Is there a list for any of the Module item codes? IE Witches Wake so i can give a character the "King's Splint Armor" etc...
NWN Module Items, Armor and Weapon codes
#1
Posté 11 avril 2014 - 08:25
#2
Posté 11 avril 2014 - 08:59
That's not how it works. If you want an armour from anything that is not in an expansion pack or a patch, you have to open the module and export the armour as an erf file which you import into your module. The armour my also use parts that are in a module specific hak.
#3
Posté 11 avril 2014 - 11:30
Isn't Witch's Wake one of the Bioware (or whoever) premium modules? Meaning that the module is encrypted and not easy to open in the Toolset.
#4
Posté 11 avril 2014 - 11:56
I don't have a list of all the custom items in Witch's Wake, but King's Splint has resref kingsarmor006.
#5
Posté 13 avril 2014 - 12:56
The remake utilizing the then new resources patched in since the modules conception was a premium module (albeit a free one), but the original pre-premium version is still available on the old vault.
The simplest would be to take a created character, fire up this or the prem version, purchase the armor from the old woman after the intro, then save the character and use that character when starting up a new one (provided the module you're entering doesn't have an item-stripping script on enter).
- MrZork et Squatting Monk aiment ceci
#6
Posté 13 avril 2014 - 08:37
ResRef Name ------ ---- acidflask Acid Flask alchemistsfire Alchemist's Fire ww1_templekey Ancient Key ww1_angmarshouse Angmar's House Key ww1_gleeriderarm Armor of the Gleeriders autofollow Auto-Follow Wand bagofgold Bag of Gold aarcl012 Banded Mail of the Megaloth bedroll bedroll blacksmithsleath Blacksmith's Leather it_mbracer003 Blueglass Bracers wammbo002 Bolt of Frostbite bookofsummons Book of Summons ww1_bridgekey Bridge Key ww1_cemeterykey Cemetery Key chisel Chisel cookedfood Cooked food foodration001 Cooked Steak wthmdt003 Dart +1 deadmansarmor Dead Man's Armor deadmansarmor001 Dead Man's Armor ww1_nightshade Deadly Nightshade devilsgarter Devil's Garter dicebag Dice Bag direwolfhide Dire Wolf Pelt dmshelper DM's Helper dwarvencounci001 Dwarven Council Robes dwarvencouncilro Dwarven Council Robes dwarvenscale Dwarven Scale elkenbeasthide Elkenbeast Hide emotewand Emote Wand ww1_exhibitskey Exhibits Key ww1_levfetish Feather Fetish ww1_finescabbard Fine Scabbard flawlesswolfpelt Flawless Wolf Pelt foodration Food Ration fuguerobe Fugue Robe garboftheguildcu Garb of the Guild Curator goblinarmor001 Goblin Leather goblinarmor Goblin Mail ww1_goldring Gold Ring graveclothes Graveclothes graveclothes001 Graveclothes ww1_gravesword_p Gravesword of the Gleerider ww1_graveaxe_p Greataxe of the Knight Avenger hcrhelpwand HCR Helper (for Player DMs) hcrhelper HCRHelper it_medkit013 Healer's Kit +2 it_medkit003 Healer's Kit +4 it_medkit032 Healer's Kit +5 it_medkit004 Healer's Kit +7 it_medkit005 Healer's Kit +8 it_medkit052 Healer's Kit +9 ww1_helgashouse Helga's House Key herdkeepersgarb Herdkeeper's Garb holysymbol Holy Symbol holywaterflask Holy Water wammar006 Ice Arrow wammbu007 Ice Bullet kingsarmor005 King's Cuirass kingsarmor002 King's Leather kingsarmor007 King's Marching Plate kingsarmor004 King's Scale kingsarmor006 King's Splint mcloth012 Leather of the Tymbra'lane lootingarmororcl Looting Armor or Cloth. Please Wait medicinebag Medicine Bag ww1_nimsdevice Nimmermaer's Curious Device oilflask Oil Flask onearmedrobes One-Armed Robes paladinsholysymb Paladin's Holy Symbol paladinsbadgeofc Paladin's Talisman of Courage playercorpse Player Corpse gz_it_invspyring Player Inventory Spy Ring ww1_gravehelm_p Polished Helm henchpotion Potion of Cure Critical Wounds potionofcurel004 Potion of Cure Critical Wounds potionofcurel003 Potion of Cure Light Wounds potionofcurel001 Potion of Cure Moderate Wounds potionofcurel002 Potion of Cure Serious Wounds ww1_pot_resist Potion of Resistance pwdb_objects PWDB_OBJECTS pwdb_values PWDB_VALUES kingsarmor001 Quilted King's Armor raggedarmor Ragged Armor rags Rags rags001 Rags trackertool Ranger's Tracking Tool it_mmidmisc006 Raw meat robesofthenighth Robes of the Night Hag ww1_gravesword Rusted Gravesword ww1_graveaxe Rusted Greataxe ww1_gravehelm Rusted Helm searchtool Search Tool severedfinger Severed Finger ww1_shatteredswo Shattered Sword wthmsh003 Shuriken +1 skinningknife Skinning Knife steinfaararmor Steinfaar Armor ww1_ironring Strange Iron Ring kingsarmor003 Studded King's Armor raggedarmor001 Stuffed Armor sei_sla_1 Subrace Token: Blindness/Deafness, 1/Day sei_sla_2 Subrace Token: Darkness 