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Author Sticky: Custom Content Advice and Tutorials
eric33
Game Owner
Profile: eric33NWN


Joined: 29 Jul 2002
Posted: Thursday, 01 August 2002 07:28AM
After searching on internet (and by myself with the toolset) here is what i found to customize the toolset.

(excuse for some links because the forum topic editor refuse longer words, so use copy/paste)

I hope this can be helpful for some people.

It is a big post but i was not able to make shorter.

IMPORTANT NOTE : I DO NOT EXPLAIN HOW TO MAKE MODELS FILES, PORTRAITS FILES, ...
BUT ONLY HOW TO IMPORT THEM IN NWN TOOLSET.

If you find errors try to notify by a response.
- - - - - - - - - - - - - - - - - -

Tools required :
- TlkEdit to edit dialog.tlk file
http://nwvault.ign.com
/Files / other / data / 1026158289672.shtml
- NWN packer (can be found in folder <Utils> of nwn)
- Zogilator viewer
http://nwvault.ign.com
/Files/ other / data / 1026158289673.shtml

REMEMBER : All files except dialog.tlk can be override without risks.
Some remember to make a backup of your original dialog.tlk file.
This file is found in nwn folder.

- - - - - - - - - - - - - - - - - -
USING THE TOOLS : USING TLKEDIT

TLK editor is used to make a ressource in NWN in dialog.tlk

To use it :
- Launch it
- Click on open and select your dialog.tlk file
- To create an id :
Click on New
Keeps the default number or put an higher one
NEVER USE AN ALREADY EXISTING NUMBER
Enter a text to identify what the id points on
- Click on Save or Save as to save your dialog.tlk file

A note : On my machine tlkedit never stops correctly after quitting and take a lot of ressources.
In this case launch the task manager and kill the task.

- - - - - - - - - - - - - - - - - -
USING THE TOOLS : EXTRACTING AND OVERIDDING 2DA FILES

In often case you will have to modify a 2DA file.

To extract a 2da file :
- Launch Zogilator viewer
- In menu File, sub menu BIF select NeverWinter Nights
- In BIF LIST (upper list) select data\\2da.bif
- Right click on the file in the FILE LIST (lower list) and select option Extract(s) to
- Select the folder you want the 2da file to be extracted

To override a 2da file you can either copy it in the <override> folder of NWN or copy the 2da file in your hak file.

- - - - - - - - - - - - - - - - - -
USING THE TOOLS : MAKING AND USING A HAK FILE

HAK file is a files package where you will be able to add your own files (mdl, tga, 2da, ...)

To create or modify a HAK file, launch nwhak.exe (in folder <Utils> of NWN) :
- In File menu, select New or Open to select the HAK file
- To add files simply drag the file in the list
- To remove in the list, right click on it and select remove (you can multi select)
- Select option Save in File menu to save your hak file

To use your HAK file :
- Copy your hak file in <hak> folder of NWN
- Launch the toolset
- Open your module
- In Edit menu select option Module properties
- Go in Advanced tab
- Select your HAK file in the combo box (only one by module)

- - - - - - - - - - - - - - - - - -
NOW THE REAL WORK
- - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - -
ADDING A CREATURE MODEL TO NWN

1) Create an id with tlk edit for the creature model (the text will be the model name in NWN)
2) Edit appearance.2da
3) Add a line (the best is copy/paste an existing one) with :
- First column must be the index of the line (+1 from the last)
- Third column (STRING_REF) is the ID your create with tlk edit
- Fifth column (RACE) is the name of the mdl file (without extension)

For other columns i dont know.
In fact when i add a model, i search for a line similar to the model.
I copy it and i just change the columns 1,3 and 5. It works fine for now.

4) Save your appearance.2da and override it
5) Add files of your model in hak file (mdl, tga, ...)

