I have only the EE installed and the compiler (2003 or so) returns the message
“Unable to locate or open Neverwinter Night”
I guess the phenomen is already known, but I didn’t find a solution so far. Proleric wrote, that there might be some registry entries missing. Probably true.
The compiler tries to open “HKLM\SOFTWARE\WOW6432Node\BioWare\NWN\Neverwinter”, which doesn’t exist in an EE-Environment, and aborts.
- Does anybody have a solution?
- Why does the compiler try to locate NWN? Which component of NWN is needed to get the thing running?
You need to install Diamond. Also, if you are trying to compile models with a supermodel, you need to put the supermodel in the same folder as nwnmdlcomp or you’ll get an error. DO NOT put the supermodel in the /input folder.
I would also recommend using this version of nwnmdlcomp
nwnmdlcomp.zip (568.1 KB) as I’m not sure which version is on the Vault.
NOTE: You still won’t be able to decompile models compiled with the .34 or .35 compiler. You’ll need CleanModels EE for .34. For .35 there currently isn’t a decompiler available.
Never got it to work with NWN EE either, so I just do it in-game via console commands instead now. Worked well enough so far.
Just in case you haven’t come across it yet, here is some further info.
The compiler wants a directory with the “chitin key” in it. I don’t know why, but it needs to be a copy of the original 1.69 chitin key. Maybe it’s to query the NWN-Version.
Step 1: Create a directory, i.e. c:\temp
Step 2: Drop the chitin.key into that directory
Step 3: Launch Regedit
Step 4: Create the Key “HKLM\SOFTWARE\Wow6432Node\BioWare\NWN\Neverwinter”
Step 5: Create a String in the new Key with the name “Location”. The Value is the name of the just created directory (“c:\temp”)
That’s all, the compiler will now work as usual. But beware, this will not circumvent the restrictions for the old compiler mentioned by PsteMarie above. It just gets the thing running as if Diamond is installed on the same machine.