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Tool-set pallet Fix


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#1
kuronue bloodlust

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Due to popular demand for some of the newer CEP outfits (people will still be majority ways out of luck on the bare fem tops as I will make it difficult to play in server without covering your lady top)I will attempt to arrange the server to the CEP2.

 

Well as much as I admittedly like the idea of DM tools and Player Tools having their own category I didn't much love the pallet being Un-editable with standard content on the custom items pallet, so I was wondering how Do I fix the pallet to accept changed on CEP2 items in the custom pallet (Example Fixing the broken sword and adding a basic description to new items that have none.)

 

this also brought up the OMG what that the starter module was filled with so many scripts that I DID NOT want to be usable by players as I had desired to do something similar in a different way or do something similar with a different widget.

 

put simply the CEP2 starter module is too specialized but not designed to be designer friendly is there a way to fix the pallet and maybe cut the starter down to size a bit so it is open to more custom content less pre-made content.



#2
rjshae

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I guess you probably meant palette... :whistle:



#3
Rolo Kipp

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<loading up...>

 

A good tutorial by Henesua for modifying the palette can be found Here. (Read to the end, as there is a lot of great info toward the end of the thread)

 

Which in turn links to "Custom Palette Help" which has some great info by Lightfoot.

Edit: Also this bit by Lightfoot applies to your question directly.

 

And that links to a good tutorial by MDA that doesn't appear to be up any more :-(

 

<...the pallet>


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#4
kuronue bloodlust

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<loading up...>

 

A good tutorial by Henesua for modifying the palette can be found Here. (Read to the end, as there is a lot of great info toward the end of the thread)

 

Which in turn links to "Custom Palette Help" which has some great info by Lightfoot.

Edit: Also this bit by Lightfoot applies to your question directly.

 

And that links to a good tutorial by MDA that doesn't appear to be up any more :-(

 

<...the pallet>

Thanks this should help greatly with the toolset problems but will this help me fix the can not be edited problem with the CEP2.4 custom pallet item or am I stuck remaking them if I want them in my server?



#5
SHOVA

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you're problem with the blueprints of the items from cep, is that those blueprints are in the CEP haks themselves. Make copies of them via the toolset, to edit what you want.



#6
kuronue bloodlust

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you're problem with the blueprints of the items from cep, is that those blueprints are in the CEP haks themselves. Make copies of them via the toolset, to edit what you want.

On CEP1 I was able to correct the spelling on an item and the appearance on another and have it stick without copying it, what i am concerned about is the way the hacks and item category are making the tool set act, you cant set an item to 0.0 or 180 using the drag function when rotating it without an error message, and there are items I do not desire that are refusing to be deleted (ones in the pardon my using this "DMFI/C.R.A.P. tools" menu I will save the module and when I open it again there they are the items I have NO desire to keep items I know are form a export pack I have a specific detest for because of how easy it is to given the wrong powers to the worst person.

 

I said it before I will say it again the starter module is too Specialized to a specific type of you want this and NO I don't wan them at all; this is why I am leery about the player run update.

 

I am not speaking of the actual appearance of items in the hacks the mesh is fine clipping aside I am talking the categories like

 

Armor

-Clothing

--(+0 AC cloth Armor name)

--(Armor with liek +1ac made for monk or mage)

-light

 

 

I want to take that and turn it into 

 

Armor

-Clothing

--(+0 AC cloth Armor name)

-Cloth Armor [added custom toolset Pallet category]

--(Armor with liek +1ac made for monk or mage)

-light



#7
Michael DarkAngel

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<loading up...>

 

And that links to a good tutorial by MDA that doesn't appear to be up any more :-(

 

<...the pallet>

 

Took the forums down from my site because no one was using them.  However, that tutorial has been moved to the TBotR Wiki

 

Customizing the Toolset Palettes

 

If it's of any use you can find it there.

 

icon_zdevil.gif

 MDA


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#8
kuronue bloodlust

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Took the forums down from my site because no one was using them.  However, that tutorial has been moved to the TBotR Wiki

 

Customizing the Toolset Palettes

 

If it's of any use you can find it there.

 

icon_zdevil.gif

 MDA

Wow prefect, now how do I get the cep2 tool-set to stop misbehaving with items I want to delete (not the blueprints need mind you the item in the category)

 

Wait a sec does this effect the actual hacks in the server?



