Huh. Stumped on this one.
The Custom Item Palette, when I click on it within the current module I am building, displays only the following -
Merchants
+ Special
- Custom 1
- Custom 2
- Custom 3
- Custom 4
Basically the Custom Item Palette displays what the Custom Merchant Palette displays.
I thought it may have to do with a hiccup in a modified .2da file within the HAK itself. To test this, I loaded up a backup of the module using the same HAK.
The result is that the Custom Item Palette is fine in the backup, displaying the palette selections that one would see under the Standard Item Palette Tab.
So with the HAK not the issue here, I'm stumped as to what has caused this?
In testing items that I know are under the Custom Item Palette, within game, I can use the dm_spawnitem function and spawn items from the Custom Item Palette via their resref, so they do exist.
When I have clicked on the Custom Item Palette and highlight Merchant, right-click, select NEW, I do receive the "Item Wizard" and the menu to create a specific Item Type. So the module knows what palette it is in. When I do this and create an item, after entering in the resref name, it offers me the opportunity of where in the palette this item should go. It displays the list as expected.
+ Armor
+ Creature Items
+ Miscellaneous
+ Plot Item
+ Special
+ Tutorial
+ Weapons
Clicking finish returns -
Access Violation at address 004082F5 in module 'nwtoolset.exe'. Read of address 00000004.
Then, the Custom Item Palette returns as expected, displaying all of the custom items that have been created for the module.
This is a single player module.
F9 still works within the toolset and the PLAY button is still available, so the module never became corrupted by this but I'd like to know as to how this may have happened, so I can avoid it in the future.
Thanks,
FP!
Modifié par Fester Pot, 06 mars 2012 - 11:21 .