Appearance will now be available in creature edit window

- - - - - - - - - - - - - - - - - -
ADDING AN AMBIENT MUSIC TO NWN (MP3 file)

1) Create an id with tlk edit, text will be the name of the music
2) Edit ambientmusic.2da
3) Add a line with (the best is copy/paste an existing one) :
- First column must be the index of the line (+1 from the last)
- Second column (Description) is the ID your create with tlk edit
- Third column (Resource) is the name of your mp3 file (without extension)

Keep the other columns to ****

4) Save your ambientmusic.2da and override it
5) Copy the mp3 file in folder <music> of nwn and CHANGE ITS EXTENSION TO <BMU>

- - - - - - - - - - - - - - - - - -
ADDING AN AMBIENT SOUND TO NWN (WAV file)

1) Create an id with tlk edit, text will be the name of the sound
2) Edit ambientsound.2da
3) Add a line with (the best is copy/paste an existing one) :
First column must be the index of the line (+1 from the last)
Second column (Description) is the ID your create with tlk edit
Third column (Resource) is the name of your wav file (without extension)

Keep the other columns to ****

4) Save your ambientsound.2da and override it
5) Copy the wav file in folder <ambient> of nwn

- - - - - - - - - - - - - - - - - -
ADDING A PLACEABLE OBJECT MODEL TO NWN

1) Create an id with tlk edit, text will be the name of the placeable appearance
2) Edit placeable.2da
3) Add a line with (the best is copy/paste an existing one) :
- First column must be the index of the line (+1 from the last)
- Second column (Label) is the label of the model
- Third column (StrRef) is the ID your create with tlk edit
- Fourth column (ModelName) is the MDL file name (without extension)

For other columns keep ****

4) Save your placeable.2da and override it
5) Add files of your model in hak file (mdl, tga, ...)

The appearance will be available in the appearances list of an placeable object.
Note that spells models works for a placeable object (funny).

- - - - - - - - - - - - - - - - - -
ADDING A PORTRAIT TO NWN

For each portrait you must have 5 files.
Files name must be :
po_<NAME>_x
with
x =h,l,m,s,t (each corresponds to a smaller size of the portrait)
h=256*512, l=128*256, m=64*128, s=32*64, t=16*32
I think that all sizes are not required (but not sure).
<NAME> could be anything

All files must be tga file.
REMEMBER THAT THE FILES NAMES MUST BEGIN WITH po_

1) Edit portraits.2da
2) Add a line with (the best is copy/paste an existing one) :
- First column must be the index of the line (+1 from the last)
- Second column (BaseResRef) is the name of the files WITHOUT po_ and WITHOUT the last letter
For example for po_MYFILE_h, i must set MYFILE_
- Third column (Sex) is the sex of portrait (for filter). 0 male, 1 female, 4 none
- Fourth column (Race) is the race of portrait (for filter).
This number is the first column value in the file racialtypes.2da

For other columns do as other existing lines

4) Save your portraits.2da and override it
5) Add portrait files in hak file

- - - - - - - - - - - - - - - - - -
CHANGING AND DUPLICATING A TILE SET

Look at this link. Very good.

http://www.hypercubed.com/games/nwn

No comment.

- - - - - - - - - - - - - - - - - -
ADDING A WEAPON MODEL TO NWN

This is far more complicate to explain this in this page.

I found a lot of information in a weapon models zip file found on NewerWinter vault site.
The file name is : Danmar14nwnwepres.zip
Search in models library on the site of NeverWinter vault.
There is too some internet links in a text file and i do not check it for now (but i will).
So thanks to the people who make this one.

Note that models i found in Danmar14nwnwepres.zip were the only ones i was able to use in toolset.
All other dont follow the rules (see below) and i do not know how to use them (if possible).

Here is a resume of what i do (and it works) :

First a note how toolset work with weapons model.
Each model have a bottom (b), medium (m) and top (t) part
(Some have only one part)

When you create a weapon in toolset you can select :
- A model number for each part
- A color number for each color

For each weapon you need :
- 3 mdl files for each part. These are the 3D models.
- 3 tga files for each part. These are used to generate the bitmap icon (portrait) of the weapon.

The file name have a specify format :
The MDL files :
<NAME>_z_xxy
with :
<NAME> Name of the family the weapon model in which the model will be available in (see below)
z t for top, b for bottom and m for middle
xx number of the model (from 1 to 99). Always on two digits (ie : 01 for one)
y number of the color (from 1 to 9)

The TGA files have the exact same name as the MDL file but with a i just before

An example :
For a light hammer model, the <NAME> must be <wblhl> (see below)
So for the light hammer model 4 and colour 1 files will be :
wblhl_t_041.mdl, wblhl_m_041.mdl and wblhl_b_041.mdl
iwblhl_t_041.tga, iwblhl_m_041.tga and iwblhl_b_041.tga


To add your models simply add the files (mdl and tga) in your hak files.
Toolset will recognize them automatically.
It seems that there is no need to change any 2da file.

