Is it possible to change the banner displayed in the module select?
If so, how?
Probably. Take a look at Custom Content Challenge - June 2022 : Celebrate 20, especially the overrides. If you are so inclined you can put override files into a hak instead of the override folder. They then just operate for the module that uses that hak.
My guess is that what you want to may well involve both a model as well as the graphic you want to replace (but don’t quote me, the UI is not really my thing). Alas, I don’t know the names of the files that you want to change.
TR
First thing is to discover the name of the banner. Typically it will be named gui_* .tga though new ones might be .dds I guess.
Had a quick look, couldn’t easily find it, but files added for EE are often tucked away in odd corners such as the install ovr or the bd_* .bif containers.
Once found, it should simply be a matter of over-riding that image with one of the same dimensions.
GUI elements displayed before module selection cannot be over-ridden by the builder, because the module and its haks haven’t loaded yet. The player has to choose to install the override.
This can go in the override folder or a patch hak. If the latter, you must supply a .dds version of the image, even if the original is .tga, owing to the arcane rules about which version of an image takes precedence.
Digging into this, it seems to be defining this in /%nwndir%/data/mod/repository.json, which contains an array of entries like:
{
"uuid": "3f3efcf4-84e4-451c-b0a1-b493a6755811",
"name": "Eye of the Beholder",
"description": "A two-part remake of the classic game by Westwood/SSI.\n\nEye of the Beholder\n\nA drow spy was captured two nights ago by Oltec, Captain of the Guard. Under interrogation, the drow revealed a disturbing plan. He claimed to be working for a being named \"Xanathar\". The spy claimed that \"Xanathar\" is an evil crime lord that inhabits the deepest part of the sewer system. Supposedly, Xanathar magically teleported this drow into the city to spy on the Lords of Waterdeep, but was unable to use his magic to teleport him back underground safely. Speak with Khelben Blackstaff to find out more information that could help you before setting out on your journey.\n\nLegend of Darkmoon\n\nYou are summoned by the wizard Khelben Blackstaff, and sent to investigate the dreaded Temple Darkmoon. The heroes of Waterdeep are sent to investigate strange disappearances from villages north of the city in the outline areas of the dark forest. Reports have been made of discoveries of human remains in shallow graves. The clues seem to lead to the Temple Darkmoon, which appears to be a peaceful sanctuary, run by divinely-inspired priests. You must explore the temple, deal with its inhabitants, avoid traps, and battle monsters to discover the temple's evil secrets. Alas, as often happens, appearances are deceiving, and the Temple's dark secret is up to the player to unfold.",
"author": "Rick Francis",
"created_at": 1623060670,
"updated_at": 1624297787,
"header_image": "assets/3f3efcf4-84e4-451c-b0a1-b493a6755811/header_image.jpg",
"modules": [
"5670242b-2b49-4127-a321-68f0ca728cf0",
"fe243e79-ba98-4f3f-bcce-7096068f556d"
]
},
So I suppose the way to go about it is to create your own version and point the header where you have the graphic, but I’m not sure it will work putting it in a hack to distribute it.
Hmm, further experimentation required.
This will not work for local modules (e.g. Documents/NWN/modules). There’s no repository.json there; and the banner currently cannot be embedded inside the .mod file itself. This was a stretch goal that never had happened. I don’t feel too bad about it, since this was never a feature in the first place before CI either.
I’m afraid you’re stuck with the generic banner if you run from Local. You could deploy it e.g. to a nwsync CI repo, and the CI repo would provide the repository.json and the banner; much like you already found on the curated repo.
Not the end of the world, but unfortunate. Thanks for the clarification.