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Universal Blueprint Changer plug-in problem (SOLVED)


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6 réponses à ce sujet

#1
millenx

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Wnenever I try to use this plug-in, my computer starts lagging badly, making the program almost unusable until I close the plugin.

I have an Alienware m11x r2 with i7 overclocked to 1.66 mhz, 8 GB ram and a GeForce 335m 1 GB running Win 7 64-bit. I have updated the game to its latest version, and I think the toolset is updated as well with v1.01765.

The game works well without any errors, so I don't understand what could be wrong. .NET 2.0 is installed and I re-installed DirectX 9.0c because the Toolset was crashing at start up without it. Now I can write and compile scripts without problem, but can't do much more without this plug-in.

Any help would be greatly appreciated.

Modifié par millenx, 11 mars 2011 - 04:24 .


#2
painofdungeoneternal

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Don't use that thing is my advice. Not every toy in the toolset is that great, and quite a few you have to replace with community developed versions. Case in point the appearance wizard, which Grinning Fool who did a lot of work on the last patch set up. It is known to crash, but why is it an issue when we have a good replacement.

Not sure what you are trying to do, that blueprint changer NEVER made any sense to me, which is the main reason i never ever touched it. I have a feeling that skywing might have provided a solution in this thread --> http://social.biowar...9/index/5494770

Other than that, there are some solutions using PERL written by kivinen, a ruby system using nwn lib, and skywings many provided libraries for C++ all of which require some technical know how. Most often i just change them manually as needed.

#3
millenx

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I should mention I am just learning how to make modules for this game. I figured this is the tool used to create and modify any Creature, Item and Store blueprint among others, and if there is another plug-in that I can use to do the same I wouldn't mind replacing it, but I've looked in the vault and have yet to find one.

Whenever I try to create an item, creature or a store, my computer slows down and starts lagging pretty badly, which seems troubling with this being a brand new computer designed to handle big programs in a decent manner.

Without being able to create items and creates I really can't move on, and have yet to find a fix for this.

#4
millenx

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I SOLVED the freaking problem. It all had to do with the annoying Optimus system used nVidia to automatically switch between integrated and high-powered graphics. By manually telling the computer to use the high-powered graphics instead of the integrated unit through the nVidia control panel, the problem seems to be resolved.

If you are using an Alienware laptop or any other gaming laptop that uses an nVidia unit with Optimus and this is happening to you, chances are that you have to manually tell the computer to use the GeForce video card through the control panel by right-clicking in the desktop, going to the nVidia control panel > Manage 3D settings > Program Settings and add the NWN2toolsetlauncher exe file manually to the list, then telling the tab to select the High-Performance Unit.

#5
MasterChanger

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I started messing with this plugin (after not touching it for a long time) hoping that it might provide a way to add a variable to a bunch of blueprints with some, but not all, variables in common on their properties list.* However, the plugin is so irritating and unintuitive to use, even aside from any performance complaints, that I don't think it's remotely worth it.

For just general blueprint creation or editing, the easiest thing to do is just right-click on a blueprint similar to the one you want and choose "copy blueprint." This creates a copy with the same name and tag but a slightly different resref. Then you can edit this new blueprint as you like.

Alternatively, Grinning Fool has a Creature Creation Wizard plugin that is pretty handy. I used it a bunch, although if your plans for the creature don't fit a specific level-up package (as laid out by packages.2da) you'll need to put more work in anyway.

* Right now I don't know that there's any way to add a variable in this
case without overriding all the vars you've already placed--very
annoying.

#6
dunniteowl

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good catch, millenx. Something worth noting.

dno

#7
millenx

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MasterChanger wrote...

I started messing with this plugin (after not touching it for a long time) hoping that it might provide a way to add a variable to a bunch of blueprints with some, but not all, variables in common on their properties list.* However, the plugin is so irritating and unintuitive to use, even aside from any performance complaints, that I don't think it's remotely worth it.

For just general blueprint creation or editing, the easiest thing to do is just right-click on a blueprint similar to the one you want and choose "copy blueprint." This creates a copy with the same name and tag but a slightly different resref. Then you can edit this new blueprint as you like.

Alternatively, Grinning Fool has a Creature Creation Wizard plugin that is pretty handy. I used it a bunch, although if your plans for the creature don't fit a specific level-up package (as laid out by packages.2da) you'll need to put more work in anyway.

* Right now I don't know that there's any way to add a variable in this
case without overriding all the vars you've already placed--very
annoying.


I just basically use most blueprints and just do some editing on a new copy, but that still means you have to go through the blueprint plug-in for the editing, which was impossible due to this error.

I am just learning about making modules so I am messing around with some of the stuff in the toolset and this was a huge roadblock, but I might give some user plug-ins a chance to see if they make the experience smoother.