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Making your own clothing


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#1
Ex-Paladin

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I've figured some things out but what I want is how to get it into the game and where to save your creation.

Must I use a script to get it in game? I'd rather just use the console's "giveitem" and put in the ID tag thing for it, but does that require a script? (Probably does) and if does, is there a symbol script I can just copy and paste it into? Where does the script go (I think variables?)

And where do I save what I made?

I'm rather simple minded, so please keep it simple :blush:

#2
Kaldor Silverwand

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From this thread.

1. In the toolset create your new items in a new module by copying an existing blueprint, renaming your copy (tag and resref) to something unique and modifying its characteristics to suit your taste.
2. Exit the toolset and there should be a temp folder still in your Documents/Neverwinter Nights 2/modules folder. In that folder will be the files associated with your item. (For armor or clothing there will likely be only a UTI file.)
3. Copy all of the files associated with your item from that folder into your Documents/Neverwinter Nights 2/Override folder (on the Mac this is the Documents/Aspyr/Neverwinter Nights 2/override folder).
4. Start the OC.
5. Enter the console by pressing the backtick (`) key. (Non US keyboards may require another key combination)
6. Turn on debug mode by typing DebugMode 1
7. Use the giveItem console command to give your PC the item. The format of the command is "giveItem itemResRef". Other console commands are documented here.
8. Turn off debug mode by typing DebugMode 0
9. Exit the console by typing backtick again.
10. The item should now be in the inventory of your main PC.

Modifié par Kaldor Silverwand, 07 avril 2011 - 08:15 .


#3
Ex-Paladin

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Kaldor Silverwand wrote...

From this thread.

1. In the toolset create your new items in a new module by copying an existing blueprint, renaming your copy (tag and resref) to something unique and modifying its characteristics to suit your taste.
2. Exit the toolset and there should be a temp folder still in your Documents/Neverwinter Nights 2/modules folder. In that folder will be the files associated with your item. (For armor or clothing there will likely be only a UTI file.)
3. Copy all of the files associated with your item from that folder into your Documents/Neverwinter Nights 2/Override folder (on the Mac this is the Documents/Aspyr/Neverwinter Nights 2/override folder).
4. Start the OC.
5. Enter the console by pressing the backtick (`) key. (Non US keyboards may require another key combination)
6. Turn on debug mode by typing DebugMode 1
7. Use the giveItem console command to give your PC the item. The format of the command is "giveItem itemResRef". Other console commands are documented here.
8. Turn off debug mode by typing DebugMode 0
9. Exit the console by typing backtick again.
10. The item should now be in the inventory of your main PC.

Step 1 is the easiest; step 2, I'm having problems with. When I exit the toolset, the temp folder disappears. Also, when I'm working on the outfit, do I need it on "none," "overwrite," "merge," or "pristine?" ._. I'm just curious

Edit: is it cause I'm not saving it? :blush: if that's why the temp folder disappears, I am so embarrassed XD

Edit again: Tried again, saving it and it still disappeared! :pinched: should I move everything before I exit the toolset? And another question came to mind: when I change the name of the item (example: Adept's Tunic) to mine (Will of Kelemvor), the copy doesn't change (in the list of items, I mean). Same goes with the tag and resref, even after I change them. Is it suppose to do that?

Modifié par Ex-Paladin, 08 avril 2011 - 05:41 .


#4
MasterChanger

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If you are looking to create resources in the Toolset that are independent of a given module, saving your work in module mode will only make you pull your hair out. Save as a Directory instead; there is as close to 100% consensus on this in the NWN2 building community as it's possible to have. Only save as a Module if and when you're ready to release your work to others (though even this isn't required).

The first time you want to save your work, click Save as Directory. Afterwards, just use save. When you open it, open a Directory (rather than looking for .mod file). This will put everything in a MyDocs/NWN2/modules/<your module/ folder. All the files will be right there. You can easily copy and paste them without worrying about silly temp directories that disappear when you close the Toolset.

#5
Kaldor Silverwand

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You can copy the files before exiting the toolset or save as a directory as MC suggests (I'm in the minority on using directory mode always, but for what you are doing it is a good suggestion.)

On your copied blueprint (not the original blueprint) you should set the name, tag, resref, etc to values other than what was left by the copy command (copy just adds a 0 on the end of some of the fields).

Where are the none, overwrite, merge, pristine options coming up? I never see those.

Regards

#6
Ex-Paladin

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How do I save as directory?

