NWN2 Toolset Inventory\\Face Editing
#1
Posté 11 juin 2013 - 03:44
How can I edit the in-game characters like followers, random npc's and human enemies? When I mean editing I mean customizing the followers's inventory and their faces\\bodies so that they might look cooler to me. I'm 100% noob in this by the way and I'm seeing the tutorials, but usually they never mention such things, more about "creating" rather than "editing" existing stuff.
Hope you guys can help, thanks
#2
Posté 11 juin 2013 - 05:27
#3
Posté 11 juin 2013 - 05:34
#4
Posté 11 juin 2013 - 08:47
Does something else needs to be done previously to that or am I missing some program or file to use the toolset correctly?
#5
Posté 11 juin 2013 - 09:19
You can also allow changes to stock blueprints in the preferences, but I would advise against that until you know what you're doing.
Also, if they're wearing something, then whatever you do to the armour set won't make a difference, because that's what they look like without armour.
#6
Posté 29 juin 2013 - 03:20
#7
Posté 29 juin 2013 - 03:36
In the options panel, with General selected on the left, look on the right side under an "Advanced" heading, where the first in the list is "AllowEditingGlobalBlueprints". Just be careful with it, since it'll affect any module that uses them, including the official campaigns.
While you're in that area, also disable Autosave.
#8
Posté 29 juin 2013 - 05:36
#9
Posté 29 juin 2013 - 06:08
One important thing -- I believe you need to do a full save before your changes to the blueprints will actually be saved. Try it on one to make sure it works after closing and reopening the toolset before you do a lot of them.
Modifié par Tchos, 29 juin 2013 - 06:08 .
#10
Posté 29 juin 2013 - 07:14
i did some testing on this. When changing a global blueprint, the changes are reflected immediately in the toolset, but they won't be written to disk on saving the module. ( I made a change, saved, closed the toolset then reloaded the toolset & module and they were gone )
Apparently, to make any changes permanent, you have to right click on the entry in the Blueprints tab and choose one of several options: Copy Blueprint-> Module|Global|Campaign or Save To File...
- copy to Module : saves as .Ut* to the module folder
- copy to Global : saves as .Ut* to the Documents/Override folder
- copy to Campaign : saves as .Ut* to the campaign folder
(those will append an incremental digit onto the filename: 'creature.Utc' becomes 'creature0.Utc' etc.)
- Save to File... lets the blueprint be saved anywhere you want with whatever filename you want.
This does not change an original blueprint that is in the installation directory ( ie. the original will reappear when the toolset is reopened ). If it is in the Override, Module, or Campaign directory you can Save To File... and overwrite the old one, I suspect
caveat: this is not a comprehensive test and your mileage may vary!!!
Sak: when the toolset is first opened it creates a temp folder under Documents/NwN2/Modules. As soon as the module is saved with a name, the temp name changes to reflect it. ( toolset crashes can leave a lot of those temp folders hanging around - they can be deleted if you know it's safe, that usually means when the toolset is not open )
/cheers!
#11
Posté 29 juin 2013 - 07:33
#12
Posté 30 juin 2013 - 12:57
#13
Posté 30 juin 2013 - 03:49
That'll save it in the override folder, where it'll show up in your game. You'll need to find the file in your override folder and remove the extra number it adds to the resref, or it won't work.
However, this will only affect things that are spawned from the blueprint, and if they've already spawned in your game, it won't change them.
#14
Posté 30 juin 2013 - 03:51
[either way]
Edit, ah so i finally read the top of the thread.
you want to change companions, equip them with armor models, edit their inventories - and have that show in game?
That's not so easy... esp. if the game is already underway
Modifié par kevL, 30 juin 2013 - 04:14 .
#15
Posté 30 juin 2013 - 10:39
#16
Posté 30 juin 2013 - 11:08
find the creatures you want to modify, in Blueprints
modify -> SaveToFile -> use a custom subfolder of Docs/NwN2/Override
(verify that the filename is the same as the Resource Name)
Play. o.O
ps. if you look carefully at a creature's properties, there are entries
Never Draw Helmet
NeverShowArmor
set those false and custom armors should be assignable.
Note: if you click on those and other properties, sometimes a helpful tip comes up at the bottom of the Properties page.
- Morgan Winter aime ceci
#17
Posté 05 mars 2016 - 07:10
I'm trying to do this, and I'm not sure what I'm missing.If you want to change the way companions look in the OC, open the toolset, create a module, save it as a directory, then copy the companions from creatures->companions and edit them as stated above. Make sure the tag of the "new" companion is the same as the old (greyed out) one. Save the directory, and copy the files that match the companions name into your Override folder.
I edit Amie & save it to a directory.
I take 0_amie0.utc and rename it 0_amie.utc and put 0_amie.utc in my override directory.
I start a new game & there is the old Amie.

Edit: I did the same changes of head & hair to Safiya in MotB & it worked.
Can someone try changing Amie as see if it works?
#18
Posté 05 mars 2016 - 10:02
ps. you don't really need to create a new module to do this, just find her in the OC-module & export her (Save as...) to \Override
then make sure her tag/resref/filename etc. are all good,
pps. Hmmmmm, i wonder if she's "instanced" in West Harbor -- if she is, this method won't work as advertised. (i'm avoiding opening the TS atm)
#19
Posté 05 mars 2016 - 11:00
Her ResRef Resourse Name & Tag are all the same.
Amie & Bevil are the only companions who's ResRef's don't start with co_
Maybe she is "instanced" whatever that is.
I'll try changing Khelgar & see how it goes.
#20
Posté 05 mars 2016 - 12:06
You can check if Amie is instanced by looking at the area she first appears in (not foolproof but should be good enough). If, in the toolset, you can see her standing there, waiting for something to happen (she might be flagged script-hidden so the player won't see her until certain conditions are met), then she's instanced and the blueprint in Override won't get spawned. You'd have to replace her "instance" via scripting instead ....
the same applies to Khelgar or any object ( creature or other ) -- instanced versus spawned/created. i'll try to have a look,
#21
Posté 05 mars 2016 - 12:38
She seems to appear, by script, on the upper floor of Daeghun's house along with Bevil. Here's the confusion, i think : while her tag is '0_amie' her resref-filename needs to be '11amie.utc'
- olnorton aime ceci
#22
Posté 05 mars 2016 - 01:01
I'll try renaminig Amie. Thanks Kev.
Edit: Well 11amie.utc didn't do it, but she is in it for such a short time, I won't worry about her.
#23
Posté 05 mars 2016 - 01:18
#24
Posté 07 mars 2016 - 06:53
I'm trying to get the neck to look a bit more like the chosen skin colour, so it looks better with this armour.
I tried just lightning the neck part of Xaltar's moonelf2d.dds quickly with gimp.
But it didn't work, do I have to make the neck part transparent somehow, so the skin colour shows more?
Is this something an unskilled novice can do?
#25
Posté 07 mars 2016 - 07:04
If the textures supported 8-bit transparencies, it might be okay, but they don't. If I recall correctly, part of the problem is that Xaltar didn't use any of the existing skin tones as a base for his replacement heads, which is why they don't match. He also hard-painted under-chin shadows. But he also chose to prevent the tint maps from operating at full strength in some places on the maps (which I first noticed along the sides of the noses in some elf heads), meaning that the rest of the body will be tinted more strongly than the head. You can modify that by changing the alpha channel of the tint map. All-white in the alpha channel means full-strength tints.
- olnorton aime ceci





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