General questions about Toolset
#1
Posté 05 novembre 2010 - 10:53
Here are the problems I have at the moment:
1. I placed some stairs in one of my maps and set the properties of the blueprints to "walkable", unfortunally, my char still isn´t able to use the stairs.
2. There are a few doors, that always open into the wrong direction - straight into the walls. I rotated them, but still they open into the wrong direction....
3. Again about doors: I placed some doors in front of a wall, but when I open the doors, I can see the walls behind - is there something like a black hole, which I can place between door and wall?
4. I installed SoZ, but I´m not able to place stuff from SoZ into my maps. The stuff appears in the lists, but when I choose them, they do not appear in the map....
5. I asked myself, if it is possible to create a module, which some classes ( fighter for example ) are not able to enter the module, so that the module is only usable for characters with special classes ( for example: only magicians ).
Thanks all in advance
#2
Posté 05 novembre 2010 - 11:01
1. You need to bake the area first. If you click the "Surface Mesh" and "Baked" buttons, you'll be able to see what's baked and whether the stairs are walkable or not. You often have to raise or lower them so they're in line with the ground for the toolset to realise they should be walkable. It can take a bit of messing about with, in my experience.
2. and 3. You'll want to put a door*way* first, and then put a door in it. If you're making an interior area, choose tiles with doors in them.
Not sure about 4, I don't have SoZ.
5. Yes this is possible; how it's most simply done is to use some sort of OnEnter script to deny fighters (for example) access to the game - you could use, say, a conversation in a starting area which will transport players to the actual game if and only if they're not a fighter (I don't want to be too specific since there's more than one way of doing this). Alternatively, you can edit the 2da files so that fighter can't be chosen as a player class. This can be a bit messier though since if you're not making a campaign, you'll probably want to put that 2da into a hakpak or something.
Modifié par The Fred, 05 novembre 2010 - 11:02 .
#3
Posté 06 novembre 2010 - 10:04
The problem with the SoZ content is really annoying. I created maps before, Some overland maps too. Then I had to reinstall NWN2 and since the reinstall I can´t use SoZ content in the toolset anymore. Even the SoZ stuff I placed in my older maps disappeared or were replaced by other stuff....
#4
Posté 06 novembre 2010 - 11:59
3. You can make a "fake door" by placing it down where you need to and using the Tile Block placeable, scaled down to the size of the door, to make the "black hole."
4. This is usually the result of having a placeables.2da file that is not compatible with SoZ. Do you have any custom content (or perhaps you installed MotB after installing SoZ)?
5. You can also restrict class (and races as well) by editing certain 2da files. this could eliminate the fighter class as a choice for the player in the first place. This is a more secure method than The Fred suggested above as then the player still can't choose fighter at a later level up.
#5
Posté 06 novembre 2010 - 12:18
_Knightmare_ wrote...
4. This is usually the result of having a placeables.2da file that is not compatible with SoZ. Do you have any custom content (or perhaps you installed MotB after installing SoZ)?
Hmm - I have some custom content - but some of them do not work in the same way, like SoZ content - how am I able to seperate them from files I need?
Ok, I see the problem.. after importing "el_hakmod.erf" whether blueprints from the hackmod got not rendered, or blueprints from SoZ.... Unfortunally I need blueprints from both for my project. Does anyone have an idea, how I´m able to solve that problem? Or does a tutorial for creating own blueprints exist?
Modifié par Barnabas2, 06 novembre 2010 - 03:38 .
#6
Posté 07 novembre 2010 - 12:30
_Knightmare_ wrote...
5. You can also restrict class (and races as well) by editing certain 2da files. this could eliminate the fighter class as a choice for the player in the first place. This is a more secure method than The Fred suggested above as then the player still can't choose fighter at a later level up.
I actually mentioned this, and yes it is a better method (unless you do want people to be able to multiclass) but requires 2da work which in turn means you'll need to make a campaign or a hakpak.
#7
Posté 07 novembre 2010 - 11:21
Modifié par Barnabas2, 07 novembre 2010 - 11:21 .
#8
Posté 07 novembre 2010 - 01:37
@ The Fred: Sorry about that, its what I get for only reading half of your answer there. My apoligies.
Modifié par _Knightmare_, 07 novembre 2010 - 01:38 .
#9
Posté 07 novembre 2010 - 02:22
Does anyone have an idea, where I could find the .2da el_hackmod uses?
Another idea is, to create 2 modules, instead of one - one using the el_hackmod, the other uses SoZ content ( especially the overlandmap stuff ). Would it be possible to create a transition between the 2 modules? Means: if the PC reaches an area, the pc enters the el_hackmod moduleand if the pc leaves the area, the pc enters the module with SoZ content....?
#10
Posté 07 novembre 2010 - 02:33
Barnabas2 wrote...
I use the el_hakmod. When I want to create a new module, I load the el_hackmod module to get all placeables. Then I save the module under a new name and create the areas I want. Here I have the problem that NWN2_X2 content do not render. Unfortunally I do not find the .2da file, the hackmod uses, so I can´t modify the file by copying the .2da_X2 content into the hackmod 2da....
Does anyone have an idea, where I could find the .2da el_hackmod uses?
