The debug tools helps minimize the time spent in the NWN2 edit/test cycle.
It allows the designer to save new changes to a module and then load the
changed module from the client. The basic flow is:
1. Start module in single or multiplayer-mode (nwn2server.exe or GUI)
2. Edit your module and save the changes
3. Activate the "Debug Tool" item in the game. Now choose the
"Reload module" option.
4. Wait until the module finishes reloading (about 20 seconds for a small mod).
Your PC should be in the exact same spot, but in the new version of the module!
Repeat steps 2-4 until you are finished.
There is also a bookmark feature to "save" a location and jump back later and the ability to jump to any waypoint tagged "DEBUG_TOOL".
Posted by smorpheus at 2008-04-30 05:34:42 Voted 9.00 on 04/30/08
OK nevermind, all I did was modify your debug_tool script to have it load my module name directly instead of pulling it from the tag. Specifically under the commented "restart" area there is a line:
SetLocalString(DebugTool,"RESTART","My Mod Name"); // restart
Works beautifully. I'm sure I'll have some other problems as other functions probably use sModuleFilename elsewhere, but for now just allowing me to restart quickly is worth it.
_________________________ Smorpheus' Toolset Visual Index Link
Posted by smorpheus at 2008-04-30 05:12:32 Voted 9.00 on 04/30/08
This is pretty cool, but as it is setup right now you can't be working in directory mode, which is definitely the best and safest way to work on Mods. _________________________ Smorpheus' Toolset Visual Index Link
Posted by E.C.Patterson at 2007-03-10 20:07:04 Voted 9.00
I`ve saved as a mod with no spaces in file name and it seems to work fine. Quite useful, but it could be much more useful if it carried over variables, henchmen...
What I`m doing now is modyfing the debug tool convo to spawn the dungeon master creature to allow for further debugging. I plan to try to modify the gr_dm convo to allow to add henchmen, modify local vars etc.
I don`t know if I'll be sucessful. I`m just starting to learn scripting. In any case, if you beat me to it, it would be sweet ;)
I think it would be nice if you turned this into a total debugging tool. _________________________ E.C.Patterson Gaming Parents Studios
>I'm having trouble making this work. Before I try further, tell me, does this work
>if we`re working in directory mode and if the directory name has spaces in it?
I did not try directory mode, so I am not sure. The related code is very simple. It grabs the module name (GetName(GetModule()) and stores it. Later it does a StartNewModule() with that name.
Posted by E.C.Patterson at 2007-03-09 20:12:49 Voted 9.00
I'm having trouble making this work. Before I try further, tell me, does this work if we`re working in directory mode and if the directory name has spaces in it? _________________________ E.C.Patterson Gaming Parents Studios
Posted by puket at 2007-02-22 08:55:00 Voted 9.75 on 02/22/07
This is a very handy tool and nearly a masterpiece for mod builders and also for players. If you look through the script code you can see, this is written by a profi.
Thank you, Mr.EPOlson.
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone