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.
***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.****
Converting a large number of module scripts to campaign scripts
Débuté par
M. Rieder
, oct. 13 2010 12:19
#1
Posté 13 octobre 2010 - 12:19
#2
Posté 13 octobre 2010 - 10:58
Good one. Just wanted to add:
Make sure you remove the module level scripts that you transferred to the campaign level. Either delete them inside the toolset/module or just cut/paste (as opposed to copy/paste) the files as directed above. While the campaign level versions will be used by the game (override the module level version), its easy to get confused and you may end up editing the module level script then wonder why your changes are not taking place in game. Has happened to me a few times lol.
Also, this method can be used to move many file types from the module level to the campaign level (such as blueprints).
Make sure you remove the module level scripts that you transferred to the campaign level. Either delete them inside the toolset/module or just cut/paste (as opposed to copy/paste) the files as directed above. While the campaign level versions will be used by the game (override the module level version), its easy to get confused and you may end up editing the module level script then wonder why your changes are not taking place in game. Has happened to me a few times lol.
Also, this method can be used to move many file types from the module level to the campaign level (such as blueprints).
Modifié par _Knightmare_, 13 octobre 2010 - 10:59 .
#3
Posté 06 février 2011 - 04:40
Anyway have a campaign with a mod associated with it. I believe everything is associated correctly because I can run the campaign from the NWN2 launcher.
Now when Rieder said you need to set up the module to work with the campaign directory is that something different that what you do in the campaign plug-in?
True story.
Modifié par oldmanpaco, 06 février 2011 - 07:39 .
#4
Posté 06 février 2011 - 09:17
Make sure your script files are in the top level folder for the campaign you made, don't have them in a sub-folder. Having them in a sub-folder within your campaign will allow them to work in game, but they won't show up in the toolset like you stated.
Also, if I understand you correctly, what MR meant was what you are talking about (via the campaign plug-in).
Also, if I understand you correctly, what MR meant was what you are talking about (via the campaign plug-in).





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