Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN2 TUTORIALS

- Jump to comments -
Name  NWN2 TOOLSET BETA TEST FAQ
Author  Obsidian
Submitted / Updated  10-04-2006 / 10-04-2006
Category  Toolset
Description

NWN2 TOOLSET BETA TEST FAQ

This document contains answers to some toolset questions that have arisen through the development of NWN2. Many of these are for very specific situations. Please see the HowTos and Scripting documentation for your answers to more general questions.

If you cannot find the answer to your question, please visit the toolset beta test forum, which can be found at www.ataricommunity.com.

TABLE OF CONTENTS

  • Basics
  • Help! I�m having trouble getting the toolset to run.
  • How do I play my module in the game?
  • How do I move the camera?
  • How do I move objects?
  • Can I port my NWN1 content into NWN2?
  • How do I restore the toolset configuration to its default settings?
  • How do I enable/disable the Autosave feature?
  • What are 2da files and where are they?
  • What is the �Override� directory for?
  • How do I manipulate static cameras?
  • Scripting
  • How do I get something to happen after the Party has killed certain creatures?
  • How do I make a trigger only occur for a PC and only once?
  • How do I force a character into the party?
  • My encounter creatures aren�t wondering around. How can I fix this?
  • How do I make a group run a custom script On Death?
  • How is the faction editor spreadsheet read?
  • Terrain User Interface Questions
  • What Does the Inner/Outer Circle do?
  • What does "Value" do?
  • What are all the elevation buttons for?
  • Visual Effects Editor
  • How do I launch the visual effects editor plugin?
  • How does the visual effects system work?
  • How do I use the visual effects editor?

    BASICS

    Help! I�m having trouble getting the toolset to run.

  • Make sure you have the .NET Framework version 1.1 installed. It's available at Click Here
  • Make sure you have DirectX 9.0c installed. Click Here

    How do I play my module in the game?

    For the toolset beta test, you must use one of the test modules or else name your module �Custom� in order to play it in the game. The retail version of NWN2 will not have this restriction.

    How do I move the camera?

    Control - middle-click rotates the camera. The mousewheel moves the camera forward and backwards.

    How do I move objects?

    Make sure that you're in "select objects" mode. Pick the objects you want to move, and then left-drag selected objects to move them around. To rotate them, you can press shift - right - click. Alt - right - click moves the selection up or down.

    Can I port my NWN1 content into NWN2?

    Yes and no. Unfortunately, because of the many technological improvements made to the NWN2, we were unable to support NWN1 areas themselves.

    However, it was a priority of ours to support the NWN1 mod efforts as much as possible and we thus made the toolset backwards compatible in many ways. You can open up a NWN1 module with the NWN2 toolset. All of your conversations and scripts will be available. You can then use the NWN2 toolset to export this work and then import it into your new NWN2 creation.

    Note that more recent NWN1 scripts that have been released will not be in the NWN2 toolset. You will need to import these scripts if your module makes use of them. On the other hand, the NWN2 toolset comes with many new scripts that you�ll be able to use.

    How do I restore the toolset configuration to its default settings?

    Preferences for the toolset are stored in C: \Documents and Settings \ \Local Settings \Application Data \NWN2 Toolset

    If you renamed or delete that folder, your settings will return to their defaults.

    How do I enable/disable the Autosave feature?

    Under 'View' Options, you will find autosave settings.

    What are 2da files and where are they?

    The 2da files in the located in \Data \2da.zip
    You can place a 2da in the directory \Override

    This will override the corresponding 2da in the zip file when playing the game.

    2da stands for "2 dimensional array". 2da files can be edited in any text editor. They are "whitespace" delimited, not comma delimited, so care should be taken when attempting to edit w/ Excel.

    For specific technical information on the file format of 2da files, see the official documentation located here: Click Here

    Information on all NWN file formats available here: Bioware Developers

    What is the �Override� directory for?

