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How to change the "default" character when testing module in Toolset


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#1
Dementia5

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OK, I give up.  I picked a random player character when first testing my Neverdarklands campaign and would now like to test the area with another selectable character. Where are the initial settings for the "default" character first loaded upon testing the module within the Toolset? Is it permanent?

#2
_Knightmare_

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When a module is run from the toolset it loads the first character file listed in your Local Vault folder. Go to that folder, find the character you want to use and rename the file to something so that it is listed first alphabetically. Changing this file name will not change the name of your character in game.

Or you can just load the game normally out side the toolset and have the usual character selection screen there.

Modifié par _Knightmare_, 15 novembre 2010 - 02:36 .


#3
dunniteowl

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I always start a game instance from the launcher and load or even sometimes create a character if I have specific things I am looking to test. I never run the module from the toolset. The memory leakage issues make me leery of adding more load in the toolset than absolutely necessary.

dunniteowl

#4
Dementia5

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Thanks for the tips, gents. I've noticed the memory leakage, and for the most part I have also noticed a better, more stable experience running from the game launcher than within the Toolset. Still, another troubleshooting weapon in my arsenal.

Modifié par Dementia5, 15 novembre 2010 - 11:47 .


#5
casadechrisso

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Try to minimize the toolset for testing as soon as you hit "run module" and the game will run much faster. Only if the toolset is open and showing a 3D pic it really slows down things incredibly.



As for the default character, it takes the first one in the list (alphabetical) and you can use a special character in front of the PC's name to force that one up the list, e.g. "_testy".

#6
rjshae

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casadechrisso wrote...

Try to minimize the toolset for testing as soon as you hit "run module" and the game will run much faster. Only if the toolset is open and showing a 3D pic it really slows down things incredibly.


Interesting tip. Thanks. The toolset must stop updating its animations when it is minimized then.

I noticed that, when I flip over to the toolset then back to the game, the game graphics are rendered much blockier.

#7
dunniteowl

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@ rjshae: would your toolset resolution settings be different than what you play? If your toolset resolution is lower, that might account for it.

dno

#8
BigfootNZ

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rjshae wrote...

casadechrisso wrote...

Try to minimize the toolset for testing as soon as you hit "run module" and the game will run much faster. Only if the toolset is open and showing a 3D pic it really slows down things incredibly.


Interesting tip. Thanks. The toolset must stop updating its animations when it is minimized then.

I noticed that, when I flip over to the toolset then back to the game, the game graphics are rendered much blockier.


Always found this annoying personally.

I always close any open Area tabs before running the game... if you look at opening two preview windows for an object or npc that are floating as seperate windows you'll aso notice the toolset start to get rather slow also, only reason I can think this is happening is the toolset is trying to run multipal versions of the graphics engine at once one for every window with some form of 3d mesh inside even if the toolset or window isnt being used at the time, ie its still working away and using your GPU for the toolset even if your ingame and running fullscreen. Youd think the toolset would give up such resources if it wasnt the app that was currently being focused on.

It also does this if you run the visual effects editor and have a SEF window open and running, if you close the SEF window or shift to a partical editor window so the SEF preview window isnt visible the game runs smooth.

I myself havent really noticed a dip in performance running the game with the Toolset open, as long as all Area, preview and SEF windows are closed or not on top and visible its prefectly fine.

Like DNO, I always run the game from the launcher or its exe directly... I have also found that its not to bad running the game and jumping between it and the toolset while editing things in a module. Only issues are if you add a new mdl, sef  or 2da changes to the overide they wont show up until you restart the engine, however if the item was their before you started the game you can make changes to it and these changes will show up if you go back to the main menu and restart the module, so you dont have to constantly exit the game and restart it. Often ill test weapon models by basicly exporting them all as an override of the first longsword or shortsword models, so as long as i overwrite the old mdl in the overide folder with the new keeping the name intact I can keep NWN2 running and just start a new module to check the model ingame, I do this with 2da changes also.

ie the game only recognises files already in the overide at startup, but it will accept any chnages or modifications to  those files on a simple module restart.