Is there a way to run two copies of NWN Toolset's on one PC at the same time?
I am asking so while I have one compiling I can still be working on the game with the other one.
Thanks for your time
Is there a way to run two copies of NWN Toolset's on one PC at the same time?
I am asking so while I have one compiling I can still be working on the game with the other one.
Thanks for your time
On the same module? That's not likely to work well at all. You'll either have two diverging versions of the module and have to merge them or, if you managed to get the toolsets to point to the same temp directory, conflicts and races accessing/saving the data.
You know when you build a module you don't have to do a full rebuild all the time, right? If all you're doing is recompiling scripts you can just check the advanced controls, uncheck Unused and Missing Resources, and only have checks on Compile and Scripts.
It's never a bad idea to do a full build... but it isn't ALWAYS necessary.
What I was looking into doing was using some PW's people posted on the Vault and export all but the scripts into an .erf. Then upload it into my base module. However i have went to do this twice now but each time it was taking far to long and I wanted to work on NWN.
I made a complete copy of my whole NWN folder and put it on my D drive but I cant have both open at the same time. Is there away around this? So I could be exporting / importing large amounts of content using one tool set and working with other things with a 2nd toolset.
There are better ways of moving content. Here's one:
I've also made good use of Niv's ruby tools on my linux box which are great if you are comfortable with a command line interface. You can use these tools to extract and import resources to and from modules and haks and the like. You don't sound like you are at this level of skill yet, but when you get there I recommend moving resources around with these kinds of community tools.
Thanks to you " Henesus " I learning something new today. ![]()
Ok I opened mod A up in the toolsets then went to may NWN Folder

I want everything but the scripts so how do I know which ones are scripts so I don't copy them?
scripts end in .nss and .ncs
I would be careful about adding everything. only bring things over a bit at a time. so you could dump everything in a folder on desktop. then you could sift through it. then just try chunks of things at a time (say all the creatures and items at once)
my recommendation is to look out for weird singleton files. I believe there is one for the module. there is a faction one called repute. not sure if there are others. i forget. there are also the palettes. i would not import the palettes. better to build those.
blueprints (all start with U)
UTC creatures
UTI items
UTP placeables
UTT triggers i think
others
DLG conversation file
ARE GIC GIT -- area files GIC is creature location and data, GIT is the same for items
NSS script (uncompiled), NCS script (compiled)
(minor nit :.git files have all the data of placed things except the comments, which are all in the gic file as far as I can see. There's no location data in the .gic. The .are has the area info and tiles. )
But regardless, you need to be careful about copying areas in directly. There is no way to add an area into the module.ifo file using the toolset for an area you copy in directly and having such files can cause the toolset to fail to open the module. You either need to do it out of toolset (like using the tools Hen suggested) or pull then in with an erf. If you really need to you could create an area first with the same tag and resref and then copy in the files from the other module. In theory that could work but you'd end up having to save, close and re-open the module anyway which takes time.
There are also uts, utm, utd, ute, utw files for sounds, merchants, doors, encounters and waypoint blueprints.
I've tried doing this kind of transfer before with areas. Almost every time it ends up causing module errors. I avoid doing these copies with areas at all. Items, placeables, and even creatures work fine though. You can also delete them in this folder too much faster than using the toolset.
Yeah. The module.ifo file contains a list of all the areas in the module. Copying one in does not modify this list. The toolset does not like that...
For completeness there are a few other types of files in there: .itp files are the various palettes. The module.ifo file contains the main details of the module. It includes most of those module properties, including the hak list and the above mentioned list of areas. The module.jrl contains the journal entries. And repute.fac contains the faction data as Henesua mentioned. All of these are modifiable outside the toolset using Niv's ruby tools and a text editor. Very nice.
Is there a quick and easy way to delete all the custom scripts out of a module?
In Linux i'd do
cd nwn/modules/temp0;
rm *.nss *.ncs
Then save and re-open the module. You should be able to do something like that at a command prompt in windows. Or select them all in explorer. But this will only remove the files it will not remove any references to them in blueprints etc. So you may end up witl a lot of missing resource warnings if you build with that enabled. This is a big hammer ![]()
yes, remove them from the temp0 folder.
then do a build.