And I change the name, tag, resref, etc. on the right just fine but the copy on the left doesn't change. And after I finished making my thing and moved all related to my creation to override, and when I went into my game and tried loading one of my games...it just stops at "unpacking module." So I removed all but the save file and it loaded fine. So, I put in "da_willofkelemvor" and the adept's tunic came in instead T_T I'm not doing something right...

#7
Kaldor Silverwand

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Here are the instructions written out more specifically:

1. Open toolset
2. In Blueprints area click on the header: Items
3. In the Blueprint menubar select "All"
4. Navigate to the item you want to use as your base. For this example, click on the plus button next to Armor to open it up, then click on the plus sign next to Clothing to open it up. Then you will see Adept's Tunic listed as the first item.
5. Right click on th Adept's Tunic and from the popup menu select Copy Blueprint >> Module
6. Now click on the word "Module" in the Blueprints menubar so that only module items are displayed. You should see only Armor listed with a plus sign next to it.
7. Click on the plus next to Armor to expand it; click on the plus next to Clothing to expand it; and then you will see the module blueprint of the Adept's Tunic. The name will be in bold, which indicates it is a module blueprint (if you were creating a Campaign blueprint it would be underlined instead of bolded).
8. Click on the Adept's Tunic so that its properties are displayed in the properties window above the Blueprints window.
9. Scroll down in the Properties window about midway to the Basics section and you will see that the resource name is "nw_cloth_0270". This is the name of the UTI file that now exists in the temp working folder which will be in your My Documents folder \\My Documents\\Neverwinter Nights 2\\modules\\temp0. (You can toggle to My Documents and open the folder to see it is there)
10. In the properties window change the settings to suit your needs. You should certainly change Localized Name, possibly Localized Description, Resource Name, Tag, and Template Resref. The resource name is actually the filename, so you must follow the restrictions of filenames. My advice is keep it short (less than 30 characeters), include your initials to make it unique, and use only letters, numbers, and the underscore character "_". I also suggest matching the Resource Name, Tag, and Template Resref. For this example I am going to create a Phase Spider Silk Adept's Tunic and set the following characteristics:
Localized Description: Threads made of phase spider silk have been woven to create this fine tunic giving it it special properties.
Resource Name: bb_it_phspidadepttunic
Tag: bb_it_phspidadepttunic
Template Resref: bb_it_phspidadepttunic
Item Properties: AC Bonus +1, Immunity to Spell Web, Regeneration +1, Use Limitation: Sorceror, Use Limitation: Wizard
Unchecked Has Boots
Unchecked Has Gloves
You may also want to change the icon but that isn't required.
Then use the Armor Set tab to customize the appearance of the tunic.

11. Go to the file menu and select Save Directory... and give it a name (I gave it the name itemwork). Click OK.
12. When the warning comes up that you have no valid starting location just click "Yes"
13. Click on the Red X to exit the Toolset and say that you do not want to save (you already saved the module, so no point)
14. Navigate to the My Documents\\Neverwinter Nights 2\\Modules\\ directory and find your newly created folder (mine is named itemwork).
15. In the folder there will be a UTI file based on the Resource Name you gave the new item (in my case bb_it_phspidadepttunic.UTI). Copy that file into your My Documents\\Neverwinter Nights 2\\override folder. (on the Mac this is the Documents/Aspyr/Neverwinter Nights 2/override folder).
16. Start the OC.
17. Enter the console by pressing the backtick (`) key. (Non US keyboards may require another key combination)
18. Turn on debug mode by typing DebugMode 1
19. Use the giveitem console command to give your PC the item. The format of the command is "giveitem itemResRef". (In this case the command is giveitem bb_it_phspidadepttunic)
20. Turn off debug mode by typing DebugMode 0
21. Exit the console by typing backtick again.
22. The item should now be in the inventory of your main PC.

Regards

Modifié par Kaldor Silverwand, 09 avril 2011 - 11:53 .


#8
Ex-Paladin

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OMG IT WORKED!!! :o I've been doing it wrong from the start XD been going into united blueprints (or something like that) in plugins! Pfft!

*Happy dancing* ^.^ thanks so much for all your helps!! :D (and that method will work for weapons too right?)

#9
Kaldor Silverwand

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Yes this method will work with any items.

Glad it is working for you.

Regards

#10
Ex-Paladin

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Awesome :D I just made my own weapon, after figuring out how to change colors and realized you can't change shape/design of the weapon XD Edit: scratch that, I just realized that you can...after who knows how many hours T_T

Anyways, thanks for all the help! :D

Modifié par Ex-Paladin, 10 avril 2011 - 06:13 .


#11
Kaldor Silverwand

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There are item creation tutorials available online. They can be helpful in figuring out what is possible and what is not. You should be able to find them using Google.

Regards