#9
SHOVA

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As I said, the problem you are having is because CEP2 team put the blueprints of the items into the haksets. To remove them you have to open the CEP2 haks,[using nwnhak in the utilities folder] and delete the .uti files from the hak. (those are items.) ((.utc are creatures, .utp files are placeables, .utd files are doors and so on))[[do not delete the creature skins, claws, bites or slams, as that will cause you other problems later]]  Once done you can remove the items from the mod pallet, by clicking on the refresh pallet option. Until you do this, your problem will continue. The reason the CEP1 didn't have this issue is that they put all the blueprints into a .erf, that could be imported into the mod. There is not going to be a fix for this issue from the CEP2 team, at least until the new update is released. I doubt the new team is going to go back and change the starter mods from before, seeing as it would just be a waste of their time.



#10
boodah83

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As I said, the problem you are having is because CEP2 team put the blueprints of the items into the haksets. To remove them you have to open the CEP2 haks,[using nwnhak in the utilities folder] and delete the .uti files from the hak. (those are items.) ((.utc are creatures, .utp files are placeables, .utd files are doors and so on))[[do not delete the creature skins, claws, bites or slams, as that will cause you other problems later]]  Once done you can remove the items from the mod pallet, by clicking on the refresh pallet option. Until you do this, your problem will continue. The reason the CEP1 didn't have this issue is that they put all the blueprints into a .erf, that could be imported into the mod. There is not going to be a fix for this issue from the CEP2 team, at least until the new update is released. I doubt the new team is going to go back and change the starter mods from before, seeing as it would just be a waste of their time.

 

You could also just remove cep2_add_sb_v1.hak (most of the blueprints are in this) and cep_build.hak (only blueprints for some nwn2 placeables) from your module and use the erfs included in CEP 2 to import stuff, this way you can edit/delete every item as you please. This method has it's downsides, too, though.



#11
The Amethyst Dragon

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Yup, cep2_add_sb_v1.hak is your problem.  When a blueprint is stored in a hak file, any changes you make vanish when the toolset is closed.  Until that point, your edited blueprint is actually sitting in your NWN/modules/temp0 folder. Look for the recently modified .uti files.  You can copy them out of the temp0 folder before saving/closing. 

 

After saving a copy of your modified blueprint, remove that hak (and possibly cep2_build.hak) from the module's custom content list. You'll lose any other blueprints that were stored in that hak.  Save, close the toolset, and reopen it.  Reopen your module, copy the modified blueprint file into the newly-created NWN/modules/temp0 folder, go into the toolset, right-click on the item palette, and pick "refresh palette".  Your modified item should now appear properly.

 

Or (assuming you're making a multiplayer server and not a single-player module) you can keep the blueprints hak as it was, put your modified blueprint file into cep2_custom.hak and add/move that custom hak to/near the top of your hak list for the module.  Doesn't work with a single-player module though, since you don't want to give players an alternate form of the cep2_custom.hak as it could mess with any other CEP module/server they play on.

 

For CEP 2.60, I'm going to be moving cep2_add_sb_v1.hak to "legacy" status...keeping it in the download to stay compatible with older modules that might use it, but moving any blueprints within it to one or more .erf files.  Just because of this "pain in the posterior" process that having blueprints (and scripts) in a hak causes a builder to go through to change anything.

 

The starter module I make for 2.60 will not include the hak-stored blueprints or scripts.


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#12
kuronue bloodlust

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Yup, cep2_add_sb_v1.hak is your problem.  When a blueprint is stored in a hak file, any changes you make vanish when the toolset is closed.  Until that point, your edited blueprint is actually sitting in your NWN/modules/temp0 folder. Look for the recently modified .uti files.  You can copy them out of the temp0 folder before saving/closing. 

 

After saving a copy of your modified blueprint, remove that hak (and possibly cep2_build.hak) from the module's custom content list. You'll lose any other blueprints that were stored in that hak.  Save, close the toolset, and reopen it.  Reopen your module, copy the modified blueprint file into the newly-created NWN/modules/temp0 folder, go into the toolset, right-click on the item palette, and pick "refresh palette".  Your modified item should now appear properly.