Never mind I found a way using what henesua talked about.
Thanks for helping me learn something new about working with NWN " henesua ". That said I think I will make my own stuff. Its just going to be a lot of work reworking what someone else did and if I am going to put that much work into it I might as well make my own stuff.
Well I'm learning something new about NWN daily. At this rate I might know what I'm doing in 10 years
.
Thanks for the help all.
.... not sure if there are others...
blueprints (all start with U)
UTC creatures
UTI items
UTP placeables
UTT triggers i think
others
DLG conversation file
ARE GIC GIT -- area files GIC is creature location and data, GIT is the same for items
NSS script (uncompiled), NCS script (compiled)
Might as well just list all if the file formats
information it taken from
ResType File Content Description
Extension Type
0xFFFF N/A N/A Invalid resource type
1 bmp binary Windows BMP file
3 tga binary TGA image format
4 wav binary WAV sound file
6 plt binary Bioware Packed Layered Texture, used for player
character skins, allows for multiple color layers
7 ini text (ini) Windows INI file format
10 txt text Text file
2002 mdl mdl Aurora model
2009 nss text NWScript Source
2010 ncs binary NWScript Compiled Script
2012 are gff BioWare Aurora Engine Area file. Contains
information on what tiles are located in an area, as well
as other static area properties that cannot change via
scripting.
For each .are file in a .mod, there must also be a
corresponding .git and .gic file having the same
ResRef.
2013 set text (ini) BioWare Aurora Engine Tileset
2014 ifo gff Module Info File. See the IFO Format document.
2015 bic gff Character/Creature
2016 wok mdl Walkmesh
2017 2da text 2-D Array
2022 txi text Extra Texture Info
2023 git gff Game Instance File. Contains information for all object
instances in an area, and all area properties that can
change via scripting.
2025 uti gff Item Blueprint
2027 utc gff Creature Blueprint
2029 dlg gff Conversation File
2030 itp gff Tile/Blueprint Palette File
2032 utt gff Trigger Blueprint
2033 dds binary Compressed texture file
2035 uts gff Sound Blueprint
2036 ltr binary Letter-combo probability info for name generation
2037 gff gff Generic File Format. Used when undesirable to create a
new file extension for a resource, but the resource is a
GFF. (Examples of GFFs include itp, utc, uti, ifo, are,
git)
2038 fac gff Faction File
2040 ute gff Encounter Blueprint
2042 utd gff Door Blueprint
2044 utp gff Placeable Object Blueprint
2045 dft text (ini) Default Values file. Used by area properties dialog
2046 gic gff Game Instance Comments. Comments on instances are
not used by the game, only the toolset, so they are
stored in a gic instead of in the git with the other
instance properties.
2047 gui gff Graphical User Interface layout used by game
2051 utm gff Store/Merchant Blueprint
2052 dwk mdl Door walkmesh
2053 pwk mdl Placeable Object walkmesh
2056 jrl gff Journal File
2058 utw gff Waypoint Blueprint. See Waypoint GFF document.
2060 ssf binary Sound Set File. See Sound Set File Format document
2064 ndb binary Script Debugger File
2065 ptm gff Plot Manager file/Plot Instance
2066 ptt gff Plot Wizard Blueprint
Now not all of them can go in a module but some of them have to go in .bif's or other places, but if you need to know what it is it should be in the list.
the content types are given the following descriptions.
Table 1.3.2: Resource Content Types
Content TypeDescription
binary Binary file format. Details vary widely as to implementation
text Plain text file.
For some text resources, it doesn't matter whether lines
are terminated by CR+LF or just CR characters, but for
other text resources, it might matter.To avoid
complications, always use CR+LF line terminators because
that at least will work in all cases..
text(ini) Windows INI file format. Special case of a text file.
gff BioWare Generic File Format. See the Generic File Format document.
mdl BioWare Aurora model file format. Can be plain text or binary.