Ok, I've downloaded a lot of custom content to use in building my campaign, but all of the blueprint classifications are unique to their creators which means to find what I want I have to browse a dozen or so different sections of, say, "placeables". I tried to change the classifications so that all of the "bridges" are in the same place, but when I close the toolset and reload, they're all over the place again. I'm pretty sure this has something to do with the fact that the blueprints are in the override folder or in a hak and get "reloaded" every time I open the toolset. Is there an easy fix to this problem? Is it safe to move the files in the override folder once I've gotten them into the toolset, and if I do so, will they "remember" them the next time I open the toolset?
Blueprint classification changes
Débuté par
johnbgardner
, juil. 09 2012 09:04
#1
Posté 09 juillet 2012 - 09:04
#2
Posté 10 juillet 2012 - 01:29
The only blueprints you can edit are those imported into the module itself (usually via an ERF). Blueprints in a HAK file or the override can not be edited in the toolset.
You could right-click on each blueprint in the toolset and choose the option that makes a local copy in the module. The local (editable) copies will be shown in bold text.
You could right-click on each blueprint in the toolset and choose the option that makes a local copy in the module. The local (editable) copies will be shown in bold text.
#3
Posté 10 juillet 2012 - 01:36
So, basically, I can copy the blueprint from the override folder to a global one, and edit it, right? Then I wouldn't need the one in the override folder. It's going to be a LOOOONG weekend, lol.
#4
Posté 10 juillet 2012 - 02:18
with TlkEdit2, you can edit the classification of files in override ( without opening the TS )
my favorite hobby
my favorite hobby
#5
Posté 10 juillet 2012 - 03:41
Great suggestion, kevL, but it's still going to be a LOOONG week, *sigh*.
#6
Posté 10 juillet 2012 - 04:00
yeh i guess,
the strange thing is, I've been classifying the opposite way : under the author's name
/reasons ..
the strange thing is, I've been classifying the opposite way : under the author's name
/reasons ..
#7
Posté 10 juillet 2012 - 05:25
To each his own. It's easier for me to look under "rural house" or "rural merchant" than "RWS houses" or "so-and-so's houses". It's a senior thing...my memory's not what it used to be, hehe.
#8
Guest_Iveforgotmypassword_*
Posté 10 juillet 2012 - 07:42
Guest_Iveforgotmypassword_*
Be careful when you make a hak for your module that you don't forget where you put things and not include them.
#9
Posté 10 juillet 2012 - 11:03
Well, that was a totally wasted six hours. Went through a bunch of toolset blueprints, changing the classifications. Everything was grouped nicely. However....closing and re-opening the toolset reverted EVERY BLASTED ONE BACK!!!!!!!!! Does anyone know how to PERMANENTLY change a toolset blueprint without extracting it into the override folder and forever having to keep it there?
#10
Posté 10 juillet 2012 - 11:48
I often remove blueprints from HAKS and overrides using NWN2Packer, then either place them in my campaign or module folder. All blueprints are the .UT_ files.
This allows you to edit them and saves you the time of individually copying.
This allows you to edit them and saves you the time of individually copying.
Modifié par Shaughn78, 10 juillet 2012 - 11:48 .
#11
Posté 10 juillet 2012 - 05:17
It's the standard blueprints that come with the toolset that are reverting. I guess I'm going to have to extract them from the \\data zip files, change them and zip them back.
#12
Posté 10 juillet 2012 - 07:08
You're obviously missing a step, but I can't tell which.
Let's go over it. There are two ways to do it successfully.
One -
Launch toolset. In Blueprints, find the file you want, let's say longsword.uti. Right click it and select "Copy to module." A new version shows up which is editable. This version has a modified tag (there is a "0" added), so change it back; in this case, from "longsword0" back to "longsword". Do your edits. Right-click on the file and save it. Use the resref as the file name. Repeat for as many files as you wish.
Now, exit the toolset - but you're not done yet. Go to your C:\\Users\\johnbgardner\\Documents\\Neverwinter Nights 2\\modules folder and take all those files you just saved and move them to C:\\Users\\johnbgardner\\Documents\\Neverwinter Nights 2\\override. When you open the toolset again, you should see two "longsword," one in the original location and one in your new classification - but even the new one won't be editable unless you "Copy to module" again. But, it will be accessible for any mod you make.
Two -
Launch toolset. Create a Module. Do everything the same as in the first paragraph. Now, before exiting the toolset, save the module. When you exit the toolset, all your new files should be in C:\\Users\\johnbgardner\\Documents\\Neverwinter Nights 2\\modules\\baddayatblackrock. If they're not, put them there. When you launch the toolset again, load module baddayatblackrock and you should have all the items you reclassified right there in your new folders, already editable.
I say all this to hopefully clarify what's been going wrong - in fact, Shaughn78 has already told you exactly what you should do.
Change the bold text as required.
(EDIT) Trying to get this post formatted reminded me why I hate this site's text editor. The bold text was supposed to be gold, but it wasn't, and then it was supposed to be bold but it wasn't (it was surrounded by html gobbledygook instead). It's finally readable (I think); but there's an object lesson here about reinventing the wheel. One you should ponder.
Let's go over it. There are two ways to do it successfully.
One -
Launch toolset. In Blueprints, find the file you want, let's say longsword.uti. Right click it and select "Copy to module." A new version shows up which is editable. This version has a modified tag (there is a "0" added), so change it back; in this case, from "longsword0" back to "longsword". Do your edits. Right-click on the file and save it. Use the resref as the file name. Repeat for as many files as you wish.
Now, exit the toolset - but you're not done yet. Go to your C:\\Users\\johnbgardner\\Documents\\Neverwinter Nights 2\\modules folder and take all those files you just saved and move them to C:\\Users\\johnbgardner\\Documents\\Neverwinter Nights 2\\override. When you open the toolset again, you should see two "longsword," one in the original location and one in your new classification - but even the new one won't be editable unless you "Copy to module" again. But, it will be accessible for any mod you make.
Two -
Launch toolset. Create a Module. Do everything the same as in the first paragraph. Now, before exiting the toolset, save the module. When you exit the toolset, all your new files should be in C:\\Users\\johnbgardner\\Documents\\Neverwinter Nights 2\\modules\\baddayatblackrock. If they're not, put them there. When you launch the toolset again, load module baddayatblackrock and you should have all the items you reclassified right there in your new folders, already editable.
I say all this to hopefully clarify what's been going wrong - in fact, Shaughn78 has already told you exactly what you should do.
Change the bold text as required.
(EDIT) Trying to get this post formatted reminded me why I hate this site's text editor. The bold text was supposed to be gold, but it wasn't, and then it was supposed to be bold but it wasn't (it was surrounded by html gobbledygook instead). It's finally readable (I think); but there's an object lesson here about reinventing the wheel. One you should ponder.
Modifié par I_Raps, 10 juillet 2012 - 07:28 .
#13
Posté 10 juillet 2012 - 10:51
johnbgardner wrote...
It's the standard blueprints that come with the toolset that are reverting. I guess I'm going to have to extract them from the data zip files, change them and zip them back.
This is the correct thing to do...but if there is ever a 1.24 patch these will break.





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