New here and trying to get into building a simple module. I’ve completed the Bioware tutorial and made a simple scenario for practice and I’m really enjoying the challenge but there are a couple of small things i can’t get. Any help would be appreciated as there are so many small things I can’t find in the tutorials.
I have a book into which I want to place some text relevant to the plot. I’ve managed to alter the description of the book but that is in the identified/unidentified description. Is this the correct place for text and where do I identify whether or not I want the book to be identified upon picking up?
My PC can pick up this book but it doesn’t automatically open their inventory as it does in the actual game and I can see no controls to do anything to the PC. Is this a setting only changeable when someone plays rather than just tests the module?
Should the book be a placeable item requiring updating all instances ( I’m working on a copy of Helm’s Hold) ? I have no plans for any other copies of this book ( its a one off book pickup with text inside to further the plot) so is there an easier way of doing this?
Thanks in advance for any help you can offer.
The identified description is the right place for the book’s text. You can set the item as identified on the Advanced tab (the default unless the book has item properties) or using SetIdentified in aa script (see Lexicon).
I’m not sure I understand point 2. Picking up an item doesn’t normally open your inventory. When an item is acquired, though, you can script the module event to OpenInventory (or ActionExamine to read the description).
Normally, a book is an item, not a placeable. Either way, you can update all instances, or just those in the current area (which might only be 1 in your case). If you’re not on EE yet, I’d recommend NWNTX, because updating all instances is one of many things it does much faster than the native toolset.
An item is normally in a placeable, such as a bookcase. Alternatively, it can be painted directly into the area - on a table, for example. You can have a book placeable, too, scripted to turn into an inventory item when used, but in the specific case of a book, there’s no real advantage (this trick is more commonly used for items whose models don’t look good when on the floor).
@Proleric has just about nailed it but on that last point there can be other reasons for having a placable that turns into an inventory item and not just the look of it. Take my micro maps for example. As placeable’s these can be placed onto a wall and yet can be grabbed and put into the PC’s inventory.
On the matter of books you might find this thread gives you a few ideas for non-Forgotten Realms ones amongst other things.
Thanks, Proleric and Tarot. I apologise for my lack of knowledge of building but I’m learning, I promise It really is great to have folk willing to help newcomers. It must be frustrating to see simple mistakes like these being made.
Anyway, Proleric, I’m not fussy whether the book is identified or not so i’ll stick with the non-scripting option. Point 2, you are absolutely correct. for some reason I was thinking of how the other inventory opens when looting a corpse or container.
Thanks for the info on the book being an item. I’ll change that. I am using EE through Steam on a Mac using Wine ( I suppose I’m lucky its working at all ) !! Not sure what NWNTX is but Im guessing its not available to me through Wine.
Tarot, I’ve had a look at the links you suggest. The one on books looks terrific with all the links but brings me to another question that has been growing since I started this venture. A huge part of the community here seems to be creating resources which can be used by others. However, knowing nothing about scripting or indeed which files go where I’ve been reluctant to dip my toe anywhere near the water. When you say some of these resources require no additional scripting or haks do you mean they will self extract into the correct places without me having to do anything?
As you can imaging, having finally managed to get this working on my iMac, I’m reluctant to screw everything just by being greedy about extra resources.
Thanks again to both for both for your prompt and knowledgeable help.
Occasionally RL gets in the way and delays a reply so don’t stress if it takes a little time before you receive one.
Right. First off, there’s no need to apologise for ignorance. Everyone on here was in your position at some stage (No flash of inspiration or eureka moment ).
In the majority of cases (if not all) for the files at the end of those links no. Now to be honest I know little about apple computers so I might be steering you wrong with the next bit, OK? Now assuming that the folders used are the same as for the PC version - First look in the folder that contains the folder that contains your custom module. It should be called mod. In which case there should be 20+ other folders there. These folders will have names like erf, hak, tlk, etc. You just put the files with the matching extension in each folder (e.g. .erf files in the folder marked erf).
To actually use the stuff in your module just follow the instructions in the readme file that should be part of the download. Any problems just ask in here.
Thanks. Had a look on my Hard Disc and this is the nearest I could find, although I note there doesn’t seem to be an “erf” folder.
I’m guessing that folder is vital? Couldn’t find it on a search either. If it is then no problem. I have way too many resources to have a look at just now anyway. I’m having fun!
My NwN EE User data folder (“Drive:\Users\ My Name\Documents\Neverwinter Nights” Win 10 - bits in Italics changed for security reasons) contains all these folders (removed 3 that weren’t relevant).
You can definitely create an erf folder and put any erf files you download into that. You could also create a screenshots folder as well unless your mac handles screenshots differently to a PC.
Thanks again, Tarot. I’ll try creating an erf and a screenshots folder.
If you don’t hear from me again it all went very badly . . .