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 .