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Questions, questions everywhere


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Questa discussione ha avuto 15 risposte

#1
Amaryllia

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Hi guys!

 

Sooo I'm currently trying to build a module for the first time and I've come across some questions.

 

First of all, am I just blind or is there nothing like a simple sheet of paper (as a placeable) in the toolset? I only found scrolls and a thing that's 2 pages of paper labled as trash or something, but they look more like advertising or whatever. I would like a blank page or at least just simple writing.
Or did maybe someone make something like that, that I could download? If yes, please be so kind to tell me where, because I couldn't find anything.

 

If nobody did that already, what would I need to do, to make it myself? A single sheet of paper that lied flat on a surface wouldn't actually need a 3d model, or would it? I guess it would need some model for the toolset and game to load. As you can see, I'm quite lost. :unsure:

 

And on a another note, if I want my friends to play my module, which files would they need besides the actual module file? Obviously any hakpaks I used, but they wouldn't need the erf files, as long as they wouldn't want to use the stuff in the toolset themselves, right?

I'm just asking, because my friends have even less of a clue, what to do with all these different files and one of them probably couldn't be bothered to sort through all the stuff and where to put it, so I just want it to keep it as simple as possible.

 

Thanks in advance :)



#2
andysks

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Regarding your second question, no. erf files are only needed to import something to your module. Even you, the builder, can delete them afterwards. They will need the module, hak files. Also, these last ones are also needed but only if you make custom. GUI files, music and movie(s).

 

I would suggest trying to build a campaign. It will not alter anything on your plans, but add more freedom and features to your work. It can even be a campaign with one module of course.

 

As for the first question, I don't know. I often use the litter papers and scrolls. If you rescale them perhaps they look like what you may have in mind.

 

Have fun building :).



#3
Tchos

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Yes, when I made my campaign I also found the need for simple pieces of paper, with and without writing, both posted on walls and lying flat on tables, and so I made several of each, as well as envelopes.  I even made a custom item type called "sheet of paper" which is how it appears in the description, as opposed to "scroll" or "miscellaneous small item".  You're welcome to take any or all of them from my campaign (The Black Scourge of Candle Cove) to use in yours.  You can PM me if you need help in copying those resources.



#4
Amaryllia

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thank you both for your answers!

 

What difference does it make if I make a campaign instead of an module?

 

I still can't believe there are actually no sheets of paper in the toolset, NWN1 had them, as far as I remember.

Well, I'll be looking into your campaign then, Tchos, but I think I might actually play it first :D



#5
kamal_

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thank you both for your answers!

 

What difference does it make if I make a campaign instead of an module?

 

I still can't believe there are actually no sheets of paper in the toolset, NWN1 had them, as far as I remember.

Well, I'll be looking into your campaign then, Tchos, but I think I might actually play it first :D

Some functionality is only available in campaigns. I forget exactly what off the top of my head, but even for a single module you may as well make it a campaign. You can convert from a module to a campaign after the fact, but may as well do it in campaign form from the start.



#6
Tchos

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Some reasons to use a campaign for your module:

  • Can enable player-made party members, as in SoZ. 
  • The SoZ death system (characters stay dead until revived with a scroll or spell) relies on it being a campaign
  • The MotB resting system (8 hour advance with variable risk of wandering monsters) I think also requires it
  • You don't need to put almost any of your resources into haks -- you can just put them in your campaign's folder, grouped in subfolders as desired.
  • Later updates to the campaign are easy and don't require restarting the game to take effect if you do it right.
  • Saved games are smaller, because resources in the module folders/files are copied into saved games, but resources in the campaign folder are not.

If you play mine, you'll see the papers and envelopes on some desks and tables in town, like in the Outdoorsman's shop, and posted on some doors like the Temple of Valkur and the Mirthful Clurichaun, and if you play until you get a thank-you note, you can check its description to see that the game considers it a "sheet of paper", and when you move it around your inventory it makes paper rustling sounds, but unlike a "blank scroll" item, you can't scribe a spell onto it like a lot of notes I've seen in other modules (plus, it's not blank anyway).

 

I recommend Kaldor Silverwand's tutorials on setting up a campaign, implementing the SoZ death and party systems, and MotB resting systems, as well as the sun/moon clock in the player menu.  Here's one of those on his blog, and the others are on there too.  http://bbellina.blog...-campaigns.html  He also made a sample campaign for people to learn from, which is good.


