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The Toolset "How to" Thread - Simple Instructions for Simple Minds


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#1
MokahTGS

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While there are many many tutorials out there for the toolset, I've often found it useful to just find a quick and simple "how to" thread for those small toolset tasks that should be easy, but for some reason you just can't figure out.

Many of us as builders have picked up lots of tricks overthe years and have tid-bits of information just floating around in our brains.  Time to crack those bad boys open and scoop out the gooey goodness for all to see.

Post below your favorite how-tos for quick and easy toolset tricks that save you time energy or just make your module better.  Share the joy people...

Please DO NOT post requests in this thread.  This topic is for answers/tricks/tips only!

Simple Strumpet Trick

How to make an NPC Statue

I usually have a place for interesting statues in the areas I build and I found myself in need of a suit of armor on display.  Placing the following script on a creatures OnSpawn handle you can make the creature a perfect statue.  My version DOES NOT use the stone skin VFX, as I wanted armor, not stone.

void main()
{
    effect eFreeze = SupernaturalEffect( EffectVisualEffect( VFX_DUR_FREEZE_ANIMATION ) );
    ApplyEffectToObject( DURATION_TYPE_PERMANENT,eFreeze,OBJECT_SELF );
    SetIsDestroyable( FALSE,FALSE,FALSE );
    effect eFX = EffectDeath();
    ApplyEffectToObject( DURATION_TYPE_INSTANT,eFX,OBJECT_SELF );
}


Сообщение изменено: MokahTGS, 15 Июль 2010 - 09:19 .


#2
Kaldor Silverwand

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An older thread with more options: http://nwn2forums.bi...24559&forum=113

Regards

Сообщение изменено: Kaldor Silverwand, 30 Август 2010 - 09:11 .


#3
M. Rieder

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Topic 1) Walkmesh Ramps (different than the flat walkmesh helpers that come with the toolset)

I know that the walkmesh ramps are custom content, but when I started building, I didn't even think to go there, but I spent alot of time here, so I thought this may be an appropriate place.

This is an FYI aimed at new builders.  There are walkmesh helpers that now are included with the toolset, but there are ramps that can be downloaded from the NW Vault.  It takes some tinkering to get them working, but it makes life easier.  I wish I had known about this when I first started.

Here is the link to download the helpers: Walkmesh Helper

Here is the link to the discussion thread where I discuss how to make the
.2da file compatible with SOZ and MOTB (the one that I downloaded from the vault conflicted with the new placeables from SOZ and MOTB, and the following link will take you to the discussion where I explain how I made it work). Help with walkmesh helper thread

Topic 2) Fine control of terrain mesh height.

To achieve precision control of the surgace mesh height, toggle the "surface mesh" button on the toolset (top row, toward the left side).  This shoul show the grid of the surface mesh .   Next, either choose the "lower" or "raise" selection on the terrain tool and then change the inner brush size to 1 and outer to 0.  Now you have the ability to raise individual points on the surface mesh one at a time.  The only points that can be affected are where the green surface mesh lines intersect.  To raise or lower them, put the tip of the cursor on them (ignore the red circle, it doesn't work for precision work) and then left click.  This will move the individual point on the mesh.  I recommend a pressure of 10% so that things don't happen too fast.

Сообщение изменено: M. Rieder, 23 Сентябрь 2010 - 04:02 .


#4
M. Rieder

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TOPIC: Converting a large number of module scripts to campaign scripts

This is an FYI in case anyone does not know.


If you have a large number of module scripts that you need to change to campaign scripts, here is how to do it:

1) Save your module as a directory
2) Find the files: "script_name.NSS" and "script_name.NCS" (where "script_name" is the name of the script as it appears in the toolset. There will be an .NSS and .NCS file for each.
3) Copy each .NSS and .NCS file for each script into the campaign folder.
4) Close down and then reopen the toolset and you should see the scripts in the campaign script tab as well as the module script tab.
5) It is a good idea to delete the module scripts after you have copied to the campaign tab to avoid confusion.


