Aller au contenu

Photo

NWN Module Items, Armor and Weapon codes


  • Veuillez vous connecter pour répondre
41 réponses à ce sujet

#1
Corsair1898

Corsair1898
  • Members
  • 22 messages

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...



#2
Zwerkules

Zwerkules
  • Members
  • 1 321 messages

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
MrZork

MrZork
  • Members
  • 939 messages

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
MrZork

MrZork
  • Members
  • 939 messages

I don't have a list of all the custom items in Witch's Wake, but King's Splint has resref kingsarmor006.



#5
Malagant

Malagant
  • Members
  • 221 messages

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
MrZork

MrZork
  • Members
  • 939 messages
Malagant, thanks for that link. From there, it is easy to use letoscript to get a list of the custom items in the module's palette. Thus,
 
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
Corsair1898

Corsair1898
  • Members
  • 22 messages

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
Corsair1898

Corsair1898
  • Members
  • 22 messages

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
Malagant

Malagant
  • Members
  • 221 messages

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
MagicalMaster

MagicalMaster
  • Members
  • 2 000 messages

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
Malagant

Malagant
  • Members
  • 221 messages

I could have sworn I said that...


  • Fester Pot aime ceci

#12
MrZork

MrZork
  • Members
  • 939 messages

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
MagicalMaster

MagicalMaster
  • Members
  • 2 000 messages

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
Malagant

Malagant
  • Members
  • 221 messages

Oh... you're one of those types.


  • Fester Pot aime ceci

#15
MagicalMaster

MagicalMaster
  • Members
  • 2 000 messages

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
Malagant

Malagant
  • Members
  • 221 messages

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
MrZork

MrZork
  • Members
  • 939 messages

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
MrZork

MrZork
  • Members
  • 939 messages

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
Corsair1898

Corsair1898
  • Members
  • 22 messages

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
Malagant

Malagant
  • Members
  • 221 messages

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
Corsair1898

Corsair1898
  • Members
  • 22 messages

Will it work for Neverwinter Complete?



#22
MrZork

MrZork
  • Members
  • 939 messages

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
Corsair1898

Corsair1898
  • Members
  • 22 messages

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
Corsair1898

Corsair1898
  • Members
  • 22 messages

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
olnorton

olnorton
  • Members
  • 572 messages

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.