1/Day golddwarfsubrace Subrace Token: Gold Dwarf sei_sla_3 Subrace Token: Invisibility 1/Day strongheartsubra Subrace Token: Strongheart Halfling sunelfsubrace Subrace Token: Sun Elf wildelfsubrace Subrace Token: Wild Elf woodelfsubrace Subrace Token: Wood Elf it_crewgs007 Sword of the Megaloth it_crewbs002 Sword of the Stygian Lords hc_tangle Tanglefoot Bag ww1_tarotanger Tarot Card - Child of Anger ww1_tarotfear Tarot Card - Child of Fear ww1_tarotpassion Tarot Card - Child of Passion ww1_tarotsorrow Tarot Card - Child of Sorrow ww1_tarotvirtue Tarot Card - Child of Virtue ww1_tarotfool Tarot Card - The Fool ww1_tarotleader Tarot Card - The Leader ww1_tarottraitor Tarot Card - The Traitor tatteredkingsarm Tattered King's Armor ww1_nighthagbook The Night Hag's Tome ww1_nighthagfey The Night Hag's Tome ww1_ahmedpike The Prince's Pike thievestools Thieves' Tools thievestoolsmstr Thieves' Tools, Masterwork wthmax003 Throwing Axe +1 hc_thunder Thunderstone torch Torch ww1_tornscabbard Torn Scabbard ww1_scrawltrans Translated Message ww1_untranslated Untranslated Message it_mpotion024 Vintage Wine wmgwn008 Wand of Armor wandoffx Wand of Effects wmgwn005 Wand of Missiles wmgwn013 Wand of Sleep watercanteen Water Canteen winterwolfpelt Winter Wolf Pelt ww_plothandler Witch Wake Handler ww1_witchbane Witchbane wolfpelt001 Wolf Pelt wolfpelt Wolf Pup Pelt worgpelt Worg Pelt(Ignore the colors. Although I specified no code formatting, the forum is still parsing the apostrophes as string delimiters.)
Of course, it's possible for other custom items to be defined in a creature's inventory or in a shop, container, etc.
- Squatting Monk aime ceci
#7
Posté 13 avril 2014 - 05:21
Nice! thanks guys. i know it was an odd request for standard armor but the "Kings Armor" looked pretty damn cool, Black, White and Copper.
#8
Posté 25 avril 2014 - 12:18
Is there a way to use these in the other premium modules? I tried to enter them in Shadow Guard and when I entered them in DebugMode 1 > dm_spawnitem kingsarmor006..etc... they said "successful" but I can't find them in my inventory or in the surrounding area. Any help would be greatly appreciated.
#9
Posté 25 avril 2014 - 04:16
Eh, this is why I said firing up Witch's Wake and getting it would be easiest because it's a WW resource. If it's already in your character's possession and using core resources (i.e. not in a hak) then the components / colors are stored in your character file and is available in your inventory when you import that character.
However, you're running into the problem I mentioned when I stated: provided the module you're entering doesn't have an item-stripping script on enter. Shadow Guard does this. Debug commands can only pull from the within the current module. The relevant uti files for King's Guard armor blueprints aren't core resources and do not exist in SG so there is no kingsarmorXXX.uti within the bifs or that module to call up with dm_spawnitem.
Now... if it's the look you want, you insist on having that look in SG, and aren't all that concerned with the armor not having the WW specific description, then you can circumvent this with Kamiryn's Customize Character Override Hak and tailor whichever armor you choose to mirror the look and color without any coin or skill check required. Just drop that in your override before firing up the module and go to town.
#10
Posté 25 avril 2014 - 07:00
If you open up a brand new module in the toolset and can find the weapons/armor in the Standard Palette, you can spawn it with the DM commands. If it doesn't exist in the Standard Palette then it's specific to a module and you can only spawn it in that module.
#11
Posté 25 avril 2014 - 04:36
I could have sworn I said that...
- Fester Pot aime ceci
#12
Posté 25 avril 2014 - 09:37
Or, the OP could
- Open the module in the Toolset.
- Note the resrefs of the desired items.
- Find the UTI files with the corresponding filenames in the Modules/temp0 folder.
- Copy those UTI files to your Override folder.
- Spawn the items in any module using the console.
Should work for any item that doesn't require resources from a custom HAK. And, it's not even necessary to keep the UTI files in the Override folder after they have been spawned.
#13
Posté 25 avril 2014 - 09:50
No, you gave the same general information in a manner that wouldn't be clear at all to people not familiar with the toolset. Nor did you mention the words "Standard Palette," just "core resources" which probably doesn't mean anything to our OP.
Hence my stating it in a simple and clear manner to make sure they get the point.