 

Or (assuming you're making a multiplayer server and not a single-player module) you can keep the blueprints hak as it was, put your modified blueprint file into cep2_custom.hak and add/move that custom hak to/near the top of your hak list for the module.  Doesn't work with a single-player module though, since you don't want to give players an alternate form of the cep2_custom.hak as it could mess with any other CEP module/server they play on.

 

For CEP 2.60, I'm going to be moving cep2_add_sb_v1.hak to "legacy" status...keeping it in the download to stay compatible with older modules that might use it, but moving any blueprints within it to one or more .erf files.  Just because of this "pain in the posterior" process that having blueprints (and scripts) in a hak causes a builder to go through to change anything.

 

The starter module I make for 2.60 will not include the hak-stored blueprints or scripts.

I have a question; WHAT idiot thought it was a good idea to Specialize the CEP with erf items as part of the actual HACK instead of keeping them a erf?

 

Yes the plot and heavy script items are my problems and as for a new starter can we agree that the one area starter was the best starter module ever. I would not mind taking the time to name and fix up the starter but I don't want to mess with the hack at the moment.

 

some of the items like the armors are staying deleted my problem is the specialty items they put in there while I commend the guy for his efforts to offer a special module I have to sit here and count it as a bad idea because he made the items in question unable to be removed should the player developing a server not desire them. Its to so much what can be deleted as what CAN'T its liek they used it to promote their little group of terrible scripts (I saw how he did it that's a god awful way of doing it I understand enough of NWN's script lingual to know that series of custom scripts is messy at best)

 

I have a better idea for how that should be done the gems and coins can be done without scripts taking a huge chunk of the scripts out of the server by running off the games original functions BONUS I can also use the rough appearance with the crafting system I plan to put into the server to do things liek add electrical def/ Electrical attack to armor and weapons.

 

as for the horse mounts I want to reserve some mounts for NPC players only having to be forced to have an Item for every mount I can't designate form a known broken script set is bothersome. I was going to stick basic mount classes (ex armored pack horse item that allows players to chose what color they want) on one item per color set.

 

I will gladly go through the trouble of making the new CEP starter module just to remove the idea of in hack custom pallet items; I bet their toolset edits are there too another shabby edit; great concept but something they did is messing with the toolset's basic functions and that is why I wanted to delete all their heavy scripted items.



#13
The Amethyst Dragon

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cep2_add_sb_v1.hak is/was an optional hak. It's up to individual builders to decide to use it or not.

 

Informative link


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#14
SHOVA

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Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak

 

And OP, you are about 2 years late to the complaint department of CEP2.. all those who made that gem happen are now long gone.

 

I also will argue to the end of time that the cep2 whatever starter module is not the best starter module of all time. The Q one is.



#15
kuronue bloodlust

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Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak

 

And OP, you are about 2 years late to the complaint department of CEP2.. all those who made that gem happen are now long gone.

 

I also will argue to the end of time that the cep2 whatever starter module is not the best starter module of all time. The Q one is.

what are you talking about I made the complaint about the customized starter when the CEP2 first came out I will give ya one guess as to what forum lurker squelched my elaborate and well written explanation as to why it was a bad idea. I had to remake my account yes but that's because it took me too long to get the game back up and running on my system with the real world interrupting me. people still delete inactive accounts, it was probably a good thing as I lost access to that e-mail and had to make a new one as well.



#16
The Amethyst Dragon

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Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak

Yup.  I know there's some in the cep2_build.hak, and maybe a couple in others.  Those will get removed to .erf(s) when I start putting everything back together into the haks (and all those others will get moved into the legacy cep2_add_sb_v1.hak so they're all in one place).


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#17
Pstemarie

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Yup.  I know there's some in the cep2_build.hak, and maybe a couple in others.  Those will get removed to .erf(s) when I start putting everything back together into the haks (and all those others will get moved into the legacy cep2_add_sb_v1.hak so they're all in one place).

 

I would leave the contents of the legacy HAK as is. If you put the ERF only blueprints into that HAK you would negate any modifications that Builders made to the CEP blueprints that were not saved under a different resref. Although it is now widely accepted to save blueprint copies under a different name, that wasn't always the case and I'm sure there are many Builders that changed the default ERF blueprints and didn't bother to save them as a copy.