When you create a file, first look in the toolset for the type of the weapon what is the biggest model number and color

number.
The best is to create your file using a model number just above the largest in NWN toolset.
For example if for long sword the largest model number is 4.
Create your files with model number 5. After that in toolset the number 5 will be available.

Note that if you do not make a file for each possible color, it is not important.
In toolset when you select a color the model does not have, the toolset simply displays nothing.

HERE NOW ARE THE POSSIBLE <NAME> YOU CAN USE FOR EACH TYPE OF WEAPON (SOME ARE UNKNOWN) :

waxbt BattleAxe
waxgr GreatAxe
waxhn HandAxe
wbbqs ?
wbdqs ?
wblcl Club
wblfh Flail Heavy
wblfl Flail Light
wblhl Hammer Light
wblhw Hammer War
wblml Mace
wblms Morning Star
wbwlc Bow, Long Composite???
wbwln Bow, Long
wbwsc Bow, Short Composite???
wbwsh Bow, Short
wbwsl (no t/b/m)
wbwxh Xbow Heavy
wbwxl Xbow Light
wbwxr ????
wdbax DoubleAxe
wdbma Dire Mace
wdbqs QuarterStaff
wdbsw TwoBladed Sword
wmgrd Magic Rod
wmgst Magic Staff
wmgwn Magic Wand
wplhb Halberd
wplsc Scythe
wplss Spear
wspga Gauntlet
wspka Kama ???
wspku Kukri
wspnn Nunchuku ???
wspsc Sickle
wspsp ??? green blocky swordish
wswbs Sword, Bastard
wswdg Dagger
wswgs Sword, Great
wswka Sword, Katana
wswls Sword, Long
wswrp Sword, Rapier
wswsc Sword, Scimitar
wswss Sword, Short
wthax Throwing Axe
wthdt Throwing Dart (no t/b/m)
wthsh Shuriken (no t/b/m)
wwblc ????

- - - - - - - - - - - - - - - - - -

THAT'S ALL

[ Edited By Polyhedral: Thursday, 01 August 04:33PM (GMT) ]

[ Edited By Polyhedral: Tuesday, 06 August 05:27PM (GMT) ]
  Profile: eric33   Send Message To: eric33
eric33
Game Owner
Profile: eric33NWN


Joined: 29 Jul 2002
Posted: Thursday, 01 August 2002 07:35AM
A final touch :

For weapon go see this site
http://www.landsofkray.com/index.asp

You will find (working) weapons model and even a tutorial to make weapon using 3DS (dont know if good tutorial because i do not have 3DS)

thanks
  Profile: eric33   Send Message To: eric33
Aydllan
Game Owner
Profile: AydllanNWN
NWN: SoU


Joined: 22 Jun 2002
From: Houston, TX
Posted: Friday, 02 August 2002 09:54PM
Great Work!
For MP3 ambient music:
As an alternative to editing the dialog.tlk file and then overriding the 2da file, you can just edit the ambientmusic.2da. Then place it, and the music, in a HAK file and you're done. Here on page 7 of this post is a detailed explanation (it's a sticky also, so I encourage everyone to read the whole thread for further updates - the link just takes you to my summary of everyone else's work).

And as for placeable WAV sound effects (as opposed to (I think) ambient sounds described by eric33), no alteration to any file is needed. Just place the wav in the HAK file and you can access it through the sound wizard. I've used PCM compression recorded at 48kHz, 16-bit stereo and mono.

My intention is to be helpful, not critical.
Any edits/corrections to these are welcome.
Again, great job!

_________________
"Look for something long enough and you will find it.
Look for something without understanding and it will find you."
-The Adventures of Grin, Richard, and Wu-Wei

[ Edited By Aydllan: Friday, 02 August 09:58PM (GMT) ]

[ Edited By Aydllan: Friday, 02 August 10:04PM (GMT) ]
_________________
"Look for something long enough and you will find it.
Look for something without understanding and it will find you."
-The Adventures of Grin, Richard, and Wu-Wei
  Profile: Aydllan   Send Message To: Aydllan
Polyhedral
Game Owner
Profile: PolyhedralNWN
NWN 2


Joined: 21 Jan 2002
From: Reno, Nevada
Posted: Tuesday, 06 August 2002 05:22PM
Sorry , I removed all the discussions. Please keep this thread for posting tutorials,advice or info regarding customizing NWN. Much like the working scripts thread over in the scripting forum.

I will be adding a 'Help Needed' sticky for people looking for help.

_________________
<---HakPaks--->

Adding custom content one vertex at a time.

