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Title  Neverwinter Nights Expansion Pack Changer 1.0
Author  The Munchkin Lord
Submitted / Updated  01-01-2004 / 06-29-2005
Category  Utility
Format  Other
Description
This package contains 13 batch files that will change your Neverwinter Nights installation to be recognized by the game and its Toolset as having different expansion packs installed. This is mostly useful for the Toolset, so that you can decide what flag it sets in your modules. Upon saving a module, the Toolset sets the module to require certain expansion packs to be played. With the batch files, you can change to and from any configuration possible, including no expansion packs, both, or either.

Files

NameTypeSizeDownloads
NWNxpackChanger10.zipNWNxpackChanger10.zip
Submitted: 01-01-2004 / Last Updated: 01-01-2004
zip7.39Kb990
--
SCORE OUT OF 10
9
1 votes
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Comments (17):

Posted by Yas ( 172.198.xxx.xxx ) at 2005-04-02 23:21:00    
i have the platnum dvd editionand it works fine but i dont have anything that registers as a sou disk appetently. can any one point me tword a cd disabler or something? i want to play Art of the Thanaturge and i'm hoping that this thing will let me polymorf to get home

Posted by Old_Scores_Transfered at 2004-02-20 10:32:10    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 3 that made this score of 9.33 then rounded to 9.

Posted by Anonymous ( ..xxx.xxx ) at 2004-02-17 23:31:00    
I have installed nwn,to install it i had to use the shadows of undrentide CD key,the normal nwn one was invalid! now when i try to start the game,it does nothing!!! plz help me!

Posted by The Munchkin Lord ( ..xxx.xxx ) at 2004-01-22 20:37:00    
I'm glad this is working for those that need it. Thanks for the feedback :)

Posted by BCarroll at 2004-01-19 15:48:00    
bravo! my thanks to you for rescuing me from messing with batch files, and my fans (who are few but passionate) thank you because now I have no excuse for postponing additions and corrections to older mods.

you've done what B'ware wouldn't.


(Journey Of A Thousand Miles, a top-rated series)

_________________________
"Be bold and mighty forces will come to your aid."
- Goethe

Posted by FoxBat at 2004-01-16 19:21:00    
Ok, I figured out the problem. To use batch files to mod NWN properly, in addition to having patch.key in your NWN directory, you need the latest patch.bif in your data directory. Maybe the order you mentioned works but if it doesn't for some people those are the files you need.Heroes of Rokugan - bringing Oriental Adventures to NWN
find us in Bio's NWN Guilds

Posted by Archaic at 2004-01-11 12:17:00    
Hey Munchkin Lord,

I appreciate your utility. It makes it a breeze to go back and work on modules I finished before installing the expansion pack, which was your intent I guess.

In any case, it works famously! Thanks!
Archaic

Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-08 19:47:00    
here's my game launchers I use after I'm finished witht eh tools

hordse.bat
copy /y _xp2.key xp2.key
start nwmain.exe

hordes dm.bat
copy /y _xp2.key xp2.key
start nwmain.exe -dmc

Posted by The Munchkin Lord ( ..xxx.xxx ) at 2004-01-05 05:09:00    
Are you guys with the crash problem crashing when you load the game, or when you load the Toolset? If you're crashing when loading the game, the most likely solution is: before you start playing (not building), set your installation back to what it was before you used the batch files/started editing a module. I know this won't allow you to test your modules on that same installation, but these batch files were designed with DMs and the Toolset in mind. i.e. The DM sets his/her modules to accomidate their players with unmodified installations who haven't been able to obtain, or don't want to play with the expansions, for whatever reasons. Using the batch files in conjunction with the Toolset, your modules will still get flagged properly, allowing non-expansion players to logon to your server(s) running modules with the proper flags.

It was my intent, upon releasing these files, that they help people having certain woes with continuing design on projects started before installing one, or both, of the expansions. I'm sorry it's not working specifically like some of you want it to. I hope this release still helps some people out there :)

Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-04 15:51:00    
That's typical when the game is installed and the key has been removed. If you want to play SoU without HotU installed you'll have to make a second copy.

I'm not sure why Lilac backed out of the idea. My idea isn't actually original: there was a project udnerway shortly after SoU was realeased and this problem first showed up. Bioware's response was that batch file process and to tell us we were lucky they thought of it at the last minute. Clearly an attempt to tag everyone's favourite modules so the community would require the patch to keep playing their favourite mods.

Its too bad the front end idea has been abandoned. The thoery or principal that people who don't know what their doing shouldn't play around like this interferes with the reality that my best builders are on hold.
I can quite easily see them having no problem loading and unloading everything from a simple front end. The worst that can happen is AndroidX's problem.

I must also say I am quite honoured to have caught the attention by the famous Lilac Soul. I use your script genreator all the time.

Incidently, I made my own batch files too. One to launch to the game and dm client after I'm finished editing the mod.

Posted by AndroidX ( ..xxx.xxx ) at 2004-01-04 11:26:00    
I to used the process: no patch NWN, then SoU, then HotU, then HotU 1.61 and I'm having major problems with this as well. When I convert from a SoU/HotU to a SoU then when I finally get the game to load it immediately crashes.

Posted by The Munchkin Lord ( ..xxx.xxx ) at 2004-01-04 10:59:00    
vendolin - Yes. In fact, the installation I tested these on was installed that way: no patch NWN, then SoU, then HotU, then HotU 1.61 patch.

FoxBat - You may be right on some installations, however, I had no problems with the above listed installation procedure. Thanks for your input. If anyone else has FoxBat's problem, e-mail me, or post a reply here.

Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-04 02:42:00    
I was having trouble with your script generator trying to make a GUI front end for this Lilac. Any suggestions?

Posted by FoxBat at 2004-01-03 19:06:00    
Hey, there's a bit of a problem here. When you use any of these to revert to NWN non-expansion, you will be missing some resources introduced in NWN patches, such as robes and skies from 1.61, as well as all the expansion scripts (which override default pre-expansion scripts in some cases). I have tried introducing the 1.61 patch.key to an install with expansions and their keys disabled, but this causes major crash problems. While this batch method works fine from going from both Sou-HotU to only one expansion, you really need a seperate install to make NWN original mods.

Posted by Hrun_the_barbarian at 2004-01-03 11:11:00    
Great! Since my NWN has +blocked+ed up so I can't update this is just what I need! Now I can open those modules that require 1.61 and change them to 1.59. Some of them at least.

Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-02 21:46:00    
Most of my builders can't figure out batch files. What we really need is a front end loader with a gui interface.

I use batches myself and can't figure out what's so hard about them. heck, I got one player that can't even figure how to drop a portrait in.

Posted by The Masked Avenger ( ..xxx.xxx ) at 2004-01-02 15:41:00    
I've been waiting for something like this, thanks for doing it.

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