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18 réponses à ce sujet

#1
Waterdeep_DM_Mystro

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Hey everyone, I just recently started trying to add custom content from the vault and haven't gotten any of it to work as of yet. I've been trying to get the 70 giants pack to work and followed all the instructions but get an exception error.

Also is there some program or easy way to delete some of the permanent clutter I don't want to look at; for instance, deleting some of the items in the blueprints or even sorting some of it out so it doesn't look ridiculas spread out everywhere?

Finally is there a good tutorial on how to edit PrC's and throughly explaining how to make HAK files and when you need ERF's, common bugs with the toolset to avoid etc? It seems like everything I do is insanely slow going, every item creation plugin I use doesnt work. The appearance wizard crashes every time which just multiplies the time it takes me to do anything by 100 :(

#2
painofdungeoneternal

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Are you using NWN1 content in NWN2, or posting in the wrong spot?

Adding creatures for NWN2 i'd suggest looking for the pain monster pack, but that still needs horses to be complete.

#3
Waterdeep_DM_Mystro

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Yeah I managed to find the issue with the Giants thank you. Are their any stable plug-ins you can recommend to make creating items and detailing NPC's/creatures less time consuming? Or any good plug-ins at all? Right now im using grinning fools usability tools and sinplugin.

#4
painofdungeoneternal

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Grinning fool has an item creation one, frankly there are a lot of good plugins, Yatt, nwn2mapper, skywings script compiler plugin. Note that most of the instructions are wrong, you install the plugins in the player folder not in the applications folder ( just create the same folder structure ). This makes it safer in case you have a problem later, you know which files are official and which you added.

#5
Morbane

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filefactory sucks - sorry but that is my opinon

tried to put some links here but they came out forbidden

what a PITA:pinched:

Modifié par Morbane, 04 avril 2012 - 08:34 .


#6
Waterdeep_DM_Mystro

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Thanks for the suggestions. According to the comments the nwn2mapper doesn't work with the newest toolset and is completely unsupported.

Currently I've wasted a couple hours trying to figure out how to get a conversation to fire off an object, in this case a usable rock. I tried to tie the On used script with ga_conversation_self but don't know where to fill the sConversation string with the conversation I made. I also tried setting the rock to commoner, plot, usable, walkable but none of this fires my script even though it's associated with it.

I'm missing something obvious but I've read literally every single tutorial I can find and none of them covers alot of these little things. Maybe because they aren't stupid proof :) Anyone?

#7
painofdungeoneternal

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Sothis released a version of NWN2Mapper for the current version of the toolset ( 1.23 )

Most of the decent dropped plugins which shared source were recompiled by grinning fool, lady desire or others.

There is a learning curve, it's a Pro tool - every thing you are learning is probably well worth it though it's just hard when you are just starting out. Remember learning the xml for the UI which i thought was impossible, and don't even want to bring up the AI and overland map which are largely put together with duct tape and pixie dust.

( make sure your object has hit points is the one thing most folks have a problem with - other trick is to look for a similar object in game or in community content and compare all the values you have with that. )

( cool people use dropbox to share links, it's free and much better than file factory or the others as it does not try to get those you give links to buy a full account or enter captchas )

Modifié par painofdungeoneternal, 04 avril 2012 - 09:11 .


#8
Dann-J

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Waterdeep_DM_Mystro wrote...

Currently I've wasted a couple hours trying to figure out how to get a conversation to fire off an object, in this case a usable rock. I tried to tie the On used script with ga_conversation_self but don't know where to fill the sConversation string with the conversation I made. I also tried setting the rock to commoner, plot, usable, walkable but none of this fires my script even though it's associated with it.

I'm missing something obvious but I've read literally every single tutorial I can find and none of them covers alot of these little things. Maybe because they aren't stupid proof :) Anyone?


I generally use gp_talk_object as the OnUsed script for a placeable, then assign the placeable a conversation the same way you would for a creature.

#9
-Semper-

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Waterdeep_DM_Mystro wrote...

I tried to tie the On used script with ga_conversation_self but don't know where to fill the sConversation string with the conversation I made. I also tried setting the rock to commoner, plot, usable, walkable but none of this fires my script even though it's associated with it.


at the segment of the blueprint where you add all the scripts to the different events there's also a field for variables. click it and add a string type sConversation with the name of your conversation. next you have to scroll all the way down in your blueprint and make the object non static - that's the most important part, else you can't click it ;)

or do it the way dannj described. that's the easier one.

Modifié par -Semper-, 05 avril 2012 - 05:51 .


