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building a shop, help please

Posted: Mon Jun 12, 2006 5:28 am
by Crimzonfist
ok here's the problem im building my shop and when i go to verify the area from the toolset i can't select a character to play it with and when it does load i can't see the character it loads. now i designed a house with another character(that i actually never submited but anyway) and i could see the character i tested it with fine before but now i can't. so my question is whats the deal, i like to be able to see the character when testing my mods. it makes it much easier to determine if i have my invisible chairs for tileset chairs posistioned correctly and orriented right and what not.

do i need to reload neverwinter nights and start from scratch maybe just refigure you the hacks to load and redo them? *shrugs*

Posted: Mon Jun 12, 2006 5:36 am
by DarknessFallsLight
question first is did you try loading your Avlis char? if so then there will be problems unless you load the haks to this mod correctly. If thats not the case then whoops on my part ;)

Posted: Mon Jun 12, 2006 5:46 am
by Marleh
If I follow what you are saying, you're selecting F9 to jump right into the mod from the toolset? If so, then it will choose the first character on the list. If you want to change that, then you will need to make or change the name of your characters to have the proper one appear when loading the mod.

I hope this is what you were talking about.

Posted: Mon Jun 12, 2006 6:17 am
by Crimzonfist
darknessfallslight wrote:
question first is did you try loading your Avlis char? if so then there will be problems unless you load the haks to this mod correctly. If thats not the case then whoops on my part Wink
actually Marleh said it better than i did. :wink: its loading the first character on the list, which appears to be broken.


Marleh wrote:
you will need to make or change the name of your characters to have the proper one appear when loading the mod
Ill try that Marleh thanks

Posted: Mon Jun 12, 2006 6:37 am
by Crimzonfist
thanx Marleh that worked perfectly :good:

Posted: Mon Jun 12, 2006 12:21 pm
by Alexandru Stanicu
you can also simply save the module you are working on, close it and then open NWN hit play then New then Other then Premade.
Yes this is more steps but it allows you to pick which character you test with, and it also is more stable. I have noted that the "test module" launch tends to be very unstable. (probably due to large memory footprint for the two together as well as the file being shared between apps)

Posted: Mon Jun 12, 2006 1:24 pm
by Katroine
I always use Alex's method so I can test other sized PCs too.

Posted: Mon Jun 12, 2006 2:50 pm
by dougnoel
You can also leave the toolset running when you launch the game. Then you can create a little item that reloads the module. Then you can edit in the toolset, make the change and just reload the module without having to leave. This saves huge amounts of time and is much more stable.

Posted: Mon Jun 12, 2006 5:24 pm
by Crimzonfist
Dougnoel wrote:
Then you can create a little item that reloads the module
im not very good with scripting, how would i do that?

Posted: Mon Jun 12, 2006 7:05 pm
by dougnoel
Add this line to an item activation script soemwhere:

Code: Select all

StartNewModule(GetName(GetModule()));

Posted: Mon Jun 12, 2006 8:17 pm
by Silk
dougnoel wrote:You can also leave the toolset running when you launch the game. Then you can create a little item that reloads the module. Then you can edit in the toolset, make the change and just reload the module without having to leave. This saves huge amounts of time and is much more stable.
... and pray you have enough memory on your compuer...

Posted: Mon Jun 12, 2006 8:22 pm
by Crimzonfist
Silk wrote:
... and pray you have enough memory on your compuer...

well i've got 500 mb of ddr 400 so... we'll see...

Posted: Mon Jun 12, 2006 10:09 pm
by dougnoel
Silk wrote:
dougnoel wrote:You can also leave the toolset running when you launch the game. Then you can create a little item that reloads the module. Then you can edit in the toolset, make the change and just reload the module without having to leave. This saves huge amounts of time and is much more stable.
... and pray you have enough memory on your compuer...
Bah. I still do this on a PIII-800 with 384 MB of RAM. However, I also don't do this with full Avlis mods. That'd be crazy.

Posted: Mon Jun 12, 2006 10:35 pm
by Marleh
For building a player-owned shop you should be fine Crimzonfist. You will have very few scripts firing, you shouldn't have any spawns, and at most you probably have 3 or 4 areas. This should load easily, so no worries.

Posted: Tue Jun 13, 2006 1:43 pm
by CPU
This isn't only for Crimsonfist, but everyone else out there too that is building a shop or house. Always playtest your house, loading it up as a seperate game module for reviewing purposes. I am constantly amazed by the number of houses submitted where the player built the house in the toolset, and then just submitted it, instead of play-testing it first. This is very obvious when items are bumped from their location in the module, or items are left floating in air, or the usage of or improper usage of some placeables that when loaded - look like modern art and less like a placeable, picture frames sunk into walls or away from walls, area transitions that don't work, etc...

You should run through your house module in the toolset to check for errors. BUT always play-test your house module by loading it up as a single player game and run through it looking for mistakes. You'll be happy you did.