NWN Toolset: Enhanced Edition. Try the new updates and share your feedback
virusman
Member, Developer Posts: 173
Hello, friends!
We’ve been substantially updating the Neverwinter Nights Toolset, and want you to test our newest build.
We’re uploading an out-of-band update for the Toolset so that content creators could test it without having to wait for a patch (which will take a while with the work on the renderer and 64-bit integration).
Grab the new Toolset build, test it, and share your feedback in this thread.
All the changes from this thread have been merged into 1.79 and later updates. The binaries in this thread are outdated, please use the Toolset shipped with the game.
Changelog:
Neverwinter Nights Toolset 1.5.0.0 (8186)
This build is based on 1.78 (8186), and is compatible with the latest stable release of the game.
New Features
Fixes
Optimizations
Changes
KNOWN ISSUES:
ISSUES FIXED IN NEW BUILDS:
FEATURE REQUESTS:
Thanks to Bill Harper for testing these new features and spending countless hours looking for bugs!
LINK to the VIDEO illustrating a few new features: https://www.facebook.com/Beamdog/videos/2319128681662635/
We’ve been substantially updating the Neverwinter Nights Toolset, and want you to test our newest build.
We’re uploading an out-of-band update for the Toolset so that content creators could test it without having to wait for a patch (which will take a while with the work on the renderer and 64-bit integration).
Grab the new Toolset build, test it, and share your feedback in this thread.
All the changes from this thread have been merged into 1.79 and later updates. The binaries in this thread are outdated, please use the Toolset shipped with the game.
Changelog:
Neverwinter Nights Toolset 1.5.0.0 (8186)
This build is based on 1.78 (8186), and is compatible with the latest stable release of the game.
New Features
- Added support for visual transforms
- The new options are available in Adjust Location dialog
- You can use Ctrl+Mousewheel to quickly scale objects
- Visual transforms currently only work on creatures, items, doors and non-static placeables
- Added support for opening multiple areas in tabs
- Tabs are disabled by default. To enable them, go to Toolset settings -> Area editor -> Open areas in tabs, then restart the Toolset.
- To close a tab, right-click on the tab and choose 'Close' in the context menu.
- Inventory editor improvements - added key bindings:
- Move selection with arrow keys
- Set Infinite flag with 'I' key
- Delete items with 'Delete' key
- After deleting, it now switches to the next item in the list
Fixes
- A memory leak that was observed when switching between areas has finally been fixed
- Test Module now correctly passes -userdirectory to the game when launching it
Optimizations
- Significantly optimized Build Module and Update Instances, as well as some minor operations like expanding an area that is not currently open
Changes
- The Toolset is now built using a newer version of the C++ compiler. We have fixed most of the bugs caused by this change, but there might be a few regressions. If you see any issues that did not exist in the Toolset shipped with 1.78, please help us fix them by filing a ticket at https://support.baldursgate.com
KNOWN ISSUES:
- Ambient sound/music toggles appear to not work properly with tabbed areas
ISSUES FIXED IN NEW BUILDS:
- Access Violation when clicking on any object in an area after closing a newly opened area tab: https://support.baldursgate.com/issues/40386
- sqrt domain error when calculating tangents on fancymapped content: https://support.baldursgate.com/issues/40389
- Z translations not saving: https://support.baldursgate.com/issues/40396
- Fog doesn't render in tabs after the first one: https://support.baldursgate.com/issues/40392
- Copy&paste stops working at some point when using area tabs: https://support.baldursgate.com/issues/40397
- Input bugs when trying to modify creature abilities and spells: numeric values are converted into invalid Unicode: https://support.baldursgate.com/issues/40469
- Unicode issues in Token Selector dialog
- Inconsistent tab order in Adjust Location dialog
- Transforms should reset when setting static flag on a placeable
- Icons grey out at some point when using area tabs: https://support.baldursgate.com/issues/40391
- Up/down arrows in Adjust Location dialog need to be clicked twice / process the previous click: https://support.baldursgate.com/issues/40390
FEATURE REQUESTS:
- Retain transforms on copy&paste
- Store transforms on object blueprints, edit transforms from object properties dialogs
Thanks to Bill Harper for testing these new features and spending countless hours looking for bugs!