***NOTE: you have to have the module set up to work with the campaign directory before you will be able to see the scripts in the campaign tab.****

Сообщение изменено: M. Rieder, 13 Октябрь 2010 - 12:19 .


#5
Kaldor Silverwand

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Instructions also posted at http://social.biowar...7/index/5080347
Because a number of NWN2 modules have been created as modules rather than campaigns these modules cannot use the Party Editor introduced with SoZ.  Since it isn't likely that module authors will convert their already released modules to campaigns, I am providing the following instructions for those who wish to attempt it themselves with community authored modules.

These instructions may not be perfect, but I have tested them with the module Tomb of Horrors Revisited and I believe they should work for most community authored modules.

Steps for converting a module to a campaign:

These steps require the NWN2 Toolset, and so this cannot be done on the Macintosh.
Sample module Tomb of Horrors Revisited Final http://nwvault.ign.c...h.Detail&id=197

(Note: Any double back-slashes below should be single back-slashes)

1. Acquire module and unzip if necessary to get the .mod file.
2. Copy the .mod file into ..\\My Documents\\Neverwinter Nights 2\\modules
3. Open the toolset by launching NWN2 and pressing the Toolset button.
4. If this is the first time you have used the Toolset then select the menu option View:Options and under the General tab change "Autosave" to False and click OK.  This will turn off the autosave function. This is a good idea because relying on the autosave feature can lead to module corruption.
5. Select menu option File:Open and open the module. If the module is opened successfully then the name of the module (in this case ToH Revisitedv2) should be visible in the Toolset title bar.
6. Select menu option Plugins:Campaign Editor to open the Campaign Editor plugin dialog
7. In the right side of the dialog click Add Campaign.... This will create a "New Campaign" at the bottom of the campaign list on the left side of the dialog.
8. In the campaign list click on the "New Campaign". This will display the campaign properties in the right side of the dialog.
9. Under the Appearance tab populate the Description, DisplayName, and Name fields with the name of the campaign. Generally the name of module is acceptable. In this case use "Tomb of Horrors Revisited". (You can also use the descriptions from the Module properties)
10. Click Save Campaign and then in the save dialog click OK.
11. Close the Campaign Plugin
12. Select menu option Plugins:Campaign Editor to open the Campaign Editor plugin dialog. At the bottom of the campaign list you should now see the campaign with the name you entered (in this case Tomb of Horrors Revisited).
13. Click on the campaign you created (in this case Tomb of Horrors Revisited).
14. You may want to change some of the default campaign properties.- If you want to allow companions to level up and select any class then set AllowUnrestrictedLevelUp to True- If you have SoZ and want to use the Party Editor in the new campaign then set PartyCreation to True and PartyCreationSize to the number of party members you wish to create (the main PC counts as one).
15. Click on the Add Files button and select the new module
16. In the properties set StartingModule to the name of the module WITHOUT the .mod suffix (in this case ToH Revisitedv2)
17. Click save Campaign and OK.
18. Click "Set Module to Use Selected Campaign" and OK
19. Close the Campaign Plugin
20. Select menu option File:Save
21. Close the Toolset.

If the module has journal entries then they need to be converted to the campaign journal. This can be done using these steps:
1. Open the toolset by launching NWN2 and pressing the Toolset button.
2. Select menu option File:Open and open the module.
3. With the toolset open, navigate to the ..\\My Documents\\Neverwinter Nights 2\\modules
4. In the folder there should be a temp folder. This folder's name will start with "temp_" and will end with the module name (in this case it will be something like temp_ctHEcsKtqkuZYU1x3+Q4MA==_ToH Revisitedv2). Open this temp folder.
5. Move the file module.jrl to the desktop
6. Close the toolset without saving
7. Open the folder ..\\My Documents\\Neverwinter Nights 2\\Campaigns
8. Drag the module.jrl file from the desktop into your new campaign's folder (in this case Tomb of Horrors Revisited) replacing the existing file.
9. Open the toolset by launching NWN2 and pressing the Toolset button.
10. Select menu option File:Open and open the module.
11. Select menu option View:Journal->Module. This will display the module journal entries.
12. In the journal toolbar click Collapse All
13. Select all of the journal entries and click the Delete key to delete them (click OK when asked if you are sure).
14. Close the Journal window.
15. Select menu option File:Save
16. Close the Toolset.

