Author Topic: RE: SOLVED [Replacing BioWare Blueprints in a HAK Appearing on Both Custom and Standard Palette]  (Read 415 times)

Legacy_Pstemarie

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               Just thought I'd share this with the Community...

Anyone familiar with Project Q will no doubt have noted that the BioWare replacing blueprints included in the Q haks appear on both the Standard and the Custom palettes. While this may seem a minor issue to most, I have always felt the custom palette should be the exclusive domain of the Builder.

I have found a way to FIX this. By changing the PaletteID of the blueprint to 255 (using GFF Editor or whatever utility you prefer), the blueprint NO longer appears on the Custom palette. The only apparent side-effect is that if you EditCopy a blueprint with a palette ID of 255, a dialog window will open prompting you to assign one when you try to save the blueprint.

Furthermore, I'm happy to report that, as of Q v1.4, the custom palette will be devoid of any blueprints save those that Builders choose to import from the Q ERFs or create themselves.
               
               

               
            

Legacy_Zwerkules

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               Good work, Pstemarie!
               
               

               
            

Legacy_TSMDude

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               Is this something that could be released for everyone or is this only ProQ? I would love to have that function but understand if it is only ProQ as it would be extremly useful to just about every PW builder out there as well as really any module builder.

Wait...all i have to do is change that to 255? Thats it?
               
               

               


                     Modifié par TSMDude, 24 avril 2011 - 01:38 .
                     
                  


            

Legacy_Pstemarie

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               Yeah, just change the PaletteID number in the blueprint from whatever its currently set at to 255. I use GFF Editor to open the files and change things.

Note that I'm talking about a blueprint in a hak that has the same ResRef and tag as one of the default BioWare blueprints. Example: in the q_!armoury.hak we have a blueprint Light Mace (nw_wblml001.uti). Since it overwrites the default BioWare blueprint of the same name and the PaletteID parameter is set to 42, the Q version appears on both the custom and standard palettes. By changing the PaletteID to 255 the Q version no longer appears on the custom palette - just the standard palette.

Furthermore, if you edit the blueprint listed on the standard palette you will see that the Category field in the Item Properties window now reads "UNASSIGNED". If you attempt to save the blueprint a dialog window opens, prompting you to assign it a category before you can save.

This also has further application for hiding custom blueprints. Just set the Palette ID to 255 and the blueprint no longer appears on the custom palette.

A big thank you to Ben Harrison. If I hadn't been poking around in his Familiar and Companion Fixes, I would never have noticed the odd setting for the PaletteID on the bluieprints and said to myself, "Self, what's this all about?"
               
               

               


                     Modifié par Pstemarie, 24 avril 2011 - 11:20 .
                     
                  


            

Legacy_Lightfoot8

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               Would It not be simpler to just set up your own Custom Palette and place it in a hak. That way you would not have to change any of the entries in the blueprints. Just make all the current catagories in the skelton palette to where they do not show and make new ones that you can build from.

Or if you even just changed the ID numbers in the custom palette would work as well. All blueprints made with the olad numbers would still have them in the blueprints and would no longer show. Anything made while the new palette ID where in effect would show. Scripting would still have access to all the blueprints.


Edit:  Also If you chande the tree node TYPE filed to 2 it will not be displayed in the palette.  You can just move all of your unwanted buleprints to a single catagory in the toolset, then modify the one catagory tyoe field in the skeleton blueprint to remove them all at once.

For more information on the Palettes see Documentation: ITP Format
               
               

               


                     Modifié par Lightfoot8, 24 avril 2011 - 11:42 .
                     
                  


            

Legacy__six

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               As I recall anything that was added to a non-visible palette node (with the exception of 255) actually instead of disappearing completely would appear in the Tutorial or Custom sections instead, merely moving the clutter elsewhere.
               
               

               
            

Legacy_Lightfoot8

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_six wrote...

As I recall anything that was added to a non-visible palette node (with the exception of 255) actually instead of disappearing completely would appear in the Tutorial or Custom sections instead, merely moving the clutter elsewhere.


That was not my experence way back when I played with it.  I could be wrong there though.  Still if the plaette catagory TYPE field was changed to 2. the entire catagory would still be there and just not show up on the palette.
               
               

               
            

Legacy_Pstemarie

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               Lightfoot, your method would probably work as well. However, changing the palette ID references in the ITP file as you suggest would invalidate any custom blueprint made prior to installing the new ITP file. Furthermore, breaking backwards compatibility for Builders using Project Q is the last thing I wanted to do.

Also, if you change the ID in the ITP file, any default blueprint you edit will become invisible on the custom palette -unless the Builder remembers to assign it to one of the new categories. If the dialog prompt  never appears and prompts you to assign a category (which I don't think it will since the original categories would still be valid), less experienced Builders will tend to overlook this step - causing no small amount of headaches. 

P.S. Thanks for the link. I've already got - and read numerous times - all the Bioware documentation, but I'm sure others will find the link useful.
               
               

               


                     Modifié par Pstemarie, 25 avril 2011 - 11:42 .
                     
                  


            

Legacy_Shadooow

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               Had this problem too with community patch (I made war cry scroll) and solved it exactly the same way as you... Note: the same problem happens even to new blueprints added into bifs.
               
               

               
            

Legacy_henesua

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               Thank you! I hated the clutter, and am glad to see that it is solved.
               
               

               
            

Legacy_OldTimeRadio

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               I am kicking this for Great Awesomeness.  Thanks to Pstemarie and others for the information!  Very handy.
               
               

               
            

Legacy_henesua

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               I am rethinking this and wondering if the paletteid can be anything that is not defined.

The question is: what is the largest possible value for a paletteid?
               
               

               
            

Legacy_Lightfoot8

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               255
               
               

               
            

Legacy_Cursed Eclipse

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               Unfortunately my english is not good enough ...but I would like to thank the people who have created this guide, now in fact, I can finally replace the standard creatures ... whit the SAME standard creatures!
but this time the creatures are in the custom palette! so I can edit them without creating any copies, and in this way I can use  the standard bw encounters...<- bw encountres very well balanced  but just for low level character, not  for high-level!  

this is amazing for me.
1000 thx