    Any data that is stored in the override directory takes precedence over normal game data. So, for example, if you place a new spells.2da into the Override directory, it will be used for various spell data � instead of the official spells.2da. The Override directory is great for testing out changes as you can easily revert to the official data just by deleting its contents.

    If you make changes and are not seeing results, it may be because there is a file in the Override directory that is trumping your changes. You should clean out your Override directory periodically.

    How do I manipulate static cameras?

  • Holding down ALT while moving them will raise/lower them.
  • Shift-right-drag will spin/yaw them (same as all other objects).
  • Holding down ALT+SHIFT and right-dragging will pitch the camera up and down.
  • Holding down CTRL+SHIFT and right-dragging will roll the camera.

    SCRIPTING

    How do I get something to happen after the Party has killed certain creatures?

    Set a local string variable called �DeathScript� on the creature whose death you want to cause a script to fire. (The standard on death script has been modified to help accommodate this.)

    When the creature dies, this script will be called from that creature�s normal OnDeath script. So say you want a trigger to spawn in 2 baddies that will run to the player, and will have a script �12_b_gith_inn_de� that executes when they die.

    You could do the following in the trigger�s NWScript

    You do not need to modify these creatures� standard OnDeath scripts in order to get this script to work.

    Typically, you will want the death script to run when a group of creatures is killed. The way to do this is keep track of the number of creatures killed. If that number equals the number of creatures in the group, then you execute your special �group is dead� code. NWScript

    So in the above example, you would have set each critter in the group�s DeathScript variable to each run the above script on death. The 5th time that script is triggered, whatever code you have within that �if� statement will be executed � all 5 critters are dead.

    Note: If you need to get the PC in the death script, the best way in this situation is: NWScript

    How do I make a trigger only occur for a PC and only once?

    There are functions in ginc_misc that make this a little easier. What you want to do is put your conditions at the top that will exit out of the trigger. At the bottom, be sure to mark your trigger as having completed. The following code can be used as a template: NWScript

    How do I force a character into the party?

    At this point in time we don�t have a GUI for this, and so it has to be done within a conversation. You�ll need to use three main global scripts:

    gc_max_companion() is a conditional that you would apply to a node to see whether the party has already reached the maximum number of companions, and hence would require forcing a companion out of the party in order to force in a different companion.

    ga_replace_comp(string sCompToRemove, string sCompToAdd) is an action that will replace the companion with tag sCompToRemove with the companion with that sCompToAdd. Don�t forget that CNPC tags are all lowercase now.

    gc_comp_remove(string sCompanion) checks whether it�s okay to remove the companion with tag sCompanion from the party. If they�re not in the party, or if they have an integer variable on them �bForced� set to TRUE, then this function will return FALSE � the player shouldn�t have the option to remove them.

    As long as you want the character to be forced into the party, they should have a local int on them �bForced� set to TRUE. Once they�re no longer required, reset it to FALSE.

    So, as an example, say that the maximal number of companions was 2, and that the PC already has Neeshka and Grobnar in his party, but Khelgar needs to be forced in because the PC has just entered an area that�s important for Khelgar�s development. You�d just make sure that a conversation initiates upon entering that area with Khelgar, and you need the end of that conversation to work like this:

    (khelgar) "Blah blah I�m joining your party and you have to deal with it because I�m a racially stereotypical stubborn dwarf."

    ->if AND gc_max_companion()
    AND gc_comp_remove(neeshka) �[Remove Neeshka from the party]�
    ->ga_replace_comp(neeshka, khelgar)

    ->if AND gc_max_companion()
    AND gc_comp_remove(grobnar) �[Remove Grobnar from the party]�
    ->ga_replace_comp(grobnar, khelgar)

    ->else �[END DIALOGUE]� ga_add_companion(khelgar)

    (The �if� and �else� above are just there to denote how the conditional should flow.)

