Yeah, working with the toolset can be very terapeutical, even though you go crazy and scream at the computer a lot too, out of frustration of this quite buggy game . To me it’s been mostly great fun to do modules, and I started just 3 years ago with this when I thought there were no games around that I liked anymore, and I realized, ok, I’ll have to make my own adventures. And it’s been a lot of fun! (even though I purchased NWN2 on launch day)-
Do you have the game on old DVD/CD disks? To install it that way is a nightmare and almost undoable in this day and age. You have to, in my opinion, by the game from GOG, then it’s just to install and run. At least that’s my experience. I have both the GOG version and my old disks.
1 When you put placeables in an area if they’re just decoration then you can move your mouse over them while clicked to select them all. You can also do this by holding shift and clicking each one.
2 Right click the mouse when they’re all high lighted.
3 Select change placeables to environment objects.
4 Now they’re useless and are not solid so wont affect the walkmesh which means you can run through them.
5 Go to triggers and select the walkmesh cutter then click roughly around each point where the environment objects are and it’ll make a blue outlined shape which automatically joins itself up as you go
6 Now when you bake the area nobody can run through them and it saves on memory etc and makes baking easier than having the computer work out all the placeables footprints.
No problem I know what it’s like being clueless with the toolset, but it’s worth it when you get something done.
One thing if you haven’t already turn off autosave it can make it crash and wipe your stuff, go to view then options and you’ll see it. Just save often when you’re ready and do a save as with a different name so you can swap from one to the other as you save. Also the appearance wizard ( character properties, basics section ) can go wrong too so beware. It can be very annoying.
Hmmm, don’t know exactly how you did the invisible bridge but…
You can make an invisible bridge, I guess, by using the Collision Box under Blueprints/Placeables. That object is invisible. You can then resize that thing to your liking. You won’t see it however unless you go to the Collision menu and mark C2 Data. This way you won’t need walkmesh helpers, I believe.
I can honestly say that I have almost never used the walkmesh helper.
Edit: For some reason you don’t see the Static and Walkable stuff on the default Collision Box, but if you right click the collision box and do Copy Bluprint and then Module you will have your own copy of this where you can edit things freely.
had to place a Bridge, bake it and then edit it’s appearance to be nothing…Oddly enough the Baked Mesh looks just like my walkmesh helper one, so it HAS to be some other setting on the “walkmeshhelper placeable” messing me up.
There’s no walkmesh trigger that I’m aware of. I don’t know of any way to dynamically change the walkmesh; it’s effectively frozen in stone. Possibly you can have two identical regions in sections of an area and teleport between then. But then both would show up on the area map.