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Saving Universal Blueprints


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#1
Chronial

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How do I alter the statistics of Animal Companions in the game?

 

I'm frustrated. I've tried every possible iteration to try and alter the statistics of the Animal Companions. 

 

I open the toolset and go to the Universal Blueprint Changer.

I go to the Animal Companions and select the Wolf's first level progression (1-2).

I alter the Hit Points from 10 to 40, just as a test to see if it's working.

I save to file and add it to the override folder with the same filename, resref, and tag.

 

BUT...

 

When I close the toolset, open it back up, and go to the file I created, all the stats that I changed have reverted to the originals.

When I open the game and summon the wolf, his hit points are 13.

 

I've even tried Add all properties to the list, and then clicked Apply Changes through the menu beneath the Statistics tab.

 

When I try to exit, it asks me if I want to save the changes. 

I click Yes, and then it takes me to a save dialogue where I have to select a module. If I want this to be a universal change, which module do I select?

 

Basically, I just want to alter the statistics, but every time I make the changes, they don't save, and they don't show up in game.

 

Any help would be super fantastic.



#2
kevL

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1. open toolset

2. goto Blueprints|Creatures|Animal Companions|Wolf{1-2}

3. in Properties, change its Base Hit Points to 40, and copy the Resource Name string

4. then go back to the blueprint, Right-click, Save to File ...

5. navigate to your player-folder/Override directory

6. paste the resref-string to File name:

7. save the .UTC

8. close the toolset, don't save.

9. re-open the toolset

10. goto Blueprints|Creatures|Animal Companions

and there should be two versions of Wolf{1-2}. One of them is stock, the other is the file in /Override.


11. Play, and (as long as a .hak doesn't override the /Override) the new wolf will be used*.



*unless the new moon is on Sunday.

#3
Chronial

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No dice. I followed all steps to the letter. 

 

I go to both entries and they revert to 10 hp. I think something might be wrong with my toolset? I've tried saving anything else, even items, and nothing sticks. All of the changes I make always revert back to the defaults. 

I've also tried this with a pair of boots of haste. The only thing that I've gotten to change is the resource name, everything else overrides to the original.

 

The only Hak packs I have are for Westgate.

 

Could something be wrong with my toolset? I'm using the GOG version.



#4
kevL

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sounds like the blueprint is saving to Override at least.

Try shutting the toolset and using a third-party editor ( TlkEdit2 ) to edit that Override-file directly. Save its changes and then re-open it with the toolset ...


http://neverwinterva...or-aka-tlkedit2

(description says you might have problems with old Java and/or requiring 'other' files -- but it runs fine here as a standalone on winXP)

#5
Chronial

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Thanks Kevl, you're really helpful on this topic. Using the app you sent me, I was able to test my results, which led me to the solution.

 

After I changed all the values, I had to:

 

- Select 'Overwrite' from the menu at the top.

 

- Beneath the Properties window, in the 'Changes' tab, I click 'Add all properties to list'.

 

- Then click the 'Instances to Change' tab right next to the 'Changes' tab.

 

- Under that tab, click 'Find Instances to Change' then 'Apply Changes'.

 

- THEN I can right click and 'Save to file'.

 

So I don't know if everyone else has to go through all those steps, but for me that was the only thing that works. Big pain in the butt if you ask me, but at least now I can change things.

 

You're a lifesaver.



#6
kevL

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np, but i've never had to go through that rig-marole. I don't even know what those "Overwrite" etc etc tabs along the top do.

maybe, now that your toolset is configured (?) it works the 'simple' way


ps. Don't forget that once you've got an Override-blueprint, TlkEdit2 can change vars on its own.



edit: oh, are you still using the Universal Blueprint Changer?

Modifié par kevL, 10 avril 2016 - 03:47 .


#7
Chronial

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I am still using the blueprint changer, as most fields are easier to change with it. I don't know how to add 'Haste' to a pair of boots through the TLK editor. So I add those fields through the Blueprint changer.



#8
kevL

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well, it's just that, the odd thing is, the UBC isn't really a blueprint-changer. Perhaps it's better thought of as the Universal Instance Changer ...

eg. when building an area a guy might want to change the hitpoints of all (of a certain type) of door from 10 to 15 hp. The UBC could be used to do stuff like that. that is, how you got it to change an actual *blueprint* is o.O

but yeh i don't use it much,