#10
Morbane

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i'm not cool?

*must seek out dropbox*

i thought filefactory was ok because you dont have to sign in - but i guess i was WRONG :pinched:

Modifié par Morbane, 05 avril 2012 - 02:22 .


#11
Waterdeep_DM_Mystro

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Great advice here! The gp_talk_object worked like a charm :) My current hurtle is getting Legends Spawn Plug-in to work. I followed his video tutorial to the T and when it comes down to testing my world the creatures not only don't respawn but don't even appear at all. I rewatched the tutorial video 4 times making sure I did every detail and nothing shows up!

I also tried eric's spawner but really need the random spawn times without having to manually change the value for every single creature. Legends spawer is perfect except for the fact I can't get it to work.

Also what is the best auto door closer/locker and random loot/chest spawning downloads available?

I'm trying to find the jewels among the many many options on the vault.

#12
Waterdeep_DM_Mystro

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Ok found the problem, but for anyone else wondering. The Legends Spawn Plugin and Grinning fools usability tools block out the legends variable functions which causes the creatures not to appear or spawn. As soon as I removed the usability tools, legends plugin immediately worked.

Does anyone know where the Content scripts are stored under racial subtypes. They are .nss script files supposedly but not labeled the same because I couldn't find the file. Basically I'm trying to delete the free feat humans and halflings get. It seems to be scripted in because deleting quick to master by itself only deleted the icon from showing but I still get a free feat.

#13
painofdungeoneternal

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Its a 2da issue, not scripted. ( note that scripts for the most part really work on character creation, in fact they cannot even access the player object until it's created and in game, and then you can trick things to work as you level up. )

its in feats.2da, configured by adding that feat id into race_feat_*.2da ( the exact name is defined in racialsubtypes.2da in the FeatsTable Column.

#14
Waterdeep_DM_Mystro

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Ok I changed every field in row 258 in feat.2da to ****. (258 is Quick to Master) I also went into the RACE_FEAT_STRONG.2da and RACE_FEAT_HUMAN.2da and replaced Quick to Master with ****. Then threw it all in the override and when I created a character it no longer shows that I got quick to master on the right hand bar but still gives me the extra feat regardless. It's almost like it was built this way. Any other ideas?

#15
painofdungeoneternal

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Make sure it is the only version of that 2da ( go into toolset and use it's 2da viewer to see which one it thinks is associated with your module, and make sure those changes are in it ).

It is very possible that it's hard coded, in which case you'd probably have to omit that row. ( duplicate the human and strongheart row in racialsubtypes.2da, make the original no longer be a player playerable race by changing the 1 to a 0 in the correct column in racialsubtypes.2da. Probably just want to test it out to begin with on a backup.

I do remember having a problem giving this feature to other subraces i added, but never looked that deeply into it.

If it's hard coded you just got to deal with it the way it is.

#16
Waterdeep_DM_Mystro

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Yeah Quick to Master is hard coded, even if you give it to another race it gives them nothing. Luckily your suggestion to just remake the same races worked great!

Right now I'm making some actual new races but the game is giving them all the Alertness feat for free and I can't figure out why. I checked all the feat/racial/subtype 2das and I'm just baffled. I also don't know what the String Ref in the appearances 2da is referring to since it's not in the dialog.tlk file so that's also preventing me from finishing my race :(

#17
painofdungeoneternal

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Most of what i know is either on nwn2wiki ( since i have no memory it's where i keep notes ), or built into never launcher which you should be able to find links to from other posts here ( in my drop box ). While it does not seem apparent, opening a 2da with it's open 2da button, or just choosing my app to edit the file with will give a wizard like interface, with various pull downs for quite a few 2da's.

It's not something which is of a scope that can do everything, mostly it's covering areas i focus on - not even really comfortable sharing it beyond a please try this beta which I need to do to just get feedback as i go. But it might help figuring out what some of the values are.

You don't need the strref in appearance.2da for anything except the toolset, so its likely just wrong or goofed up. There are entire 2da's which are screwed up totally but it does not really affect game play - placeables.2da is off by one, and i am constantly told my blueprints are off by one since i actually fixed my version of that 2da. Some of the 2da's are just random gibberish after a certain row.

#18
Waterdeep_DM_Mystro

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Ya I did notice that field seemed of no consequence but I thought i'd ask anyways. This alertness feat problem is annoying though as I'm creating many races and I can't complete them just because of this one nuisance.

#19
painofdungeoneternal

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review the feat id of alertness in feats.2da, look for this in the class feats table.