    As a shortcut, you may want to have a blue node with no text that checks gc_max_companion, and then blue nodes beneath that that node check gc_comp_remove for each companion � since you�ve guaranteed that each of those nodes has passed the gc_max_companion check, you don�t have to make that check again at every node.

    You may also need another action to get rid of the removed CNPC and send them to the Sunken Flagon or wherever. ga_force_exit() comes to mind. That was left out of ga_replace_comp() to allow for special cases where you wouldn�t want removed players to exit.

    My encounter creatures aren�t wondering around. How can I fix this?

    Make sure your spawn script has the following: NWScript

    How do I make a group run a custom script On Death?

    The group on death scripts utilizes nw_c2_default7's alternate death script execution. (e.g. if an alternate "DeathScript" is specified, execute it.)

    Set up the death script execution for the group, like so: GroupSetLocalString (sGroupName, "DeathScript", "");

    The script naming convention is: NWScript to indicate it is a group death script For example: 35_g_death_trig_enc

    Now, as each member of your group dies, it will call the specified script.

    Next, create the group death script. Use the template "gg_death_XXX" in the scripttemplates directory in source safe. It will look something like this: NWScript

    Simply add your code in the if statement above.

    How is the faction editor spreadsheet read?

    It should be read the same as in the faction editor from the original toolset. Each row represents a faction's feelings about the other faction. In other words, faction ROW's rating of faction COLUMN is located in [ROW, COLUMN]. In the example below, CellarDwellers are hostile to Police (rating 10), but Police rate CellarDwellers as neutral (40).

    # CellarDwellers Police
    CellarDwellers 50 10
    Police 40 50

    TERRAIN USER INTERFACE QUESTIONS

    What Does the Inner/Outer Circle do?

    The two circles represent the visual mouse brush interface for terrain modification. The two circles will follow the contours of the terrain when you are in Paint Terrain Mode. The Inner Circle receives the full power of the value slider, and the Outer Circle is the feather at which the effect will drop off to zero. If the outer circle is less or equal to the radius of the inner circle, there will be no feathering.

    What does "Value" do?

    Value controls the strength of the brush. The meaning of the value control might change depending on what elevation control you are using. For example, valid values for raising and lowering terrain are in between 0 and 1.0, but values for terrain flattening can of any range.

    What are all the elevation buttons for?


  • R - Raise - raises the terrain by the value amount.
  • L - Lower - lowers the terrain by the value amount.
  • F - Flatten - flattens out the terrain to the value amount.
  • S - Smooth - smooths out the terrain (works best with values in the .1-.4 range).
  • N - Noise - makes the terrain bumpy/rock like. (works best with values in the .8-1.0 range).
  • FU - Flatten Under Selected - flattens out the terrain below the selected object. Good for making ground under buildings flat.

    VISUAL EFFECTS EDITOR

    How do I launch the visual effects editor plugin?

    It should be located under the Plugins menu in the toolset, titled VFX Editor.

    How does the visual effects system work?

    Visual effects are composed of effect files, which are individual components of an effect (a particle system, a trail, a billboard, etc.), and SEF files, which point to the effect files and organize them into a more complex visual effect.

    How do I use the visual effects editor?

    First, create the individual effects. Under File->New, you will see the different effect types. Select one and then, in the editor that opens, modify its properties until you achieve the results you desire. Then, create a new SEF file, and press the Add Event button on the toolbar to select a type of event to add.

    The event will appear in the tree list in the upper-left corner of the window. By selecting the event, you can then change the DefinitionFile property, which determines the individual effect file that the event references. Select the effect you created earlier, and then press Play on the toolbar to see your visual effect in action.

    Make sure to save your work when you are done.


Files

NameTypeSizeDownloads
NO FILES
SCORE OUT OF 10
N/A
Cast Your Vote!
Voting FAQ

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS
No Images




You Must Be Logged In to Participate.
Comments (0):

You must be Logged In to post comments in this section.

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

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Prefab Blueprints


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters