Author Topic: Custom Item Palette Question  (Read 409 times)

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Custom Item Palette Question
« on: March 06, 2012, 10:45:28 pm »


               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 .
                     
                  


            

Legacy_Lightfoot8

  • Hero Member
  • *****
  • Posts: 4797
  • Karma: +0/-0
Custom Item Palette Question
« Reply #1 on: March 07, 2012, 01:39:29 am »


               

Fester Pot wrote...


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.

Loaded with with what, The game client  or the toolset?   Either way I do not think the toolset rebuilds the palette on load and the game client will just load the palette that was packed into the module reguardless of what is in the haks in reguards to 2da's or palette skeltons.   


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.

It sounds like the Item palette was corputed.   When the "Item Wizard" give you the option of where to place the item in the palette, it is reading from the custom item skelton palette and not the custom item palette that was crroupted.   When It did not find the spot in the Item Palette that you selected in the skelton palette it throw the error and forced a refresh/rebuild of the palette.    




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.


It just sounds like the paette had a bad build.  You can rebuild it by either rightclicking in the palette in the toolset and selecting the refresh option or by building the module with the build palettes option checked.   

That file becoming corupt is not a big deal.   In the toolset it is easy to refresh/rebuild, in the Client the only thing it is used for is to Fill the Palettes for the DM client.    All of the resources in the game will be avaliable to scripting/Console reguardless of  them being on the palette or not.  

As to the cause.   I don't have a clue.     
               
               

               
            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Custom Item Palette Question
« Reply #2 on: March 08, 2012, 04:48:49 am »


               Thanks Lightfoot. It's not happened since so I'll just leave it as an unsolved mystery.

FP!