If you want to access the Party Editor then download the Deck of Trumps (bb_it_partyeditor.zip) from the Silverwand Sundries at http://nwvault.ign.c...s.Detail&id=133, unzip it and and copy the bb_it_partyeditor folder into your new campaign's folder. For instructions on using the Deck of Trumps in game see its read me file.

Regards,
Kaldor Silverwand

Сообщение изменено: dunniteowl, 22 Октябрь 2010 - 05:42 .


#6
Kaldor Silverwand

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Instructions for creating custom items and adding them into the OC:

(This example creates a new clothing item using the Adept's Tunic as a base, but the technique works with any item)

1. Open the NWN2 toolset
2. In Blueprints area click on the header: Items
3. In the Blueprint menubar select "All"
4. Navigate to the item you want to use as your base. For this example, click on the plus button next to Armor to open it up, then click on the plus sign next to Clothing to open it up. Then you will see Adept's Tunic listed as the first item.
5. Right click on the Adept's Tunic and from the popup menu select Copy Blueprint >> Module
6. Now click on the word "Module" in the Blueprints menubar so that only module items are displayed. You should see only Armor listed with a plus sign next to it.
7. Click on the plus next to Armor to expand it; click on the plus next to Clothing to expand it; and then you will see the module blueprint of the Adept's Tunic. The name will be in bold, which indicates it is a module blueprint (if you were creating a Campaign blueprint it would be underlined instead of bolded).
8. Click on the Adept's Tunic so that its properties are displayed in the properties window above the Blueprints window.
9. Scroll down in the Properties window about midway to the Basics section and you will see that the resource name is "nw_cloth_0270". This is the name of the UTI file that now exists in the temp working folder which will be in your My Documents folder \\My Documents\\Neverwinter Nights 2\\modules\\temp0. (You can toggle to My Documents and open the folder to see it is there)
10. In the properties window change the settings to suit your needs. You should certainly change Localized Name, possibly Localized Description, Resource Name, Tag, and Template Resref. The resource name is actually the filename, so you must follow the restrictions of filenames. My advice is keep it short (less than 30 characeters), include your initials to make it unique, and use only letters, numbers, and the underscore character "_". I also suggest matching the Resource Name, Tag, and Template Resref. For this example I am going to create a Phase Spider Silk Adept's Tunic and set the following characteristics:
Localized Description: Threads made of phase spider silk have been woven to create this fine tunic giving it it special properties.
Resource Name: bb_it_phspidadepttunic
Tag: bb_it_phspidadepttunic
Template Resref: bb_it_phspidadepttunic
Item Properties: AC Bonus +1, Immunity to Spell Web, Regeneration +1, Use Limitation: Sorceror, Use Limitation: Wizard
Unchecked Has Boots
Unchecked Has Gloves
You may also want to change the icon but that isn't required.
Then use the Armor Set tab to customize the appearance of the tunic.