LINK to the VIDEO illustrating a few new features: https://www.facebook.com/Beamdog/videos/2319128681662635/
Post edited by virusman on
37
Comments
There are 2 of the 3 features I allways missed in the toolset:
- Scaling
- Areatabs
- Grouping Placeables into saveable prefabs
I love that, need to test it as soon as possible!
You guys do such an awesome job, love you all!
I'd say it works!
Would it, pretty please with sugar on top, be possible to add the scaling option to creatures right in the toolset so that we fx may have custom created giants etc to spawn in etc etc ?
Kind regards.
/Tarashon of the Alangara Rising PW
Doubtful. Not part of the main exe.
e.g: right click on a plc ---> adjust location ---> +1 on Z axis it could happend that the value will decrease,instead of increase as it should be.
Or try +1 on Z axis shortly after -1 to Z axis, the vaule will increase the same.
Still an issue with the preview window as in the standard toolset.
A couple of small things I've noticed (will add any extras that I find):
-Tab order on the new Adjust Location window isn't quite right. It goes Y > X > Z rotate, while the order of the fields is X > Y > Z.
-Copy/pasting an object doesn't copy the objects scaling or rotations.
-If I scale up a non-static placeable, then change it to static, the scaling remains, at least visually in the toolset. It should probably be removed when this happens.
Again, amazing stuff! I'm excited to build or rebuild some areas with these new features!
Try to use an older driver, eg. the one from February.
Second problem. Trying to open a module created with old toolset before Christmas last year results in the new toolset saying that the module was created with a newer version of the toolset please update your game. It appears that all the modules that I made by opening the toolset via the bd client have this problem. The modules that I edited by directly clicking the toolset.exe do not have this problem.
[edit]
It appears to be that the second problem is caused by my being on the development branch. You know the onw where you test out new features and find bugs, post comments, etc... So why didn't you make this a patch for the development branch? Last one was last December
TR
TR
While not holding my breath... a(n optional?) ribbon interface would be really nice too.
One little question. Re. the tabs. Why do we need to right click each one to be able to close them? Why not a red x close button on them like most other programs that use tabs.
TR
Since there have been a discussion in discord, i encountered the issue aswell:
At some point, for no appearent reason, copy/pasting stopts to work completely. Only fix is to restart the toolset.
I was not yet able to recreate why it happens and when but it happened after I scaled some placeables.
So there deffinately is a bug with that behaviour.
1. Edit Copy an existing undead NPC.
2. Go to the skills tab and attempt to change any skill.
Result: Instead of updating the skills, I get something that looks like this:
https://gyazo.com/7ade1bd6d180180fb5da89c4a0b683cf
If this is a taste of whats to come well then I can't wait!
- Drake
When you create a new area, if you rename it immediately the name on the Tab appears as well. However, if you leave it then try to use “Rename” later it doesn’t seem to change the name on the tab. Also, when reopening a module with two or three areas the tabs don’t all open automatically. They only appear after you have viewed that area in “View Area”. Small point but maybe worth mentioning.
I am also having this issue, anytime I change skills in the toolset it gives me foreign characters and doesn't seem to keep the new value I type in
I mean, i could make it work with scripting, probably an on acquire or equip script that checks for a variable and clears the variable after transform has been done, buuut it'd seem soooo much nicer/cleaner/professional looking if it was just in the toolset.
Instead of crashing, or refusing to let the user change the tile, or printing "index out of bounds" and locking up the area... put an X tile (like an X item in your inventory) where the tiles are invalid so you can switch between tilesets in the module
I am in troubles with the new toolset, it can't copy and paste triggers, encounters and waypoints. It is really important to me once the 1.69 toolset was doing that properly.
Still using the old toolset not this new one here.
I guess there is no workarround to fix it currently other than rolling back to older drivers?
nm, turning off Threaded Optimization for the toolset did the trick.
Restarting the toolset did not help. After using scaling once it is gone