Author Topic: opening Kingmaker (or other premium modules) in the toolset ?  (Read 2737 times)

Legacy_MrZork

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opening Kingmaker (or other premium modules) in the toolset ?
« on: September 28, 2010, 06:20:01 am »


               Sorry, for a very basic question, but I was trying open up Kingmaker in the Toolset and I couldn't find the module to open. It seems to play fine (I played for a little while and then got curious how something was scripted). I looked in the NWM folder and Neverwinter Nights - Kingmaker.nwm is there, but it doesn't look like a normal module, since it's only about 6,131 bytes. I am assuming that creating a copy of that file in the modules folder and renaming it Neverwinter Nights -
Kingmaker.mod won't be helpful.

How does one examine Kingmaker in the Toolset? Is this issue present in the other premium modules as well?

BTW, it occurs to me that this maybe be some attempt at piracy prevention, but I have purchased
NWN Diamond (more than once, in fact) and I
haven't had trouble opening the three main campaigns (after adding the
codeword parameters to nwnplayer.ini).
               
               

               
            

Legacy_Shadooow

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #1 on: September 28, 2010, 08:41:16 am »


               Premium modules and haks are encrypted, it is piracy prevention as the modules need connection to the master server so if you could edit them you could avoid it.



Very sad solution and reason I didn't bought them.
               
               

               
            

Legacy_simomate

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #2 on: September 28, 2010, 12:32:24 pm »


               Edit: Nevermind.
               
               

               


                     Modifié par simomate, 28 septembre 2010 - 11:33 .
                     
                  


            

Legacy_MrZork

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #3 on: September 28, 2010, 09:58:39 pm »


               Well, shoot. I guess the encryption might also explain why those modules take so long to load from a saved game (during the "unpacking module" phase).



I thought that the versions of the premium modules that shipped with NWN Diamond didn't need to "phone home" to start. Maybe they don't and it's just the encryption that is an issue here?



Thanks for the info.
               
               

               
            

Legacy_Lightfoot8

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #4 on: September 28, 2010, 11:24:29 pm »


               I looked at it for a couple of minutes.   I see no easy way to open the mods in the toolset.   The  file looks to be nothing more then a empty shell with a Custom script placed in the OnClientEnter event.  That custom script loads the rest of the module and creates the hak it needs after the game is ran.  Even then the Saved game is still not in a format that the toolset will open.
               
               

               
            

Legacy_Mudeye

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #5 on: September 28, 2010, 11:44:02 pm »


               There's a link to something in the old forums about this:
http://nwn.bioware.c...724588&forum=42

The idea seems to be to copy your Kingmaker.nwm file into the modules folder and change the extension to be .mod.
Then you should be able to edit it.
               
               

               
            

Legacy_Lightfoot8

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #6 on: September 29, 2010, 02:47:47 am »


               As already stated.  The Premium modules are in a different format.  The toolset will not open them.
               
               

               
            

Legacy_MrZork

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #7 on: September 29, 2010, 06:03:10 am »


               Yes, there is something different in both the header and content for the Kingmaker module and for it's saved game files. However, it still seems to follow the basic ERF list format, so that the saved games are open-able in (for example) Leto. I was able to do what I wanted using that tool and, though I had wanted to check the scripting, it looks like things are okay.



(FWIW, the module starts by giving the PC a special weapon that gets upgraded as the character gains levels. The player gets to choose one of many weapon types that he prefers. But, since I was trying out a monk character, there weren't any weapons that I liked. I wanted a set of gauntlets that would get upgraded periodically. Using Leto, I was able to get them into the saved game and they seem to work just as the weapons would, though I have to be careful that the upgrades I choose are appropriate for gauntlets.)
               
               

               
            

Legacy_Green_Dragon123

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #8 on: October 03, 2010, 05:46:50 pm »


               I want to open the official modules and have added "CODEWORD=hacktastic" to the nwn.ini. Still only the Prelude module shows up. Is there anything else I should do?
               
               

               
            

Legacy_Fester Pot

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #9 on: October 03, 2010, 07:23:39 pm »


               You need to copy the official modules from the Neverwinter Nights\\nvm directory to the Neverwinter Nights\\modules directory, then rename them to have a .mod extension rather than a .nwm extension.

FP!
               
               

               


                     Modifié par Fester Pot, 03 octobre 2010 - 06:26 .
                     
                  


            

Legacy_Green_Dragon123

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #10 on: October 03, 2010, 08:33:56 pm »


               Ah..good. Thanks.
               
               

               
            

Legacy_Lightfoot8

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #11 on: October 03, 2010, 08:39:34 pm »


               Or you can right click on the module in the nwn folder and select 'OpenWith' from the pop up window.   then select the toolset by browsing for it or from the list provided.  If you check the always use selected program check box when you do this, you will then be able to open the modules by just double clicking on them.  



Note: This is a windows OS method.  I do not know if it works with the other OS's
               
               

               
            

Legacy_Dylmani555

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #12 on: April 29, 2012, 12:04:40 pm »


               (Sorry for necroing here, just want to contribute something here)
I also found that when opening a module in the toolset by going File > Open, you can click "Campaign Modules" at the bottom, to edit the main 3 campaigns, although it seems to only allow you to load up ones that you have already completed. But if you DO edit them and save them, it will alter the official game for you, eg I made it so the old man in the prelude levels you up twice, and it does now, although you now receive no experience at the end of the stables where you normally would.
               
               

               
            

Legacy_MrZork

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #13 on: April 30, 2012, 08:19:24 am »


               You can edit nwnplayer.ini so that you can edit the Bioware campaign modules earlier by making sure that file has the lines
CODEWORD=hacktastic
CODEWORD XP2=barkeater
CODEWORD XP1=ffrodriguez
Also, see Lightfoot8's comment above.

Also, you can edit M1Q0EFentEND.nss to change how XP is given at the end of the prelude (in the stables).

Have fun modding the BW campaigns. I would guess that's how most people get interested in NWN modding (at least for coding). IMO, changing things so the campaigns are harder makes them more fun.
               
               

               
            

Legacy_tekkas

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opening Kingmaker (or other premium modules) in the toolset ?
« Reply #14 on: June 27, 2012, 12:36:57 pm »


               I was wondering how to do the same thing and the strangest thing happened to me today which prompted me to search this forum because i cannot reproduce the result.I was trying to add custom music to my module and after bmu coversion and 2da editing i made a hak pak and when i went to add the newly created hak pak to my module properties the drop down list it was in also included kingmaker.hak as well as witches wake.hak and shadowguard.hak. Anyway i had a problem with my custom hak that i made so i deleted my module and decided to start from scratch.Now however, whenever i try to add haks to my mod properties these no  longer appear.The premium modules are incidently contained with .hak ext in the hak folder contained within the nwn main directory.
go figure????