11. Go to the file menu and select Save Directory... and give it a name (I gave it the name itemwork). Click OK.
12. When the warning comes up that you have no valid starting location just click "Yes"
13. Click on the Red X to exit the Toolset and say that you do not want to save (you already saved the module, so no point)
14. Navigate to the My Documents\\Neverwinter Nights 2\\Modules\\ directory and find your newly created folder (mine is named itemwork).
15. In the folder there will be a UTI file based on the Resource Name you gave the new item (in my case bb_it_phspidadepttunic.UTI). Copy that file into your My Documents\\Neverwinter Nights 2\\override folder. (on the Mac this is the Documents/Aspyr/Neverwinter Nights 2/override folder).
16. Start the OC. Click on the portrait of the PC you want to give the item to.
17. Enter the console by pressing the backtick (`) key. (Non US keyboards may require another key combination)
18. Turn on debug mode by typing DebugMode 1
19. Use the giveitem console command to give your PC the item. The format of the command is "giveitem itemResRef". (In this case the command is giveitem bb_it_phspidadepttunic) (Other console commands are documented here: http://www.gamespot....hts2/hints.html.)
20. Turn off debug mode by typing DebugMode 0
21. Exit the console by typing backtick again.
22. The item should now be in the inventory of your selected PC.

Regards

Сообщение изменено: Kaldor Silverwand, 10 Апрель 2011 - 07:07 .


#7
millenx

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I am familiar with programming but I am new to creating custom content. I would love a guide that tells me how to create spells, skills and classes. Someone link a good one because I really haven't been able to find anything!

#8
PJ156

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[moderator's edit: Title added to reduce confusion.]

How to Make Your Own Loadscreens:


I posted this on the old forum. Took me a while to write and I did not want to lose it (particularly as I have been back to it myself twice) Posted Image

For those who have not done this and want to, here is how I did it. By way of a disclaimer, I am not an expert with the tool set and thus please take all that I say below in the spirit it is intended, that is, friendly advice. I am pretty sure you can find all this elsewhere, I just thought it may be of help to new modders who did not know this project was possible.

This project requires that you modify a 2da file sourced from the main nwn.2da files in the nwn2 folders. I strongly advise you do not modify the file or folder in the game. Copy the 2da file to another place mod it and then when you hak it to the mod it will override the default file. Modifying the NWN material in situ is, in my mind, a bad idea.

Tools you will need:

Something to pack up your .hak file.

Click Here

Something to modify 2da files

Click Here

Something to save you pictures to tga format. I use paint.net which you can get here:

http://www.getpaint.net/download.html

You are also going to need to copy your loadscreens.2da from you Neverwinter nights folder. Likely to be in program files/neverwinternight2/data/2DA. Copy that to a place where you can mod it without affecting the default game properties. A convenient place is the folder in which you intend to store all the pretty pictures you are going to make.

Right you are then, ready to start.

Start by capturing your screen shot, either in the mod or in game. - Remembering that the H key will clear the icons from the screen in game and you can use the filters in the toolset to hide the things you don't want to see (waypoints etc). When you have your picture press PrtScn.

Open your chosen paint package and set your picture to 1600 x 800 - In paint I can do that by selecting file/new. That gives me the option to set the size (note I think this size is right, I have read this somewhere but I cant find it again to confirm – and my source may have been wrong in the first place). Press CtrlV or paste in your picture, get it set up the way you want and save as. When given the file selection, you want a .tga format. Save this to a folder and rinse and repeat for as many pictures as you need. Note paint.net allows you to do some pretty cool things to customise your screens giving your mod a different look.

Okay, you have pictures. Now name them sensibly - You are going to have to find these in a long list of other images so prefix them all the same. Something beginning with r will help as your areas will, by default, have random allocated to the loadscreen so you will be in the r's when the list opens up. Keep the names simple (you will see why in a minute)

Now to the 2da file. - Need to modify this so that it can see your pictures. Open TlkEdit and click on file open. Navigate to your folder and click open on your copied Loadscreens.2da.

Now do the following.

Scroll to the bottom of the file where you will find a blank line.



Double click on the blank cell in the column BMPResRef.

Input your picture file name exactly as it is named on the tga file. (now you know why you kept the names simple)

Next double click scripting name and put the same name in there.

Next double click on label and put the same name in there.

You will now see that a new blank row opens up ready for the next file if you have one.

When you are done click save and close the application.[/list]Note - Do not change the name of the Loadscreens.2da file.

