Main Page
From NWN1 Custom Content Guide
- About this website
- Abuse and the wiki-spam problem. (NEW)
- MediaWiki User Guide - How to use this website.
- CCG V3-1 Conversion: Table of Contents Eligio's CCG v3.1 - info to be ported over to Wiki CCG and updated.
- Note: Remember there are a LOT of differences in NWN tools between MDL Plugin Suite, NWMax, and Wayland's (which has been superceded by NWMax). We're still in the process of updating it all, so be careful about what you're referring to. This is just here as an easy web version for quick reference while we're working on the porting.
- IMPORTANT NOTE: Please don't edit the pages in the CCG V3.1 pages, but rather try and separate and move them into the appropriate section below of the main Wiki CCG, and of course, Wiki-ize it. This way, the information is more accessible and up to date.
Contents |
Getting Started
- Tools
- File Formats used by NWN
- Useful Links
- Reserved Stuff and 2DA padding
- Setting up 3dsMax and Gmax for NWN
- 3D Studio Max
- Using Maya and Converting to and from other 3D formats
NWmax Documentation
Please follow this link NWmax Documentation
NWmax09B - Plan for 2008, UI improvements, updates, errors, links to the Wiki CCG, etc.
Old Links NWMax - NWMax Guide
Creating Custom Content
- Alpha Punch Through
- Flex (also known as DanglyMesh)
- HakPaks
- Portraits
- TalkTables (Dialog.tlk) - Reserved TLK Lines
- Translating_Existing_Tutorials
Want to create Custom Content, but you are short of ideas ?
Modifying Existing Custom Content
Not everybody can work from scratch, and often you will only want to add new features to an existing content. Especially when you start working with custom content. Here are help pages to guide you out. This will often point back to the section above (Creating Custom Content).
- Modifying Tileset (add tiles, change textures, change palette, add loadscreens, add doors, ...)
- adding new skins to existing creatures
- duplicating existing creatures to change size (e.g. tiny to gargantuan spiders)
etc.
Merging Existing Custom Content
The way bioware files are coded, there are a lot of situations where using two different custom contents from different sources into the same module is not easy to do. Great care will have to be given to .2da files for example.
Even if you don't have 2D or 3D skills, you can still help out the community and module/pw builders by providing compatible, easy to use content.
- Merging Tilesets Haks (tiles, loadscreens, sounds, doors)
- ... CEP compatibility issues on creatures, placeables, etc.
Scripting
- The Hard Code (Currently Known "Hardcoded" Issues)
- The Broken Script (Broken NWScript Functions)
