Tools for importing new assets and, in general, for creating custom content?
Dark_Ansem
Member Posts: 992
The game's formats are quite old and the NWN bioware website is down (too bad because it was amazing, I don't think I have it archived anymore). Any chance for official tools and/or for more modern formats (like for music, BMU is MP3 anyway, can't we hope for an OGG remaster?)?
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is your friend. A community site that has conserved the tooks and assets over the years and is still making new content.
New content has been created for NWN every month for over seven years through varying contributors to the monthly Custom Content Challenge. The original Bioware forums and loads of CC tutorials and info are downloadable and searchable through the Omnibus, and while I'd like to see the last incarnation of the forums added (before Bioware pulled the plug), there are still archives of those, as well
TR
A bit off-topic now, I suppose, but it's a preservation-saga that surely deserves love from the greater-community :P
I suppose I'd have to update it for the re-release? have portrait guidelines changed at all?
Edit: Here's a how-to on getting patch haks working with EE
You can put content in patch haks that extend the game (Q does this), but you'd need to take care as a builder at that point, to avoid relying on non-vanilla resources accidentally. If you were building a module, you can/should of course associate your own hak files with it directly to make it look how you want, but a lot of people use overrides to "refresh" the look of the game in any module, including the OC, and opening them up in the toolset to associate them directly is a pain.
Priority wise, it goes hak > patch hak > override folder > core resource, so if a module uses a resource in a hak, it will not be overridden by the player's patch hak or override.
Patch hak changes every module.
Regular hak changes only modules that specify it.
Since hak > patch hak > override > core, the module author can be confident that the content they specify in their haks will override patch and core, so the module will play exactly as they intended even if changes are made to patch and core. That's a high degree of compatibility.
There are loopholes. If hak does not include resource X but depends on the core version of X working correctly, and patch hak or override contains a modified version X' which behaves differently, the module can fail. This is rarely a problem, but nevertheless unnecessary patches and overrides are best avoided, and Beamdog are quite rightly reluctant to make changes to core X that would likely cause compatibility issues.
Likewise, custom haks can undo bug fixes in core etc if they are based on old code, but again that's not a big issue.