Author Topic: Tool-set pallet Fix  (Read 476 times)

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« on: May 15, 2014, 10:14:37 pm »


               

Due to popular demand for some of the newer CEP outfits (people will still be majority ways out of luck on the bare fem tops as I will make it difficult to play in server without covering your lady top)I will attempt to arrange the server to the CEP2.


 


Well as much as I admittedly like the idea of DM tools and Player Tools having their own category I didn't much love the pallet being Un-editable with standard content on the custom items pallet, so I was wondering how Do I fix the pallet to accept changed on CEP2 items in the custom pallet (Example Fixing the broken sword and adding a basic description to new items that have none.)


 


this also brought up the OMG what that the starter module was filled with so many scripts that I DID NOT want to be usable by players as I had desired to do something similar in a different way or do something similar with a different widget.


 


put simply the CEP2 starter module is too specialized but not designed to be designer friendly is there a way to fix the pallet and maybe cut the starter down to size a bit so it is open to more custom content less pre-made content.



               
               

               
            

Legacy_rjshae

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Tool-set pallet Fix
« Reply #1 on: May 15, 2014, 11:39:40 pm »


               

I guess you probably meant palette... ':whistle:'



               
               

               
            

Legacy_Rolo Kipp

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Tool-set pallet Fix
« Reply #2 on: May 16, 2014, 02:44:34 am »


               

<loading up...>


 


A good tutorial by Henesua for modifying the palette can be found Here. (Read to the end, as there is a lot of great info toward the end of the thread)


 


Which in turn links to "Custom Palette Help" which has some great info by Lightfoot.


Edit: Also this bit by Lightfoot applies to your question directly.


 


And that links to a good tutorial by MDA that doesn't appear to be up any more :-(


 


<...the pallet>



               
               

               
            

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« Reply #3 on: May 16, 2014, 04:56:25 am »


               


<loading up...>


 


A good tutorial by Henesua for modifying the palette can be found Here. (Read to the end, as there is a lot of great info toward the end of the thread)


 


Which in turn links to "Custom Palette Help" which has some great info by Lightfoot.


Edit: Also this bit by Lightfoot applies to your question directly.


 


And that links to a good tutorial by MDA that doesn't appear to be up any more :-(


 


<...the pallet>




Thanks this should help greatly with the toolset problems but will this help me fix the can not be edited problem with the CEP2.4 custom pallet item or am I stuck remaking them if I want them in my server?


               
               

               
            

Legacy_SHOVA

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Tool-set pallet Fix
« Reply #4 on: May 16, 2014, 05:05:17 am »


               

you're problem with the blueprints of the items from cep, is that those blueprints are in the CEP haks themselves. Make copies of them via the toolset, to edit what you want.



               
               

               
            

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« Reply #5 on: May 16, 2014, 05:52:37 am »


               


you're problem with the blueprints of the items from cep, is that those blueprints are in the CEP haks themselves. Make copies of them via the toolset, to edit what you want.




On CEP1 I was able to correct the spelling on an item and the appearance on another and have it stick without copying it, what i am concerned about is the way the hacks and item category are making the tool set act, you cant set an item to 0.0 or 180 using the drag function when rotating it without an error message, and there are items I do not desire that are refusing to be deleted (ones in the pardon my using this "DMFI/C.R.A.P. tools" menu I will save the module and when I open it again there they are the items I have NO desire to keep items I know are form a export pack I have a specific detest for because of how easy it is to given the wrong powers to the worst person.


 


I said it before I will say it again the starter module is too Specialized to a specific type of you want this and NO I don't wan them at all; this is why I am leery about the player run update.


 


I am not speaking of the actual appearance of items in the hacks the mesh is fine clipping aside I am talking the categories like


 


Armor


-Clothing


--(+0 AC cloth Armor name)


--(Armor with liek +1ac made for monk or mage)


-light


 


 


I want to take that and turn it into 


 


Armor


-Clothing


--(+0 AC cloth Armor name)


-Cloth Armor [added custom toolset Pallet category]


--(Armor with liek +1ac made for monk or mage)


-light



               
               

               
            

Legacy_Michael DarkAngel

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Tool-set pallet Fix
« Reply #6 on: May 16, 2014, 07:02:41 am »


               




<loading up...>


 


And that links to a good tutorial by MDA that doesn't appear to be up any more :-(

 


<...the pallet>




 


Took the forums down from my site because no one was using them.  However, that tutorial has been moved to the TBotR Wiki


 


Customizing the Toolset Palettes


 


If it's of any use you can find it there.


