SETTING UP YOUR TOOLSET TO BUILD FOR ALFA (LINKS UPDATED)
Posted: Mon Aug 13, 2007 2:04 am
[Edit: Much of this is now out of date. A cleaned-up version will be offered soon that should make things simpler for new/returning builders looking to get settled in with ALFA's content in the NWN2 toolset. I am available for specific questions or general guidance in #alfa-builders on IRC. -AcadiusLost 2009/02/11]
PATCHING
To patch NWN2 to the latest update:
1. Empty my docs/NWN2/Override folder
2. Empty mydocs/NWN2/hak folder
3. Put in the disc
4. Choose update
____________________________________________________________
DOWNLOADING the HAKS
1. Download the haks using the worldgate client full instructions can be found here:
http://www.alandfaraway.org/docs/Player/ALFAHaks2
Alternatively
1. Download the haks from here:
http://download.alandfaraway.org/docs/T ... /Downloads
2. Extract the haks to the mydocs/NWN2/hak folder
3. Put the tlk file in mydocs/NWN2/tlk folder (make one if you dont have it)
STEPS 4 to 10 for Builders ONLY
4. Open the builders folder here:
http://download.alandfaraway.org/downlo ... /builders/
Currently the files you will need are:
Toolset_Overrides_1.49.rar
Toolset_Grass_1.21.rar
Toolset_Terrains_1.21.rar
Toolset_Tiles_1.22.rar
5. Extract the contents of the Toolset_Overrides_1.49.rar to the mydocs\NWN2\Override directory.
6. Extract Toolset_Terrains_1.21.rar to Program Files\Atari\Neverwinter Nights 2\NWN2Toolset_X1\Terrain
7. Extract Toolset_Tiles_1.22.rar to Program Files\Atari\Neverwinter Nights 2\NWN2Toolset\Tiles
8. Extract Toolset_Grass_1.21.rar to Program Files\Atari\Neverwinter Nights 2\NWN2Toolset_X1\Grass
9. Create a new folder named Alfa_Erfs - it doesn't matter where you save it but I save mine in the modules folder
10. Download ALL the erfs to the new Alfa_Erfs folder. These erfs are blueprints of all the content you will have available in the toolset. Importing these means you can see the new content in your pallette.
The current erf list is -:
alfa_archedbridges.erf
alfa_bthhouses.erf
alfa_caveroofs.erf
alfa_citywalls.erf
alfa_deephalls+sewers.erf
alfa_dmfi_nocon.erf
alfa_drowcaves.erf
alfa_pctools.erf
alfa_ramparts.erf
alfa_rwsbridges.erf
alfa_signposts.erf
alfa_stainedglass.erf
ALFA_walkmeshhelperblueprints.erf
ALFA_BCKII_blueprints.rar (extract to erf folder)
ALFA_CityHak_Blueprints.erf
ALFA_PocketCathedral_blueprints.rar(extract to erf folder)
spellhook.erf
new_1.69_placeables.rar (extract into erf folder)
dmfi_placedeffectfix.rar(extract into erf folder)
ALFA_Creatures.rar (extract to erf folder)
ALFA_Doors.rar(extract to erf folder)
ALFA_Items.rar(extract to erf folder)
ALFA_Placeables.rar(extract to erf folder)
____________________________________________________________
BUILDING A BASE MOD: ASSOCIATING HAKS/TLK, SAVING MOD, IMPORTING ERFS
When you create a mod you will have to associate all the haks - then save the module and reopen and then import all the erfs
1. Open the toolset and create a module
2. Under "view" click mod properties
3. Open the properties window on the right and find the hak field
4. Use the dropdown menu to get a new window and associate all of the available haks (in the hak directory) to the mod - one by one no particular order is necessary since there is no overlap.
5. Now still in the properties window find the "Custom tlk" field
6. Add "alfa_acr01.tlk" to this field
7. Save module as directory
8. Reopen the module
9. Import each of the .erfs from your Erf folder into the mod
PLEASE NOTE: If the toolset asks you if you wish to overwrite any information imported from an erf, just say no to be safe..
TIP 1: Create one module, associate the haks, save as "BASEMOD", import the erfs, save again. Now every time you want to build something new, open this basemod, build and save it under a new name.
TIP 2: The toolset suffers from memory leaks so it is best to save often or you face the possibility of losing your work to corruption. My save regime which I do every hour or half hour is as follows.
1. I Close down and save any area I am working on.
2. I Allow a delay for the RAM to dump.
3. I Save as module under a different version name each time.
4. I Check my module directory after each save to see if there is an increase in the filesize, if there isnt, I know the version is corrupt so I have to go back and redo/resave.
