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Author Sticky: Convenient Toolset Tricks
Olblach
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Joined: 19 May 2003
From: France
Posted: Monday, 25 June 2007 04:30AM
Back in NWN1 I had to edit like 50 doors for my town in order to put the autoclose script and of course I forgot some I had to check all the doors one by one...

Now with NWN2 Toolset, I just opened the list of doors in the bottom left area, then with shift click selected them all and wrote the name of the autoclose script in the OnOpen event and it automagically updated all the dors with the right script!

On that one I got back a lot of time I lost on other stuff.

This thing not only works for doors, it works for any placeable or creature, for example you can switch factions of a lot of creatures in no time. I think it is the point that makes the NWN2 Toolset superior to Aurora (and now back to bugs and problems hehehe).
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Cladius
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Joined: 05 Jul 2002
Posted: Monday, 25 June 2007 03:46PM
Quote: 
Quote: Posted 06/24/07 18:25 (GMT) by Countless

Editing a .2da file.
The easy way is to open the NWN2 toolset, select View/2DA File, make the changes you want, and click Save. It will automatically put the changed version in your override, and will not affect the original. To make things even simpler, the next time you View/2DA File it will automatically open the customized version for you. And if you decide you don't like the changes and want to start over, just delete the file in override.
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Grinning Fool
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Joined: 26 Nov 2003
From: Khalidine
Posted: Thursday, 28 June 2007 07:33PM
Quote: Posted 06/25/07 15:46 (GMT) by Cladius

Quote: 
Quote: Posted 06/24/07 18:25 (GMT) by Countless

Editing a .2da file.
The easy way is to open the NWN2 toolset, select View/2DA File, make the changes you want, and click Save. It will automatically put the changed version in your override, and will not affect the original. To make things even simpler, the next time you View/2DA File it will automatically open the customized version for you. And if you decide you don't like the changes and want to start over, just delete the file in override.
A great tool, but don't click on the column headers if you use. If you click on a header to sort the columns in the 2da, then save the 2da, it will resort it. This can break 2da files -- so far I have known it to cause problems with feats.2da, spells.2da, and creaturespeed.2da.
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Childhood_Memories
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Profile: Childhood_MemoriesNWN 2


Joined: 01 May 2007
Posted: Monday, 02 July 2007 02:09PM
Opening the inventory tab in creature’s properties brings the inventory window which consists of three parts: Inventory, Items, and Equipment-Armor Set-Properties. To delete something from the Equipment tab all you have to do is to select the items you want to delete and drag it anywhere in this window where the cursor shown that circle icon with a line inside it (meaning you cannot drag it there). You avoid this way pressing delete and confirming it. If anyone knows an easier way to remove items from the Inventory part, please share it, confirmation defaulting to “no” is very annoying.
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Grinning Fool
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Joined: 26 Nov 2003
From: Khalidine
Posted: Saturday, 07 July 2007 07:39PM
I stumbled across some keyboard/mouse combinations that allow for greater control over static cameras; these only work when static cameras are selected. They may be common knowledge, but I hadn't seen them mentioned.

* All of the normal object manipulation shortcuts also work
* Shift + Rightclick + Mousemove : rotates the camera around its Y axis
* Ctrl + Shift + Rightclick + Mousemove -> rotates the camera around its X axis
* Shift + Alt + Rightclick + Mousemove -> tilts camera around its Z axis

I've also updated the Toolset Controls page of nwn2wiki.org with this info.

When combined with the earlier tip about using the Preview panel to see through a camera's perspective, these controls + standard placement make it possible to achieve peprspective "walkthroughs" of areas while in the toolset.
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Edited By Grinning Fool on 07/11/07 06:13

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Grinning Fool
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Joined: 26 Nov 2003
From: Khalidine
Posted: Wednesday, 11 July 2007 06:19AM
Here's another one that might be common knowledge, but is worth mentioning.

Transitions can be created automatically, using the "Create Transition..." button that is in your toolbar.

This can work for door<->door, door->waypoint, trigger->waypoint.

1. Select the starting door or trigger in Select Object mode
2. Press the Create Transition button
3. Click on the waypoint or door you wish to link to. Sometimes you have to click multiple times -- there seems to be a 'sweet spot' on doors/waypoints that you have to click for it to work.

You will be prompted: Are you sure you want to link these 1 instances to the object you selected (tag-of-object-you-clicked). Choose "Yes" and the transition is set up. (Obviously, text will differ for different languages.)

If this is a door<->door connection, you will be prompted to make the link two-way.

