures to be rendered at a lower resolution, and can yield a significant performance increase. For all of your 'rough' work, it can be kept at this setting. However, when trying to finalize an area, you'll want to increase it again -- the extra detail revealed is very helpful.
Q. When I open an existing area, all I see is fog
A. The camera in the viewer defaults to height zero. This is under the bottom of the terrain for areas that have a higher base height. Use the mouse wheel to zoom out.
Q. How can I add my own categories for new NPCs, items, placeables, etc?
A. Everything you add to the palette has a property called classification. You can change this value to create your own categories. Subcategories are separated by "|" characters (no quotes). For example a classification value of "Plot|Monsters" will place the creature in the subcategory "Monsters", under the category "Plot". If the category doesn't exist, it will be created.
Q. How do I export day/night settings?
A.Open area properties. At the top of the properties pane is the text Export Properties. Select that , then choose Environmental Settings -> Day Night Cycle Stage. From here, you can export a specific day/night cycle, or all cycles.
Q. The toolset keeps crashing. What can I do?
A. While OEI is working to track down and fix these crashes, there are a few things you can do to minimize the damage caused by them.
- turn off Autosave. Plan to take manual backups of your work. Important: If working in directory mode, you must disable autosave. Not doing this risks having your work deleted.
- If you're working in module mode (saving your file as a .mod file) try saving your module as a directory. (File | Save Directory). To open it again, use File | Open Directory.
- If you're working in directory mode, trying saving in module mode.
- Finally, a warning: there is no guarantee that either option will correct this for you. Some people have had more luck in directory mode; some in module. In any case back up your work before making the switch, and frequently after switching.
I run Vista, and my toolset terrain editor options are all overlapping and messed up on a black background. How do I fix this?
This issue is corrected in 1.23, please make sure you're up-to-date with the latest patch.
I have created an NPC, and he does not wield the weapons/wear the armor I equip him with.
NPCs and PCs are bound by the same rules in this case -- in order to wear armor or wield a weapon, they must be given the appropriate feats.
For armor, you'll also need to ensure that "Never Show Armor" is "false", or if using the Appearance Wizard uncheck "Visible (Override Equipped Items)" - this means that the appearance you set for armor on the NPC will only be used if the NPC is not wearing armor. Thanks to Woerkilt for this addition.
Finally, not all models are able to show armor. Generally speaking, it can be assumed to work for any playable race; and may or may not work for non-playable races.
Q. I have selected an armor blueprint, but the Armor Set tab does not show the armor
A. In the toolbar, under the Show/Hide filter, ensure that "Creatures" are not hidden. This is necessary because NWN2 uses a creature to "model" armor appearance.
Q. How can I update all blueprint instances in my whole module?
1. Select the blueprint in the palette and look at the properties tab.
2. Before changing anything, select the option above the properties window that says "Merge"
3. Again before changing anything, select the option above the properties window that says "Apply to All Areas"
4. Make your changes.
Note - changes will be very slow, because each change will be applied to all instances that share the same "template resref" throughout the entire module.
#2
Posted 01 October 2010 - 07:45 AM
Worked for me on 3 completely different computers.
Also, could anyone please tell me what "Promiment" and "Rebalance" options from this drop-down menu do?
Edited by popcorn_eater, 01 October 2010 - 07:53 AM.
#3
Posted 02 October 2010 - 11:58 PM
popcorn_eater wrote...
It is also worthy to mention that in order for toolset not to crash after you use Run Module option from "File" menu, you should set FullScreen option in nwn2.ini to 0 and to somewhat "low" resolution (800*600; 1024*768; etc.).
Worked for me on 3 completely different computers.
Also, could anyone please tell me what "Promiment" and "Rebalance" options from this drop-down menu do?
Your mileage may vary. I've never had to do anything like that when using Run Module to prevent crashes.
#4
Posted 03 October 2010 - 02:00 AM
Still, thought, it could be helpful to someone.
#5
Posted 17 February 2011 - 09:50 PM
This is no filter issue, I changed it to Show All.
#6
Posted 07 April 2011 - 07:44 PM
I've played the game and it worked out fine.
#7
Posted 07 April 2011 - 08:11 PM
#8
Posted 07 April 2011 - 08:58 PM
Lugaid of the Red Stripes wrote...
You need to install DirectX 9.0, the toolset doesn't use the DirectX 10.0+ that comes with Win7.
Well, I have DirectX 11, so that's going to be a problem.
var fctb_tool=null;
function FCTB_Init_8c40535fd494487f8e2a91b27a52d655(t)
{
fctb_tool=t;
start(fctb_tool);
}
FCTB_Init_8c40535fd494487f8e2a91b27a52d655(document['FCTB_Init_c3c9c2a01e564fccb9745a328e0c1f21']); delete document['FCTB_Init_c3c9c2a01e564fccb9745a328e0c1f21']
#9
Posted 13 April 2011 - 06:03 PM
Q. Where is the Neverwinter Nights 2 Toolset?
The Neverwinter Nights 2 Toolset is actually listed as the Neverwinter Nights 2 - Platinum Map Editor. You can find this under your tools in the library.
#10
Posted 27 April 2011 - 02:48 PM
SailorCallie wrote...
Lugaid of the Red Stripes wrote...
You need to install DirectX 9.0, the toolset doesn't use the DirectX 10.0+ that comes with Win7.
Well, I have DirectX 11, so that's going to be a problem.![]()
I had the same problem after re-installing the game... the solution is this:
go here http://www.microsoft...d9-1bf9fcce52f4
and download Directx 9.. install and the Toolset works fine!
Edited by maglalosus, 27 April 2011 - 02:57 PM.
#11
Posted 05 July 2011 - 04:02 PM
#12
Posted 05 July 2011 - 04:34 PM
Have you looked for this? "Map Editor" is a stupid name for the Toolset, but there you have it.LepraBoy87 wrote...
For those who got it at steam and get as confused as i did:
Q. Where is the Neverwinter Nights 2 Toolset?
The Neverwinter Nights 2 Toolset is actually listed as the Neverwinter Nights 2 - Platinum Map Editor. You can find this under your tools in the library.
#13
Posted 05 July 2011 - 04:35 PM
Have you looked for this? "Map Editor" is a stupid name for the Toolset, but there you have it.LepraBoy87 wrote...
For those who got it at steam and get as confused as i did:
Q. Where is the Neverwinter Nights 2 Toolset?
The Neverwinter Nights 2 Toolset is actually listed as the Neverwinter Nights 2 - Platinum Map Editor. You can find this under your tools in the library.
#14
Posted 05 July 2011 - 05:14 PM
#15
Posted 24 July 2011 - 03:50 AM
#16
Posted 15 October 2011 - 12:41 PM
Before all i'm a little nooooob about toolset.
I've created my first area with terrain textures, object and one Blacksmith NPC (scripted) ... but after Baking, i Run Module and ...
Texture, Grass and Blacksmith disappear ... and some unwalkable areas become ... walkable!?!!?? O_O
I can see normally trees, buildings, other non-scripted NPC!!!
Any tip about this?
(Sorry for english)
#17
Posted 15 October 2011 - 12:43 PM
I've created a new area, with a town, many objects, textures, trees and grass.
I've Baked, but when i run the module all textures on terrain disappear like grass and the ONLY scripted NPC! O_O
Why?
#18
Posted 15 October 2011 - 02:17 PM
#19
Posted 30 January 2012 - 01:56 PM
#20
Posted 30 January 2012 - 02:21 PM
#21
Posted 02 February 2014 - 01:00 AM
#22
Posted 02 February 2014 - 03:09 AM





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