[ Edited By Polyhedral: Tuesday, 06 August 05:23PM (GMT) ]
  Profile: Polyhedral   Send Message To: Polyhedral
Rome
Game Owner
Profile: RomeNWN
NWN: SoU


Joined: 19 Jun 2002
Posted: Tuesday, 06 August 2002 08:56PM
How to add custom Voice, Speech or Sound to NPC or PC in dialogue or talk: This is not a complete tutorial but I grew very fustrated at the poor tips I found. Here is how I did it after looking at incomplete tips everywhere!

#1 Record a 44khz MONO (Must, repeat MUST be MONO)wav file. Name this file vs_ followed by whatever name you want. Retain the .wav suffix.

#2 Put this file anywhere because you must move it to HAK

#3 In the utilities folder of NWN find a HAK editor tool start it up

#4 Find an "ADD RESOURCE" tab click and find that wav file add it to the HAK

#5 Save HAK file you have made into the HAK folder of NWN

#6 Open your module and go to edit module properties - select the new HAK you made

#7 Open the dialogue window and find the OTHER ACTIONS tab at the bottom - you may need to slide window to left to see this.

#8 Be certain you have clicked on the line of Dialogue you want the sound to trigger on - now type in the name of the vs_ file you created or simply page down on the list tab till you see it.

#9 Save conversation, save module, go test it!

Note - you could trigger a series of these sounds using the playsound script command (tested, it works) or insert them into a sound object. Also I found that I could get voice and animation put on the PC as well using the other actions tab in dialogue. Good Luck.

_________________
Willing to help.
  Profile: Rome   Send Message To: Rome
Karza
Game Owner
Profile: KarzaNWN
NWN: SoU


Joined: 25 Jun 2002
Posted: Wednesday, 07 August 2002 03:20AM
Adding New Familiar Choices

Warning: This method uses the override directory. I have not tried it with a hakpak.

Step 1
First we need to create the templates for the new familiar. Open the toolset and create a new module. For the tutorial we're going to use a skeleton. We create a new skeleton and modify it as follows:

Basic Tab
Tag: NW_FM_UND01
Conversation: nw_g_fam

Advanced Tab
Blueprint ResRef: fm_und01
Faction: Commoner

Scripts Tab
OnBlocked: nw_ch_ace
OnCombatRoundEnd: nw_ch_ac3
OnConversation: nw_ch_ac4
OnDamaged: nw_ch_ac5
OnDeath: nw_ch_ac7
OnDisturbed: nw_ch_ac8
OnHeartbeat: nw_ch_ac1
OnPerception: nw_ch_ac2
OnPhysicalAttacked: nw_ch_ac5
OnRested: nw_ch_ac9
OnSpawn: nw_ch_acani9
OnSpellCastAt: nw_ch_acb
OnUserDefined: nw_ch_acd

The changes are mainly to establish the blueprint standard for the template and add the NW familiar scripts to our new familiar.

Now you need to created 19 more! Use edit copy on the original and edit the Blueprint ResRef to fm_und02. As you create the rest of the templates double check the ResRef for each one, fm_undXX, the XX being the level of the familiar. NWN will look for this number when you choose a new familiar on level-up. Save your module when you're done. Now we need Zogilator viewer
<http://nwvault.ign.com>
/Files/ other / data / 1026158289673.shtml

Open the module with NWNViewer and export all the UTC files for your familiar to the override directory.

Step2
For this step you will need:
TlkEdit to edit dialog.tlk file
<http://nwvault.ign.com>
/Files / other / data / 1026158289672.shtml

Make sure you have backed up your original Dialog.tlk. We need to add two entries in the Dialog.tlk. We'll add line 80000 and type Skeleton in the description. Add line 80001, which will be the description players see when they click that ? while choosing a familiar. Type in the appropriate information for your familiar. Save.

Step 3

Using the NWNViewer, open the 2da's. Export the hen_familiar.2da. Open the 2da with a text editor(I used notepad) and add another entry such as this:
NAME BASERESREF STRREF DESCRIPTION
8 Skeleton FM_UND 80000 80001

The entry unde the BASERESREF should have no numbers at the end unlike our templates. Save it and drop it in the override directory.

Other than modifying your familiar's abilities for each level that's all there is to it. Create a new wizard/sorceror and when you choose your familiar you should be able to scroll down and see the new choice.