#18
kuronue bloodlust

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I would leave the contents of the legacy HAK as is. If you put the ERF only blueprints into that HAK you would negate any modifications that Builders made to the CEP blueprints that were not saved under a different resref. Although it is now widely accepted to save blueprint copies under a different name, that wasn't always the case and I'm sure there are many Builders that changed the default ERF blueprints and didn't bother to save them as a copy.

I think its being done to provide a better solution to make it more user friendly, I for one would love to not have them imbibed into the hack its a poor way to do things if you think about it its nothing but a vanity trip. its like saying "here are the items I didn't bother making a description for oh and the broken sword is a wooden sword but you cant fix that because I don't want you to build your vision without my input."

 

Its a border insult if you get into it liek that, I voiced objections to adding the custom items as a hack as apposed to just the component Blueprints because what if I want the Bamboo komono to be a different color standard? what if I want to fix the broken sword, or make the Invisible Chair placable name Sit and change the description to "a place to put your bum." and I don't want the blueprints items?

 

the problem isn't that they have given you items its that they have given you items builders may not want and given no way to remove them without potentially causing problems. having them be one separate component players can sit there and say I don't want this, but I want to make a different version of it and have the rest of the server unaffected is a wonderful idea for the next CEP can I make a suggestion for the tool-set pallet because i think this is a small typo that got unnoticed

 

where it says "CEP2.1 Custom Palette" take the "Custom Palette" and place it in the blank space, I looking at that while I am working on my module trying to catch up and I can't help but notice that it just looks like that's where its suppose to be.



#19
The Amethyst Dragon

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I would leave the contents of the legacy HAK as is. If you put the ERF only blueprints into that HAK you would negate any modifications that Builders made to the CEP blueprints that were not saved under a different resref. Although it is now widely accepted to save blueprint copies under a different name, that wasn't always the case and I'm sure there are many Builders that changed the default ERF blueprints and didn't bother to save them as a copy.

I'm not going to put .erf blueprints into CEP haks.  I'm going to take the hak'd blueprints and add them as .erfs that builders can add as they want.  I plan on having a folder in the CEP 2.60 download just for .erfs so that they're not automatically included.

 

I'll probably also just do a minor rename of the "CEP 2.1 Custom" palette to remove the version number ("CEP Custom") or change it just to "CEP 2 Custom".



#20
kuronue bloodlust

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I'm not going to put .erf blueprints into CEP haks.  I'm going to take the hak'd blueprints and add them as .erfs that builders can add as they want.  I plan on having a folder in the CEP 2.60 download just for .erfs so that they're not automatically included.

 

I'll probably also just do a minor rename of the "CEP 2.1 Custom" palette to remove the version number ("CEP Custom") or change it just to "CEP 2 Custom".

works for me but what is with the blank category? an added category in clothing for clothing with armor properties might be useful for some large module builders.



#21
The Amethyst Dragon

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works for me but what is with the blank category? an added category in clothing for clothing with armor properties might be useful for some large module builders.

I'll have to look into it and experiment.  I've never actually edited palette categories before.  Just another NWN skill I'll have to teach myself with references from the community.


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#22
Shadooow

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Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak

 

And OP, you are about 2 years late to the complaint department of CEP2.. all those who made that gem happen are now long gone.

 

I also will argue to the end of time that the cep2 whatever starter module is not the best starter module of all time. The Q one is.

 

well, whoever complained in those times that CEP2 was topical was considered to be pariah. Some peoples still hate me for my CEP2 critique I did at that time.



#23
Mecheon

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well, whoever complained in those times that CEP2 was topical was considered to be pariah. Some peoples still hate me for my CEP2 critique I did at that time.

Word up Shadow.

 

Yeah, uh, they did -not- take criticism well back then



#24
kuronue bloodlust

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Word up Shadow.

 

Yeah, uh, they did -not- take criticism well back then

That was pathetic of them because Allot of the people complaining about the problems were telling them about all the bugs, now I appear to be having some generic script problems with the CEP2, I can't get the items to talk to the players.



#25
The Amethyst Dragon

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The previous CEP Team has not been heard from in over a year and a half.  From what I've heard in forum posts and private messages, the previous captain and first mate made things...challenging.

 

My goal is to make the CEP open to community input and keep people informed about what's being done (through posts here, the CEP forum, and the CEP wiki I started). Should the day come when I can't keep up with keeping the thing organized, I'll turn over the helm to someone else in the community.


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