This "how to" was last edited on 7/31/08 by Thangorn. LINKS UPDATED SINCE WEBSITE MOVE
DISCLAIMER: THESE INSTRUCTIONS ARE AWAITING PROOF BY A TECH TEAM MEMBER AS AT 7/18/08
PATCHING
To patch NWN2 to the latest update:
1. Empty my docs/NWN2/Override folder
2. Empty mydocs/NWN2/hak folder
3. Put in the disc
4. Choose update
____________________________________________________________
DOWNLOADING the HAKS
1. Download the haks using the worldgate client full instructions can be found here:
http://www.alandfaraway.org/docs/Player/ALFAHaks2
Alternatively
1. Download the haks from here:
http://download.alandfaraway.org/docs/T ... /Downloads
2. Extract the haks to the mydocs/NWN2/hak folder
3. Put the tlk file in mydocs/NWN2/tlk folder (make one if you dont have it)
STEPS 4 to 10 for Builders ONLY
4. Open the builders folder here:
http://download.alandfaraway.org/downlo ... /builders/
Currently the files you will need are:
Toolset_Overrides_1.49.rar
Toolset_Grass_1.21.rar
Toolset_Terrains_1.21.rar
Toolset_Tiles_1.22.rar
5. Extract the contents of the Toolset_Overrides_1.49.rar to the mydocs\NWN2\Override directory.
6. Extract Toolset_Terrains_1.21.rar to Program Files\Atari\Neverwinter Nights 2\NWN2Toolset_X1\Terrain
7. Extract Toolset_Tiles_1.22.rar to Program Files\Atari\Neverwinter Nights 2\NWN2Toolset\Tiles
8. Extract Toolset_Grass_1.21.rar to Program Files\Atari\Neverwinter Nights 2\NWN2Toolset_X1\Grass
9. Create a new folder named Alfa_Erfs - it doesn't matter where you save it but I save mine in the modules folder
10. Download ALL the erfs to the new Alfa_Erfs folder. These erfs are blueprints of all the content you will have available in the toolset. Importing these means you can see the new content in your pallette.
The current erf list is -:
alfa_archedbridges.erf
alfa_bthhouses.erf
alfa_caveroofs.erf
alfa_citywalls.erf
alfa_deephalls+sewers.erf
alfa_dmfi_nocon.erf
alfa_drowcaves.erf
alfa_pctools.erf
alfa_ramparts.erf
alfa_rwsbridges.erf
alfa_signposts.erf
alfa_stainedglass.erf
ALFA_walkmeshhelperblueprints.erf
ALFA_BCKII_blueprints.rar (extract to erf folder)
ALFA_CityHak_Blueprints.erf
ALFA_PocketCathedral_blueprints.rar(extract to erf folder)
spellhook.erf
new_1.69_placeables.rar (extract into erf folder)
dmfi_placedeffectfix.rar(extract into erf folder)
ALFA_Creatures.rar (extract to erf folder)
ALFA_Doors.rar(extract to erf folder)
ALFA_Items.rar(extract to erf folder)
ALFA_Placeables.rar(extract to erf folder)
____________________________________________________________
BUILDING A BASE MOD: ASSOCIATING HAKS/TLK, SAVING MOD, IMPORTING ERFS
When you create a mod you will have to associate all the haks - then save the module and reopen and then import all the erfs
1. Open the toolset and create a module
2. Under "view" click mod properties
3. Open the properties window on the right and find the hak field
4. Use the dropdown menu to get a new window and associate all of the available haks (in the hak directory) to the mod - one by one no particular order is necessary since there is no overlap.
5. Now still in the properties window find the "Custom tlk" field
6. Add "alfa_acr01.tlk" to this field
7. Save module as directory
8. Reopen the module
9. Import each of the .erfs from your Erf folder into the mod
PLEASE NOTE: If the toolset asks you if you wish to overwrite any information imported from an erf, just say no to be safe..
TIP 1: Create one module, associate the haks, save as "BASEMOD", import the erfs, save again. Now every time you want to build something new, open this basemod, build and save it under a new name.
TIP 2: The toolset suffers from memory leaks so it is best to save often or you face the possibility of losing your work to corruption. My save regime which I do every hour or half hour is as follows.
1. I Close down and save any area I am working on.
2. I Allow a delay for the RAM to dump.
3. I Save as module under a different version name each time.
4. I Check my module directory after each save to see if there is an increase in the filesize, if there isnt, I know the version is corrupt so I have to go back and redo/resave.
This "how to" was last edited on 7/31/08 by Thangorn. LINKS UPDATED SINCE WEBSITE MOVE
DISCLAIMER: THESE INSTRUCTIONS ARE AWAITING PROOF BY A TECH TEAM MEMBER AS AT 7/18/08