#14
Posté 25 avril 2014 - 11:15
Oh... you're one of those types.
- Fester Pot aime ceci
#15
Posté 25 avril 2014 - 11:36
Yes, I try to make sure I state things in a way that people who obviously don't understand the way the NWN module system works can easily understand.
#16
Posté 25 avril 2014 - 11:49
Mr. Zork, I didn't bring that up because I wasn't sure that Corsair would want to go through all of that extraction. Since they already know the name of the relevant uti, that would certainly work as well. I just figured that they may not be all that familiar with extracting anything since they were going the DM command route.
With that in mind, they could just as easily use the toolset to create an armor with the King's Guard look and their own armor properties and then go the override route - that way they would have something other than a base armor.
(Edit: Kamiryn's little package would also allow Corsair to modify any non-standard armor they might acquire in SG or across any number of modules since I would figure, as short as SG is, that they plan of using this character in others. This would allow them to keep the look they like with the new armor without having to worry about craft skills or money, which is why I offered the suggestion).
Magical Master, I get what you are saying but most people are familiar with the terms core and resources. A reasonable human being with a working grasp of those terms could ascertain that if they were to install a game out of the box without additional content, everything that game installs is a core resource. What people may not be familiar with, especially someone "not familiar with the toolset", is a term like "standard palette" as it is used within NWN.
To most people, especially someone "not familiar with the toolset", the term palette usually associates with a selection of colors. This is especially so with computer graphics. Alternatively, the other common use is the roof of one's mouth but I am giving Corsair some credit in that they would rule that one out. With that in mind, I would find core resources a bit more intelligible than referring to a term generally used for color selection in the event that they are unfamiliar what the list of blueprint entries is called.
You yourself are using the qualifier of not being familiar with the toolset and, if they aren't familiar with the toolset, it's reasonable to presume that they are not familiar with it's terminology either. That is all I'm going to say on that.
#17
Posté 26 avril 2014 - 05:05
This is something that would only take a few minutes to do by hand, even assuming the OP is interested in all of the armor items in the above list.
One doesn't even need to know how to use the Toolset for anything or understand the distinctions among various types of resources. Just start the Toolset and open the module Malagant linked in his post above and then copy the UTI files for the desired armors to the Override folder.
#18
Posté 26 avril 2014 - 05:19
Here is a 7zip file with all of the UTI files from the above item list whose resref or item name had "arm" in it. Just unzip those UTIs into the Override folder and they should be available for console spawning in another mod. (I would suggest removing those files once the desired items have been spawned, just to keep the Override folder from getting cluttered. They only need to be there until the items are spawned.)
#19
Posté 26 avril 2014 - 10:43
hey guys, thanks for all the help. how do i create an override folder? I'm like 1/2 a step ahead of the Amish so keep it layman's term
- Malagant aime ceci
#20
Posté 26 avril 2014 - 12:57
NWN should install with an override folder already included (it will certainly be there if you've updated the game to 1.69).
If your system is windows, open up Windows Explorer and go to your game's install folder (this assumes you made not changes during install).
If you installed from the Diamond CD your path should be C:\Neverwinter Nights\NWN
GOG Download I think is C:\GOG Games\Neverwinter Nights (don't quote me on that).
If you see a folder labeled override in there, you're good to go. If not, click your right mouse button to pull up your menu, hover your pointer over "New" then select "Folder" from the next menu that appears. Name your new folder "override", obviously. If you need anything, we're all here.
#21
Posté 26 avril 2014 - 04:39
Will it work for Neverwinter Complete?
#22
Posté 26 avril 2014 - 05:55
Yes, I think it should.
BTW, if you are having trouble finding your Override folder (or determining where to create one), an easy way is to right-click on the icon you use to start the game and choose "Open file location". That should take you to the folder with nwn.exe or nwmain.exe. The Override folder should be in that same folder as those files, or it can be created there. Alternately, you can use Windows explorer and search for nwmain.exe.
#23
Posté 26 avril 2014 - 11:35
Would Kamiryn's hack work better in the OC, SOU, HOTU and DoD than the Modules? I know the modules were really more of a treat than full on games, i really only liked the look any ways.
#24
Posté 26 avril 2014 - 11:40
Sorry for being so dense. Ok,found the override, where do I get Kamiryn patch and which file do I DL there are 2: CC393411a.zip and CCOH_ACP.zip. Would someone mind going step by step on how to get it up and running? I would appreciate it.
#25
Posté 27 avril 2014 - 12:45
First make sure your game is patched to version 1.69
You can check this by holding your mouse over nwmain.exe A bubble will come up and say file version 1.6.9.0
Download cc393411a.zip
Inside you will find cc393.zip & cc411a.zip
Extract cc411a.zip
inside you will find a folder called override which you merge with your existing override folder.
Any module that changes the craft system will stop this from working, so check it first with the OC.
I haven't used this mod, but I assume that once in the game, you right click on yourself & choose craft & the rest should be obvious.
Edit: Turns out I do use this mod. The screen shots looked different so I thought it was a different mod.
I think I must be using an older version.





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