I just recently added the CEP 2.4 hak to my mod and I am not sure if the developers for the CEP converted some buildings from NWN2 into NWN1 placeables but I found Crossroad Keep in the NWN1 toolset. I was excited to use it in my mod BUT it doesn't have a door and I have no idea if it is possible to put a door on a placeable. I opened up the properties thinking there might be some notes in the Comments tab but there were none.
If anyone can explain if this is doable I'd be grateful. I just don't see the point of having the placeable available if a door cannot be put on it so it can be used.
Thanks!
- Paul
Crossroad Keep placebale from NWN2 - how do I put a door on it?
Débuté par
UnrealJedi
, sept. 26 2011 01:59
#1
Posté 26 septembre 2011 - 01:59
#2
Posté 26 septembre 2011 - 04:03
If you have any other tiles with doorways in them, place a door there, then go to the door in the left hand sidebar (that's important, as this will only work from the sidebar), right click, and hit Adjust Location. Then you can manually input the coordinates at which you want the door to appear, to put it into the placeable building instead.
After you move the door using Adjust Location, the door becomes 'unlinked' from that doorway, so you can delete the tile with the temporary doorway on it, or even put another door in it, just fine.
It can take a lot of patience to position a door just right via coordinates, but you'll get there eventually.
After you move the door using Adjust Location, the door becomes 'unlinked' from that doorway, so you can delete the tile with the temporary doorway on it, or even put another door in it, just fine.
It can take a lot of patience to position a door just right via coordinates, but you'll get there eventually.
Modifié par _six, 26 septembre 2011 - 04:04 .
#3
Posté 26 septembre 2011 - 04:45
To follow up on _six's response:
Place your keep, then put a waypoint exactly where you want the door to be (including the facing/direction). Then you can use the waypoint's location to get the exact coordinates for your door. After the door is moved, you can just delete the waypoint.
Place your keep, then put a waypoint exactly where you want the door to be (including the facing/direction). Then you can use the waypoint's location to get the exact coordinates for your door. After the door is moved, you can just delete the waypoint.
#4
Posté 26 septembre 2011 - 04:59
Wow. You just transformed my world, AD.
#5
Posté 26 septembre 2011 - 05:33
hehe...it took me about 4 years of building my PW before I learned about the method for moving doors out of standard doorways in the first place. The waypoint thing occurred to me a few months after that.
The left-panel door location adjustment also helps with those doors that insist on placing themselves backwards in standard doorways (when PCs transitioning to those doors end up appearing behind the door). Just change the facing/direction by 180 degrees.
The left-panel door location adjustment also helps with those doors that insist on placing themselves backwards in standard doorways (when PCs transitioning to those doors end up appearing behind the door). Just change the facing/direction by 180 degrees.
#6
Posté 25 octobre 2011 - 04:26
Thank you AD. I .. neglected to realize this when I've been doing it.
#7
Posté 25 octobre 2011 - 05:40
Anyone have a pic of this placeable?
#8
Posté 25 octobre 2011 - 06:17





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