Page 1 of 3
*Obsolete*(old setting up toolset instructions)
Posted: Tue Oct 23, 2007 5:10 pm
by ç i p h é r
Updated the links on the download page. Thanks AL.
Posted: Tue Nov 06, 2007 4:26 pm
by Curmudgeon
Dumb question: Any thoughts on setting up a Worldgate configuration for Builders, or would that be too confusing to players?
Posted: Tue Nov 06, 2007 5:14 pm
by ç i p h é r
Not if we could keep the configuration files separate. I think it's a good idea. Something to consider while we're fiddling with it.
Posted: Tue Nov 06, 2007 8:05 pm
by AcadiusLost
I was thinking the same thing- a builder config could handle the overrides, and the extra toolset resources (tiles, terrains, etc) fairly smoothly.
However, the number of builders who actually need the overrides and other extra resources should be fairly low. Basically, it would only be people who:
-Need to build with the extra tilesets (Dwarven Halls, Deep Sewers, Deep Chasms)
-Need to build with the custom textures like snow, spiderwebs, etc (remember there are base toolset resources for snow now with MotB)
I would expect only a handful of builders would fall into those categories- certainly underdark/cave/sewer builders will need them, but most of what will need doing is tooling interiors, NPCs, items, conversations, and exteriors. None of that actually requires any of the overrides, toolset icons, or other extra materials.
Posted: Thu Nov 08, 2007 8:11 am
by AcadiusLost
The haks have been updated, and the worldgate is working for setting up haks, UI, and PWCs.
Only extras needed will be for builders who need custom terrains (paintable spiderweb textures, GF's snow) or to work with the custom tilesets (Dwarven Halls, Deep Sewers, Deep Chasms).
So- the setup (and this presumes you have MotB installed):
you'll want these 2das in your /docs/nwn2/override directory:
http://www.alandfaraway.org/downloads/N ... e_1.22.rar
(remember to take these out or rename the folder when/if you play or DM on other servers, or they may interfere with other servers' content.)
Next, you'll want to set up the tiles, terrains, and grass in the toolset.
open up your
/program files/atari/neverwinternights2/
NWN2Toolset/Tiles folder.
Drop in the tiles RAR'ed up here:
http://www.alandfaraway.org/downloads/N ... s_1.22.rar
Next, open up the
/program files/atari/neverwinternights2/
NWNToolset_X1/Terrain folder, and drop in the custom terrains here:
http://www.alandfaraway.org/downloads/N ... s_1.21.rar
finally, open up the
/program files/atari/neverwinternights2/
NWNToolset_X1/Grass folder, and drop in the mushroom grass type stored here:
http://www.alandfaraway.org/downloads/N ... s_1.21.rar
Then you should be all set.
[edit: updated the links for the toolset overrides and toolset tiles to 1.22 above, 11/26/2007]
Posted: Tue Nov 27, 2007 9:10 am
by AcadiusLost
Bumping this thread, added updated links for the toolset overrides and tiles, to go with the 1.22 alfa_tiles.hak, which includes the RWS Tower Rooms pack that was requested. Not a lot to it, but it definitely fills a much-needed gap in interior design. Two variants of a small 1-tile round room, nice variants on the curve-corner tile for 4-tile round rooms, as well as a 2-variant up/down spiral staircase for narrow access up/down.
The updated alfa_2da and alfa_tiles haks should be on Worldgate now- for those who have trouble with worldgate, they may be downloaded using these links:
http://www.alandfaraway.org/downloads/N ... fa_2da.rar
http://www.alandfaraway.org/downloads/N ... _tiles.rar
I recommend the Worldgate client though- as the tiles hak is our second largest currently, and the change to it was pretty minor. Worldgate should just update it quickly if you have the 1.21 hak in place- rather than requiring a full new download.
Also note to build with the new tileset, you'll need to minimally set up your overrides and toolset tiles as described in the prior post (links updated now).
Posted: Mon Dec 03, 2007 4:42 am
by HEEGZ
Is the OP the most current way for a builder to get up to speed on grabbing the haks?
Posted: Mon Dec 03, 2007 5:04 am
by fluffmonster
no...Worldgate is. You can get it off the Vault. version 1.51 is the right one I think. AL, can you append a brief instruction for getting worldgate going? Builders will still need to add some resources to their override file and some other stuff in the Toolset folder (as described a couple posts above this one).
Posted: Mon Dec 03, 2007 5:10 am
by HEEGZ
I guess what I'm looking for is what exactly is a required download for ALFA builders after a clean install. There's quite a bit of info to sift through and I'd rather ask first

Posted: Wed Jan 16, 2008 4:15 am
by Magonushi
So what are the steps for new ALFA builders. I can't seem to get any of our content to work, even after following the posts here.
Posted: Wed Jan 16, 2008 1:11 pm
by darrenhfx
Is the ALFA content appearing in your toolset at all?
As an aside, are we good to update to 1.11? I don't remember reading a post on this.
Posted: Wed Jan 16, 2008 7:17 pm
by AcadiusLost
[deleted; AcadiusLost 12/09/2008; skills.2da causes problems.]
Posted: Sat Jan 19, 2008 7:32 am
by MorbidKate
Okay, got a problem trying to get the custom ALFA stuff working for the first time in the toolset. I downloaded the WorldGate client and got the latest files but when I started the Toolset I get the following file not found errors:
GD_Snow_dirt
GD_Snow_Grass
TT_GM_Snowfloor003a
TT_GM_Snowfloor001a
TT_GS_Cobblestone_50
TT_GS_Snow_01
TT_GS_Beachsand_01
TT_GS_Snow_02
TT_GS_Snow2_01
TT_GS_Ice_01
TT_GR_Cliff_12
AG_Champi_01
If I rename the Override dir and create a blank one the Toolset opens with no errors at all.
Help??
Kate
Posted: Sat Jan 19, 2008 8:35 am
by AcadiusLost
A few things have changed since the earlier instructions, but sounds to me like the toolset is missing the custom terrains and grass- try following this bit from the earlier post, I'm guessing it'll sort you out.
None of those should have changed since then in the updates, as far as I can remember.
Posted: Sat Jan 19, 2008 10:31 am
by MorbidKate
Thanks Acadius, that fixed it
Question though, of the terrain files why was it necessary to replace TT_GS_Cobblestone_48.bmp? It's the only file it asks to overwrite which struck me as a bit odd.
Thanks again,
Kate