[ Edited By Karza: Wednesday, 07 August 03:32AM (GMT) ]
  Profile: Karza   Send Message To: Karza
thallionstellani
Game Owner
Profile: thallionstellaniNWN
NWN: SoU
NWN: HotU


Joined: 22 Jun 2002
Posted: Wednesday, 07 August 2002 01:20PM
Below is the link to my tutorial on adding in additional armor pieces, specifically for chest pieces, but it works off all other armor pieces as well.

NWN Stratics Custom Armor Tutorial

Have fun.

(PS yes at NWN Stratics I am Alomar, however that nickname was choosen when i registered so i had to go with my back up.. )

[ Edited By thallionstellani: Wednesday, 07 August 01:22PM (GMT) ]
  Profile: thallionstellani   Send Message To: thallionstellani
Jixim Op'Lomid
Game Owner
Profile: Jixim Op'LomidNWN
NWN: SoU
NWN: HotU


Joined: 06 Aug 2002
From: Oregon USA
Posted: Wednesday, 07 August 2002 02:16PM
I must be blind...can't find Zogilator on the NW Vault site.

[edit] Nevermind...found it..

Thanks,
Jix

[ Edited By Jixim Op'Lomid: Wednesday, 07 August 02:29PM (GMT) ]
  Profile: Jixim Op'Lomid   Send Message To: Jixim Op'Lomid
Jupp
Game Owner
Profile: JuppNWN
NWN: SoU
NWN: HotU
NWN 2
Mass Effect PC


Joined: 20 Dec 2001
From: Liestal, Switzerland
Posted: Wednesday, 07 August 2002 02:48PM
Texturing Tutorial for 3ds max:

Click Here

It's a zip file with the max models so you can work through the whole tutorial. It will not show how to model a creature but only how to texture it in a way that should bring you good results...Have fun


Greetings

Jupp

_________________
"It is a mistake to bow to the wishes of munchkins who whine." - E. Gary Gygax
  Profile: Jupp   Send Message To: Jupp
Tage
Game Owner
Profile: TageNWN


Joined: 30 Apr 2002
Posted: Thursday, 08 August 2002 03:57PM
Although it says "Adding New Classes Discussion," the thread under the LINKS TO USEFUL THREADS sticky actually covers new classes, new skills, and new feats. Also a failed attempt at new races.

For those interested:
Click Here

_________________
Waste time more effectively at the Official Time-Wasters Guide!
  Profile: Tage   Send Message To: Tage
Alexi_Al_Taris
Game Owner
Profile: Alexi_Al_TarisNWN


Joined: 27 Jul 2002
Posted: Friday, 09 August 2002 05:31PM
Zogilator does not exist, and is instead called the NWN Viewer, which cannot edit .2da files making it utterly worthless. Where's the real program that sounded like it worked?
  Profile: Alexi_Al_Taris   Send Message To: Alexi_Al_Taris
chanteur
Game Owner
Profile: chanteurNWN


Joined: 19 Jun 2002
Posted: Friday, 09 August 2002 06:51PM
Zoligator's NWN Viewer lets you export the 2da's. Try notepad to edit them.

Stephen Goldberg
  Profile: chanteur   Send Message To: chanteur
SmokeSerpent
Game Owner
Profile: SmokeSerpentNWN


Joined: 06 Apr 2002
From: California
Posted: Friday, 09 August 2002 07:19PM
Quote: Posted 08/09/02 17:31:06 (GMT) by Alexi_Al_Taris
Zogilator does not exist, and is instead called the NWN Viewer, which cannot edit .2da files making it utterly worthless. Where's the real program that sounded like it worked?

Well, it's Zoligator's NWNViewer...

Anyway, it is not worthless, you use it to extract files (like .2da) from the Bioware BIF pack. How else were you going to get them to edit? Apparently 2da's are editable in Wordpad or whatever, which was not explained in the post. They are just text files formatted into rows and columns.

_________________
--
SmokeSerpent
The MetaHAK merge utility... coming sooner or later
  Profile: SmokeSerpent   Send Message To: SmokeSerpent
Alexi_Al_Taris
Game Owner
Profile: Alexi_Al_TarisNWN


Joined: 27 Jul 2002
Posted: Friday, 09 August 2002 09:20PM
Nix the useless..yeah its actually a good program...judged it before I got to know it, sorry about that. =)

Despite the degree to which I would care to customize the game is apparently un-doable so I'm not gonna worry about it. Prolly be having these posts stripped anyhow...they don't apply to the subject.