The tag you see when you come to use the picture will be the name in the column label.

That's it, screens made 2da complete.

Next open your nwn2packer.





[*]Select new



[*]Select import and navigate to your folder.



[*]Highlight your Loadscreens.2da and all of your pictures.



[*]Click open
[/list]Back in the packer:


  • Click save as


  • Given the file a relevant name and type the ending as .hak


  • Click save
Copy your file to your mydoc/nwn2/hak folder.

Now open the toolset and your module.

Select view/module properties and open the properties window. - You will see a place for associating haks under misc on line 4.

Click on the drop down box
Save your mod
Restart the toolset
Open you mod.

Now when you open your area highlight the area name on the area tab. When you open the properties panel you will then see your area properties. Under general row 5 is loadscreen. Select this then the drop down box. There will appear a list of all of the load screens. Usually this will open on random, so if you started your name convention with an r you will be close to your screen. Select your screen by double clicking and you are done.

Now when you enter your area you will have your own pretty picture in the load screen.

Сообщение изменено: dunniteowl, 09 Январь 2011 - 05:05 .


#9
Divine Crafter

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sorry for the ultra noobieness, but just started playing with the toolset the other day, and cant seem to figure out how to rotate or move my camera view. I can zoom in and out....but thats it.

thanks for this thread btw

#10
kamal_

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control + right mouse button held down = rotate camera
control + left mouse button held down = move camera

/soon it will be so automatic you'll try to do that in google maps, like me. :P

#11
Divine Crafter

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ahhhh...lol...if I could +rep you on this forum I would...thnx!!!

#12
Jezla

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Here's a tip regarding encounters:

While working on Legends of the Dalelands I was having trouble with the encounter triggers spawning balanced groups of monsters.  I wanted, for example, a goblin patrol of 4 fighters, 3 scouts, a sorceror, and a shaman.  Instead, I would get nine shamans, which was not very realistic.  I found that the tutorials for encounters, such as those found in the Toolset Manual or rjshae's excellent toolset notes, did not seem to shed much light on this, so I looked at the thieve's warehouse from Chapter 1 of the OC and this is what I discovered:

There are two places where you can set the number of creatures for an encounter, in the trigger properties and the monster list.  The trigger properties have a minimun and maximum number of creatures that the encounter should spawn.  When you add a monster to the encounter, you have the option to specify the minimum and maximum number of that monster the encounter should spawn.  I've found that the encounters work best when the maximum number of creatures spawned(according to the trigger properties) matches the total of the maximum numbers of each monster spawned by the encounter.

In my example, I had four monsters listed in the encounter:

Goblin Fighter -  Max 4, min 1
Goblin Scout -  Max 3, Min 1
Goblin Sorceror - Max 1, Min 1
Goblin Shaman - Max 1, Min 1

You can see that the total maximum of all the monsters is equal to 9, and the minimum is 4.  These are what I had to set the trigger properties to for the encounter.

If you only have one monster listed for an encounter, then you need only worry about the min and max settings for the encounter trigger, but for encounters with multiple monster blueprints, this formula will ensure that all your encounters are more properly balanced.

#13
MokahTGS

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I'm adding a link to the Terra Coppa Raised Terrain Tutorial so it doesn't get lost:

[Tutorial] Raising Terrain Using TerraCoppa

#14
ratjar117

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I need a tutorial on how to edit the number of spells a warlock can learn. I have purchased and downloaded my copy of nwn2 from gog.com and it is apparently somewhat different from the CD copy and from my search online, I have been told this needs to be edited in something called cls_spkn_wlck.2DA but I do not have one of these...or for any other character class for that matter...any suggestions? I am not opposed to making my own if need be but I would need very detailed instructions on how to do that as well...any help is MUCH appreciated!

#15
bealzebub

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edit- I just saw this was answered in another post.
http://social.biowar.../index/17142348

Сообщение изменено: bealzebub, 18 Август 2013 - 12:52 .