You can use this external tool to open and export files from within other NWN2 files (like a hak or erf file).
Another idea is, to create 2 modules, instead of one - one using the el_hackmod, the other uses SoZ content ( especially the overlandmap stuff ). Would it be possible to create a transition between the 2 modules? Means: if the PC reaches an area, the pc enters the el_hackmod moduleand if the pc leaves the area, the pc enters the module with SoZ content....?
Yes, that is possible as long as you have your modules set up as a campaign. However, the "more proper" (argueable) way to do it is to combine the 2da files.
- KM
#11
Posté 07 novembre 2010 - 03:35
And I have a problem with campains. I tried to build a campain, but when I try to run the campain, it´s said, that it wasn´t possible to load the module. The module might be corrupted, or got built with a newer Version of toolset/game....
When I seperate the module from the campain and run it as a module, it runs without a problem.
Modifié par Barnabas2, 07 novembre 2010 - 05:53 .
#12
Posté 07 novembre 2010 - 06:30
Barnabas2 wrote...
And I have a problem with campains. I tried to build a campain, but when I try to run the campain, it´s said, that it wasn´t possible to load the module. The module might be corrupted, or got built with a newer Version of toolset/game....
When I seperate the module from the campain and run it as a module, it runs without a problem.
There are instructions for creating a campaign from a module posted in a few places, including http://social.biowar...5/index/3138806. You should search the old Bioware forums for information on the message you are getting. I haven't seen it myself but I know it has come up before.
Regards
#13
Posté 07 novembre 2010 - 07:00
#14
Posté 07 novembre 2010 - 07:24
void main()
{
LoadNewModule("module name here", "starting waypoint tag here");
}
Place it on an appropriate thing - ie. OnEnter of a trigger. This will save out the state of the module being left before tansferring them to the new module (in case the player returns to it later on).
#15
Posté 07 novembre 2010 - 08:55
#16
Posté 08 novembre 2010 - 03:38
The beauty is that you needn't ever use hakpaks if you don't want since you can stick stuff in the campaign folder (though there are some advantages to hakpaks), with the exception I believe of certain 2da files (like baseitems.2da and I think the itemprop ones).
Modifié par The Fred, 08 novembre 2010 - 03:45 .
#17
Posté 10 novembre 2010 - 03:52
#18
Posté 10 novembre 2010 - 04:44
Regards
#19
Posté 10 novembre 2010 - 08:58
Barnabas2 wrote...
Could anyone tell me please, if there´s a script that makes item ( like lights or NPCs disappear during the day and let them spawn during the night?
The one stop shop I use for this is UncleFB's NPC control. Serach for that pn the vault and you will be rewarded.
I think FB is still supporting but if you get into difficulties with it DM me.
PJ
#20
Posté 15 novembre 2010 - 08:35
void main()
{
int nTime = GetIsNight() || GetIsDusk();
object oLight = GetFirstObjectInArea(OBJECT_SELF);
while (GetIsObjectValid(oLight))
{
string sTag = GetTag(oLight);
if (sTag == "lt_white")
{
if (nTime == TRUE)
{
SetPlaceableIllumination (oLight, TRUE);
}
else
{
SetPlaceableIllumination (oLight, FALSE);
}
}
oLight = GetNextObjectInArea(OBJECT_SELF);
}
RecomputeStaticLighting(OBJECT_SELF);
}
Unfortunally the script does not work, as recommended. Does anyone has a suggestion, how to advance the script?
Modifié par Barnabas2, 15 novembre 2010 - 08:55 .
#21
Posté 15 novembre 2010 - 08:57
Try looking up the Scripted Lighting System on the vault. It does exactly what you want.Barnabas2 wrote...
Am I able to control the properties of a placeable ingame by script? I´m still trying to set lights as on during the night, and turn the lights off during the day. I tried it with the following script, which I set as On Heartbeat-script in the area:
void main()
{
int nTime = GetIsNight() || GetIsDusk();
object oLight = GetFirstObjectInArea(OBJECT_SELF);
while (GetIsObjectValid(oLight))
{
string sTag = GetTag(oLight);
if (sTag == "lt_white")
{
if (nTime == TRUE)
{
SetPlaceableIllumination (oLight, TRUE);
}
else
{
SetPlaceableIllumination (oLight, FALSE);
}
}
oLight = GetNextObjectInArea(OBJECT_SELF);
}
RecomputeStaticLighting(OBJECT_SELF);
}
Unfortunally the script does not work, as recommended. Does anyone has a suggestion, how to advance the script?
#22
Posté 16 novembre 2010 - 04:06
#23
Posté 16 novembre 2010 - 06:48
As for the missing placeables, yes, it's an issue with an incompatible placeables.2da. Also it should be mentioned that the 2da base that comes with SoZ has a duplicate line.
#24
Posté 17 novembre 2010 - 06:43
#25
Posté 19 novembre 2010 - 03:13
Barnabas2 wrote...
Thanks for all your answers. But still I´ve got some questions. Now I have another problem: I want to create some herbs, that should spawn randomly on random locations and should be takeable. Unfortunally I do not know, how to make them spawn....
There is already a pre-made system for this on the Vault: nwvault.ign.com/View.php or nwvault.ign.com/View.php





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