adding new areas to exiting module
Débuté par
bosog
, oct. 18 2010 04:25
#1
Posté 18 octobre 2010 - 04:25
I'm not sure this is the forum for this question but here goes. I want to add some new areas to an exiting Module and am having a hard time figuring out how. I am using the Debian linux os with the gnome Desktop. I have tried loading the new areas into a gbs stick and then trying to copy the files from that to the modules folder. I have tried using the drag and drop method, and the cp on the command line. can this be done or do I have to do the work in the toolset set then replace the folder with the new one from the toolset? I don't know a whole lot about computers, but any Ideas would be appreciated. if you need more imformation just ask and I'll try to be clearer.
#2
Posté 18 octobre 2010 - 05:53
Open the module with the new areas in the toolset. Then, go to File>Export... and choose "Add Resources..." The Resource Type defaults to "NWScript Source" so change that to "Area File". You will then see a list of area ResRefs, choose the areas you want to export and they will be saved out to a .erf file in your \\erf directory. Now open the other module and File>Import... the .erf
-420
-420
#3
Posté 18 octobre 2010 - 11:44
thanks I'll give that a try
#4
Posté 19 octobre 2010 - 06:11
what I was wondering is in order to add the new areas to the module that is running do I have to make a new copy of the module, take the copy that is running out and replace it with the new one, or can I add the new ares in to the copy of the module running on the server right now. I have never done this part before, so thats why I'm asking.
#5
Posté 19 octobre 2010 - 06:54
You cannot make changes to a module while it is "running" (loaded) in the game/server client. You can make a copy of it and make changes to that (always a good idea to make a backup before you make any major changes anyway). However, you will still have to take down the server to load up the new module unless you have previously scripted a way to load a new module in-game.
-420
-420
#6
Posté 19 octobre 2010 - 06:55
No, You can not add an area to a module that is running.
#7
Posté 20 octobre 2010 - 12:34
You can be playing the module and working on the module but the module wont be updated until you save it.So if your hosting a game and come across a idea you can open the module that is running it wont affect your game because the toolset is opening it and nwn isnt pulling files from it.So the toolset AND GAME ARE BOTH RUNNING.You wont notice anything unless you save it and then load the version you were working on.
#8
Posté 20 octobre 2010 - 01:51
thanks. I was shutting down the server and trying to add new areas to it, but it sounds like I would be better off adding the new areas in the toolset and putting the new copy up. I've been working in the toolset for some time now, but I have never acually done the setting up of a server before. I am hosting the server on a seperate machine, but the person helping me did most of it remotely. he is no longer available, and I'm not sure what I'm doing. I have been reading some of the post on the old forums, but haven't really found what I wanted to know. thanks for the help.
#9
Posté 20 octobre 2010 - 05:18
Good to know. I have a "development" copy of my module that I work on while the server is running. Then when I'm ready to update I shut down the server, copy the dev module over the original module and load up the new mod.Builder_Anthony wrote...
You can be playing the module and working on the module but the module wont be updated until you save it.So if your hosting a game and come across a idea you can open the module that is running it wont affect your game because the toolset is opening it and nwn isnt pulling files from it.So the toolset AND GAME ARE BOTH RUNNING.You wont notice anything unless you save it and then load the version you were working on.
I guess I was adding a couple extra steps that weren't required.
-420
#10
Posté 28 octobre 2010 - 05:56
I haven't seen a forum dealing with this question so I decided to post it here. I want to change the DM password on this server, but haven't been able to figure out how to get to the page to do it. we are running with Debian Linux, and the server is running fine. I just am not familiar with using linux, I'm a point and click person. any ideas and help would be appriated.
#11
Posté 28 octobre 2010 - 10:36
NwN 1 Dungeon Masters Realm is the forum you're looking for. check the stickies, you'll probably find your answer.
Modifié par Invisig0th, 28 octobre 2010 - 10:36 .
#12
Posté 29 octobre 2010 - 05:06
what I can't find is more on the server admin side. how to change the DM password or make a server vault wipe. I have seen the list of commands on the old forums but am not sure how to go about it. do I need to be in a certain Directory to make these changes, or is there a web page that s shows how it's done. I have Linux for dummies that has been a help for learning how to operate in this system, but I was looking for help as to NWN specific tasks.
#13
Posté 29 octobre 2010 - 05:23
To change the DM password you can go into the directory where NWN is installed, edit nwnplayer.ini and change the line that starts with ServerAdminPassword =
As for wiping the server vault, in the same directory where NWN is installed there is a subdirectory called \\\\servervault just delete the files in there to wipe it clean.
-420
As for wiping the server vault, in the same directory where NWN is installed there is a subdirectory called \\\\servervault just delete the files in there to wipe it clean.
-420
Modifié par 420, 29 octobre 2010 - 05:23 .
#14
Posté 29 octobre 2010 - 05:55
thanks I'll give it a try
#15
Posté 29 octobre 2010 - 11:15
Ya your sever vault folder shows all the players that have joined your server.You can open them and see thier charaters names in there.You could even copy paste them somewhere else if you wanted.So if you want to erase all of them just select them and delete.Same for local vault charaters,
#16
Posté 30 octobre 2010 - 01:51
thanks I am sure I'll have more questions as I go along. 
#17
Posté 31 octobre 2010 - 10:52
well I'm still doing something wrong. when I'm in the gnome desktop I can click on the nwnplayer.ini folder and see all the lines, but there is nothing after dmpassword=. since we have a dm password already I thought that password should be visible there.





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