You can also link multiple doors/triggers to a single waypoint or door. The only difference from above is in step 1: select multiple triggers/doors instead of just one.
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jclef
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Joined: 17 Jul 2002
From: MA, USA
Posted: Friday, 13 July 2007 07:07PM
Here's something that may prevent Outdoor Design frustration:

Say you have a lot of placeable objects down exactly where you want them to be.

At this point, I drag over the lot and go to the Properties tab, where I set both Height and Position Lock to TRUE for ALL of them.

This will prevent any movement of objects if you alter the terrain.

I used to do this to individual objects until I found that I could simply select them all and have it done then and there.
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Elethir
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Joined: 05 May 2006
Posted: Sunday, 15 July 2007 11:07PM
This is probably common knowledge, but I think it's worth mentioning. In the top left you have a dropdown menu called Selection. This allows you to chose which things to select (placables, creatures, sounds etc.). This is very helpful for selecting placeables and creatures placed under trees. It's also very helpful when selecting doors, waypoints and triggers. I usually set this to "None" whenever I'm not actively working on a part of the area, and just looking around trying to find out what to tweak next. No chance of dragging something out of place

Also, the show/hide button next to it is great for finding what you need to work on.
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jackyo123
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Profile: jackyo123NWN 2
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Joined: 13 Dec 2006
Posted: Thursday, 19 July 2007 07:35PM
Heres a good one -

if you want to 'open' an included Obsidian script, such as a ga_ or gc_ script, you don't need to set the script on one of the event handlers (OnOpen,OnClick,OnDamaged, etc) of the object you have highlighted.

Instead, go to FILE/Open Script/Convo and it will list ALL of the scripts and you can open them from there.

Major time saver.
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ciViLiZed
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Joined: 15 Feb 2005
From: Montreal, Quebec, Canada
Posted: Tuesday, 14 August 2007 02:32PM
May not be recommended, but could be a lifesaver in some cases: when the TS pops up an exception error window, the TS is still accessible while the error window is open. One can therefore save the mod before clicking out of the error window, which automatically closes the TS.
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ciViLiZed
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Joined: 15 Feb 2005
From: Montreal, Quebec, Canada
Posted: Tuesday, 14 August 2007 02:37PM
With the PowerBar plugin installed, open and pin down the properties tab (on left side) and the blueprints tab (on right side) (or anyother tab you wish). Then use PowerBar's maximize window key combination to quickly switch between the properties/blueprints tabs (which will stay open until the key combination is pressed again) and the (almost) full screen area viewer. Makes building much more pleasant and seamless.
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beaynid78
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Joined: 06 Apr 2007
Posted: Tuesday, 14 August 2007 05:02PM
this may be obvious to all, but since im completely new to building and thought i was screwed until i figured it out, ill add it here.

if you accidently mistake your orrientation while building and make the terrain facing a wrong direction (i.e. building a terrain thinking your making eastern side but actually its west), you can bring up the show north object, highlight it, then rotate its orrientation to what it needs to be. i made that mistake on my first area and thought id have to remake the entire area until i figured that out
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FireOpal
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Joined: 18 Jan 2002
From: SoCal
Posted: Friday, 17 August 2007 05:21AM
Not sure if it's a trick,but I didn't see a "tips" section. Most experienced builders know this but new ones probably not(I didn't find it doing a forum search):

If you want to make any 'placeable' into a container, you actually start with a container and change the item appearance via drop down to the placeable you want. Remember to change the local description too. This also allows you to place lootbags as containers
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Baron Rosencheck1
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Joined: 14 Mar 2003
Posted: Saturday, 08 September 2007 04:07AM
Alot of people seem to have issues with bridges...I didnt see this tip posted before but here is a method that has worked every time for me.


  • build a piece of flat terrain that spans the entire distance you want the bridge to span
  • place bridge on the flat terrain and scale as desired
  • bake the area
  • take a look at the baked mesh to ensure it did bake - you can usually tell this quite easily.
  • since the terrain is flat and the brige was inserted on that terrain it should bake perfectly - if it did lock the bridges height and position in the properties tab
  • now lower the terrain under the bridge - making sure the terrain at either end isnt moved
  • re-bake


this works every time for me and there is never any fussing with the bridge afterwards.
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ciViLiZed
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Joined: 15 Feb 2005
From: Montreal, Quebec, Canada
Posted: Monday, 10 September 2007 10:43PM
Fast and fun way to cycle through static cam shots:

If you pin down your area contents tab and your properties tab, select a static cam in the area contents tab and turn on the preview pane, then you can quickly cycle through all your static cams in your area with the up and down arrows, allowing you to survey all your shots quickly.
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