 


icon_zdevil.gif


 MDA


               
               

               
            

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« Reply #7 on: May 16, 2014, 07:24:11 am »


               


 


Took the forums down from my site because no one was using them.  However, that tutorial has been moved to the TBotR Wiki


 


Customizing the Toolset Palettes


 


If it's of any use you can find it there.


 


icon_zdevil.gif


 MDA




Wow prefect, now how do I get the cep2 tool-set to stop misbehaving with items I want to delete (not the blueprints need mind you the item in the category)


 


Wait a sec does this effect the actual hacks in the server?



               
               

               
            

Legacy_SHOVA

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Tool-set pallet Fix
« Reply #8 on: May 16, 2014, 02:00:02 pm »


               

As I said, the problem you are having is because CEP2 team put the blueprints of the items into the haksets. To remove them you have to open the CEP2 haks,[using nwnhak in the utilities folder] and delete the .uti files from the hak. (those are items.) ((.utc are creatures, .utp files are placeables, .utd files are doors and so on))[[do not delete the creature skins, claws, bites or slams, as that will cause you other problems later]]  Once done you can remove the items from the mod pallet, by clicking on the refresh pallet option. Until you do this, your problem will continue. The reason the CEP1 didn't have this issue is that they put all the blueprints into a .erf, that could be imported into the mod. There is not going to be a fix for this issue from the CEP2 team, at least until the new update is released. I doubt the new team is going to go back and change the starter mods from before, seeing as it would just be a waste of their time.



               
               

               
            

Legacy_boodah83

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Tool-set pallet Fix
« Reply #9 on: May 16, 2014, 03:33:34 pm »


               


As I said, the problem you are having is because CEP2 team put the blueprints of the items into the haksets. To remove them you have to open the CEP2 haks,[using nwnhak in the utilities folder] and delete the .uti files from the hak. (those are items.) ((.utc are creatures, .utp files are placeables, .utd files are doors and so on))[[do not delete the creature skins, claws, bites or slams, as that will cause you other problems later]]  Once done you can remove the items from the mod pallet, by clicking on the refresh pallet option. Until you do this, your problem will continue. The reason the CEP1 didn't have this issue is that they put all the blueprints into a .erf, that could be imported into the mod. There is not going to be a fix for this issue from the CEP2 team, at least until the new update is released. I doubt the new team is going to go back and change the starter mods from before, seeing as it would just be a waste of their time.




 


You could also just remove cep2_add_sb_v1.hak (most of the blueprints are in this) and cep_build.hak (only blueprints for some nwn2 placeables) from your module and use the erfs included in CEP 2 to import stuff, this way you can edit/delete every item as you please. This method has it's downsides, too, though.


               
               

               
            

Legacy_The Amethyst Dragon

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Tool-set pallet Fix
« Reply #10 on: May 16, 2014, 07:09:59 pm »


               

Yup, cep2_add_sb_v1.hak is your problem.  When a blueprint is stored in a hak file, any changes you make vanish when the toolset is closed.  Until that point, your edited blueprint is actually sitting in your NWN/modules/temp0 folder. Look for the recently modified .uti files.  You can copy them out of the temp0 folder before saving/closing. 


 


After saving a copy of your modified blueprint, remove that hak (and possibly cep2_build.hak) from the module's custom content list. You'll lose any other blueprints that were stored in that hak.  Save, close the toolset, and reopen it.  Reopen your module, copy the modified blueprint file into the newly-created NWN/modules/temp0 folder, go into the toolset, right-click on the item palette, and pick "refresh palette".  Your modified item should now appear properly.


 


Or (assuming you're making a multiplayer server and not a single-player module) you can keep the blueprints hak as it was, put your modified blueprint file into cep2_custom.hak and add/move that custom hak to/near the top of your hak list for the module.  Doesn't work with a single-player module though, since you don't want to give players an alternate form of the cep2_custom.hak as it could mess with any other CEP module/server they play on.


 


For CEP 2.60, I'm going to be moving cep2_add_sb_v1.hak to "legacy" status...keeping it in the download to stay compatible with older modules that might use it, but moving any blueprints within it to one or more .erf files.  Just because of this "pain in the posterior" process that having blueprints (and scripts) in a hak causes a builder to go through to change anything.


 


The starter module I make for 2.60 will not include the hak-stored blueprints or scripts.