  • Kaldor Silverwand piace questo

#7
Amaryllia

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thanks again for the explanation Tchos ^_^ 

 

ooohh I'll definitly be on the lookout now for that paper rustling, especially after being hypnotized by the bubbling sounds you put in the apothecary. I just love those kind of details.

 

I'll look into those tutorials, even though I think I wont actually need those things, at least not for now, but who knows maybe one day :D



#8
Tchos

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Thanks!  I do like to put details in where I can.  :)



#9
Kaldor Silverwand

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Thanks for the plug Tchos.  I do think my Silverwand Sample Campaign is worth taking a look at.  It really isn't any harder to set up a campaign rather than a module, and there are several advantages.

 

Regards



#10
Amaryllia

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I'm back, with more problems :whistle:

soooo something weird happend in my toolset. I downloaded some more placeables, put the files where they belong, added the hak to my module (i will convert it when everything ist working properly :pinched: ), imported the erf file and yeah here comes the problem: the blueprints are getting all scrambled. So what I mean is, the placeables don't have the apearance they should have. At first I thought it was maybe a mistake in the recently added hak, but the other placeables I downloaded are also mixed up. Even the ones I already placed.

I just reopened my module without the new hak and it's still wrong, and when I play it the affected placeables show up wrong or not at all.

So what happend? Did I screw up my placeables.2da file?

I'm lost :(



#11
kamal_

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It sounds like you have an issue with the placeables.2da. It could be either having more than one in your campaign/hak/override which would cause conflicts, or you overwrote your old placeables.2da (hopefully not, remember to make regular backups).

 

I personally recommend pj's placeable cornucopia, as the 2da it includes uses the ranges people have reserved on the 2da wiki, You don't have to actually have or use all the placeables it accounts for.



#12
Amaryllia

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thank you kamal, I still don't know what the actual error was, but I fixed it with an older placeables.2da file. Seems like that file is really sensitive :D



#13
Tchos

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This confused me greatly when I was new to the toolset.  As Kamal says, the placeables.2da controls which models are assigned which IDs.  Since there can be only one placeables.2da, if you attach a hak that contains its own copy of it, it can override the one you were using.  This can cause existing placeables to change appearance to other placeables, because the IDs have changed.

 

Since I was adding a lot of custom content to my module, I opted never to use a hak of placeables.  Instead, I extract the contents, and place only the contents that I want in my campaign folder.  Then I manually add the unique lines from the new models' 2DA into mine.  The copying of the lines from the 2DA is perhaps no longer necessary if you replace your placeables.2da with the one from PJ's cornucopia, since it has everything already added in, and with conflicts resolved.

 

A second issue is that some custom content was made before the expansions came out, and the authors assigned spots in the 2DA that were later occupied by official content.  But eventually we had the NWN2 wiki of reserved ranges to prevent that from happening again.

 

A third problem is that when you reassign the ID locations of placeables (in cases where they conflicted with other placeables), the old blueprints that you're importing through ERFs that relied on their original ID will now show the wrong placeable or no placeable.  These need to have the new appearances selected from the Appearance list in the blueprint's properties, and re-saved.  I do not import content from ERFs any more than I attach haks to my modules.  I extract the contents in the same way (using NWN2packer) and place only the ones that I want in my campaign folder.



#14
Amaryllia

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since I already had that problem before, I made sure the haks I put into my module didn't have any placeables.2da files in it. and I didn't change the numbers on any of the lines which belonged to placeables for which I had blueprints. So I guess I must have made a mistake when I copied the lines into my 2da file, even though I thought I was careful. The thing that confused me most was that the appearances all worked when selected, but the blueprints had the wrong ones selected.

Well, thanks for explaining again tchos :)



#15
Tchos

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Do you understand now that the original blueprints were saved with the old ordering of the 2DA, and that you just have to re-save them with the correct appearance selected with the new 2DA?  For some old content, I personally find it more convenient to make my own blueprints for them as needed, and ignore the ones provided, unless they have some special scripts or abilities (sometimes creatures do, but not usually furniture).



#16
Amaryllia

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yes, I do and I kinda figured it out before you explained it. I just, well, I don't even know. Maybe I just panicked when I saw that everything had gone wrong, I could've had the idea to check my 2da file myself, before running here. :D  

Good for me, you are all so nice. :)