Anywho...the guy who made the thread should go back and change the name of the thing from Zogilator to Zogilator's NWN Viewer - to clear any possible confusion.
  Profile: Alexi_Al_Taris   Send Message To: Alexi_Al_Taris
Aydllan
Game Owner
Profile: AydllanNWN
NWN: SoU


Joined: 22 Jun 2002
From: Houston, TX
Posted: Saturday, 10 August 2002 10:36AM
Adding Custom NPC Portraits

Yet another tutorial about placing Custom NPC Portraits into the game. Despite the fact that there are a horde of tutorials for this, people are still having trouble. Through some stoke of luck, I am no longer in that category. (no jinx, please?)
I've been pulling my hair out for days over trying place custom NPC portraits into the toolset. I finally figured out my particular issue; I hope this helps some of those who are having trouble. I give many thanks for the patience of everyone who helped me or listened to me cry for help
The steps to doing this are posted in several places, so maybe this will help collect everyone's input.
Here are my results - be warned that not EVERY step is spelled out:

For Adding Custom NPC Portraits:
I'm going to expand upon eric33's post above.
1. Make the 5 .tga portrait files. If you are not sure how to do this, search the forums, you will find your answer. The five files should have filenames as described above: po_<NAME>_x.tga
where: x =H,L,M,S,or T
(as in Huge Large Medium(?) Small and Tiny)
pixel dimensions: H=256*512, L=128*256, M=64*128, S=32*64, T=16*32
<NAME> could be anything, with a char max of approximately 12?


Tip from JemyM:
It is very important that the filenames are absolutely correct. Also, the names are CASE SENSITIVE. To make things alot easier, make portraits with no capital letters

--> Save the tga's into the OVERRIDE FOLDER <--

2. Extract portraits.2DA using Zoli's NWN Viewer

2b. Using a text editor, add a line at the end that describes a similar portrait to the one you're adding, i.e. if you're adding a male elf, copy one of the el_m_XX_ lines.
To quote eric33:
- First column must be the index of the line (+1 from the last)
- Second column (BaseResRef) is the name of the file WITHOUT po_ and WITHOUT the last letter (H,L,M,S,or T)
For example for po_MYFILE_H, it must set to MYFILE_
- Third column (Sex) is the sex of portrait (for filter). 0 male, 1 female, 4 none
- Fourth column (Race) is the race of portrait (for filter).
This number is the first column value in the file racialtypes.2da
For other columns do as other existing lines

2c. Save your edited portraits.2DA

3. Place your edited portraits.2DA into a HAK PAK. *no need to override*

4. Open the Toolset, and create an NPC. Click the "..." box next to the portrait. Select the appropriate filters, and your portrait should be there.

My tip and why I had a problem: I believe it was for 1 of 2 reasons: When editing the HAK PAK, I did not close down the toolset for each new edition of the HAK PAK. It didn't always need to be closed, but it was working intermittently at that point. Everytime I did close it down, it worked.
There is a possibility of another problem, although I doubt its validity. Sometimes when editing the portraits.2DA, I placed a new line after adding my new entry. I recommend not hitting <enter> for a new line after your last line in the portraits.2DA. This problem is unconfirmed at this point, but it's just good practice anyway, for those very picky compilers out there.

I hope this helps to clear up some confusion. Feel free to correct any mistakes.

Here's another tip from JemyM:
Whenever you update something in the HAK file, remove the file first, save, then add it again & save.
There is a problem with only replacing an existing file that can make things to stop working.

Thanks JemyM!

Regarding Adding Custom Ambient Music:
I did a test tonight of mp3 bitrates. A lot of people are seemingly concerned about hitting a bitrate or even a file size limit. I just created a 54-MB, 5-song mp3 combination, converted from WAV format at 320 kb/s, 44.1 kHz. Just thought I'd throw that out there for general knowledge. If someone disagrees or has had counter experience with this, please let us all know!

If I made any mistakes, please point them out.
Thanks again to everyone that contributed to this!
-Aydllan

[ Edited By Aydllan: Saturday, 10 August 10:40AM (GMT) ]

[ Edited By Aydllan: Saturday, 10 August 10:43AM (GMT) ]

[ Edited By Aydllan: Saturday, 10 August 10:49AM (GMT) ]

[ Edited By Aydllan: Saturday, 10 August 10:51AM (GMT) ]
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"Look for something long enough and you will find it.
Look for something without understanding and it will find you."
-The Adventures of Grin, Richard, and Wu-Wei
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