               
               

               
            

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« Reply #11 on: May 16, 2014, 07:39:47 pm »


               


Yup, cep2_add_sb_v1.hak is your problem.  When a blueprint is stored in a hak file, any changes you make vanish when the toolset is closed.  Until that point, your edited blueprint is actually sitting in your NWN/modules/temp0 folder. Look for the recently modified .uti files.  You can copy them out of the temp0 folder before saving/closing. 


 


After saving a copy of your modified blueprint, remove that hak (and possibly cep2_build.hak) from the module's custom content list. You'll lose any other blueprints that were stored in that hak.  Save, close the toolset, and reopen it.  Reopen your module, copy the modified blueprint file into the newly-created NWN/modules/temp0 folder, go into the toolset, right-click on the item palette, and pick "refresh palette".  Your modified item should now appear properly.


 


Or (assuming you're making a multiplayer server and not a single-player module) you can keep the blueprints hak as it was, put your modified blueprint file into cep2_custom.hak and add/move that custom hak to/near the top of your hak list for the module.  Doesn't work with a single-player module though, since you don't want to give players an alternate form of the cep2_custom.hak as it could mess with any other CEP module/server they play on.


 


For CEP 2.60, I'm going to be moving cep2_add_sb_v1.hak to "legacy" status...keeping it in the download to stay compatible with older modules that might use it, but moving any blueprints within it to one or more .erf files.  Just because of this "pain in the posterior" process that having blueprints (and scripts) in a hak causes a builder to go through to change anything.


 


The starter module I make for 2.60 will not include the hak-stored blueprints or scripts.




I have a question; WHAT idiot thought it was a good idea to Specialize the CEP with erf items as part of the actual HACK instead of keeping them a erf?


 


Yes the plot and heavy script items are my problems and as for a new starter can we agree that the one area starter was the best starter module ever. I would not mind taking the time to name and fix up the starter but I don't want to mess with the hack at the moment.


 


some of the items like the armors are staying deleted my problem is the specialty items they put in there while I commend the guy for his efforts to offer a special module I have to sit here and count it as a bad idea because he made the items in question unable to be removed should the player developing a server not desire them. Its to so much what can be deleted as what CAN'T its liek they used it to promote their little group of terrible scripts (I saw how he did it that's a god awful way of doing it I understand enough of NWN's script lingual to know that series of custom scripts is messy at best)


 


I have a better idea for how that should be done the gems and coins can be done without scripts taking a huge chunk of the scripts out of the server by running off the games original functions BONUS I can also use the rough appearance with the crafting system I plan to put into the server to do things liek add electrical def/ Electrical attack to armor and weapons.


 


as for the horse mounts I want to reserve some mounts for NPC players only having to be forced to have an Item for every mount I can't designate form a known broken script set is bothersome. I was going to stick basic mount classes (ex armored pack horse item that allows players to chose what color they want) on one item per color set.


 


I will gladly go through the trouble of making the new CEP starter module just to remove the idea of in hack custom pallet items; I bet their toolset edits are there too another shabby edit; great concept but something they did is messing with the toolset's basic functions and that is why I wanted to delete all their heavy scripted items.



               
               

               
            

Legacy_The Amethyst Dragon

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Tool-set pallet Fix
« Reply #12 on: May 16, 2014, 08:44:12 pm »


               

cep2_add_sb_v1.hak is/was an optional hak. It's up to individual builders to decide to use it or not.


 


Informative link



               
               

               
            

Legacy_SHOVA

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« Reply #13 on: May 16, 2014, 09:07:02 pm »


               

Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak


 


And OP, you are about 2 years late to the complaint department of CEP2.. all those who made that gem happen are now long gone.


 


I also will argue to the end of time that the cep2 whatever starter module is not the best starter module of all time. The Q one is.



               
               

               
            

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« Reply #14 on: May 16, 2014, 10:54:31 pm »


               


Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak


 


And OP, you are about 2 years late to the complaint department of CEP2.. all those who made that gem happen are now long gone.


 


I also will argue to the end of time that the cep2 whatever starter module is not the best starter module of all time. The Q one is.




what are you talking about I made the complaint about the customized starter when the CEP2 first came out I will give ya one guess as to what forum lurker squelched my elaborate and well written explanation as to why it was a bad idea. I had to remake my account yes but that's because it took me too long to get the game back up and running on my system with the real world interrupting me. people still delete inactive accounts, it was probably a good thing as I lost access to that e-mail and had to make a new one as well.