The program does not work. The files, once pasted into the appropriate directories, fail to load in the world editor and the program simply starts as it normally would after two errors messages.
Just for your reference I am using toolset version: 1.0.807.0 installed from the full retail Multi- English release and patched to 1.01 which as it should be because its the latest GOOD patch:
nwn2forums.bioware.com/forums/viewtopic.html?topic=513320&forum=109
BUT a If you patched to 1.02 it MAY not work yet with 1.02 due to all the serious issues 1.02 had for so many people- many people did not patch- stick with 1.01 for now.You are NOT using that pre-release 1.02 patch are you? If so I would go back to 1.01, and just wait till the 1.03 or 1.04 patch coming out in late November and wait for Freya to update the item maker plugin to 1.03 or 1.04 (whatever the version may be in late November). The 1.02 is not even being offered to English users as the initial release has screwed up several peoples games. I can't find the 1.02 patch right now and I am glad I did not update to it! Missed a bullet until the next couple of weeks or so, and even then I may stick with 1.01 until Freya updates this AWESOME item maker due to my cheatmod. As 1.01 works fine for me right now.
Soo...
Correction: Of course it works as proven by the screenshots. For some reason it does not work for YOU. As clearly proven by the screenshots the program works just fine. MORE proof HERE where I got the plugin (to make the cheat modification hackmod on it) it works:
nwvault.ign.com/View.php?view=NWN2PlugIns.Detail&id=36
for these people as well. Now, I am using patched 1.01 ENGLISH version of the game as it was written/updated for it as a plugin. Be sure to have patch 1.01 installed- now are you SURE you have the files in the correct folders?
* RDRItemCreationWizard.dll -> [NWN Install Directory]\NWN2Toolset\Plugins.
* RDRControlLibrary.dll -> [NWN Install Directory]\NWN2Toolset\Plugins.
* RDRTalkTableLibrary.dll -> [NWN Install Directory]\NWN2Toolset\Plugins.
* RDRTwoDALibrary.dll -> [NWN Install Directory]\NWN2Toolset\Plugins.
* GFsNWN2ToolsLibrary.dll -> [NWN Install Directory]\NWN2Toolset\Plugins.
* ItemCodes.csv -> [My Documents]
* fre_lvlval_chart.2da -> [My Documents]\Neverwinter Nights 2\Override
* fre_lvlval_feat.2da -> [My Documents]\Neverwinter Nights 2\Override
* fre_lvlval_lookup.2da -> [My Documents]\Neverwinter Nights 2\Override
and then follow my directions to configure. The directions to configure it are also in the Documentation/RDRItemCreationWizard.html file. It seems funny that you would say "This program doesn't work" When I have the screen shots to prove the items in game but WHATS THIS
here:
Link
and here
Link
and here
Link
and here
Link
and here
Link
PLUGINS are NOT the same as mods (although you can mod even some plugins), they are standard APIs hooked into the toolset so for the most part they are "Standardized *IF* everything is installed and configured properly and IF the proper version of the game/toolset is used.
yes as you can see you can even edit the appearence of all of the items that are editable except for the armor which the author is working on (see notes in above link - Known Issues:
- Will not allow you to customize the look of armor yet. That will come later.
Be sure you are using version 1.01, preferably a properly patched 1.01 retail (or *cough* clone - for those who muST use a PURCHASED game cloned due to some copy protecteion just not working on some comps-so no posting violation here :P) and the full toolset properly installed that came with the retail. And as you can see *IF* you followed the install instructions perfectly and if everything is fine with your toolset then it works. Now we just wait until Freya finishes the armor and I can rerelease the cheatmod hack (if the two modded files were changed) when he updates it to work with the later patch that is going to be released in late November.
The program does not work. The files, once pasted into the appropriate directories, fail to load in the world editor and the program simply starts as it normally would after two errors messages.
Works perfectly fine for me. I used the game install directory for the Override folder etc rather than the My Documents ones suggested in the instructions, but otherwise I followed what it said to do and it worked fine. Here's an in-game shot of my quick creation - Link
It might be worth making sure you have the latest game patch first, although I don't know if the patch updated the toolset or not.
The program does not work. The files, once pasted into the appropriate directories, fail to load in the world editor and the program simply starts as it normally would after two errors messages.
Works perfectly fine for me. I used the game install directory for the Override folder etc rather than the My Documents ones suggested in the instructions, but otherwise I followed what it said to do and it worked fine. Here's an in-game shot of my quick creation - Link
It might be worth making sure you have the latest game patch first, although I don't know if the patch updated the toolset or not.
I am just getting into this but am not QUITE sure what everything does in regards to certain modifiers. Like I see your amulet has a lot of immunities, but for magic, wouldn't The "Immunity: Spells By Level" modifier set to Level 9 basically make you immune to ALL spells from ALL schools? That way I can have ALL magic immunity while only taking up 1 restriction point? Just curious. Oh, and can the on "Hit cast Spell" stuff be applied to Clothing (as I am a sorcerer and planning on going on to the Dragon Prestige thingy)like a Robe so when I get HIT it cast a spell? I remember a spell called reflection that would reflect magic or harm back to someone if they hit you. I am going to try to put several level 9 spells like "Hold Monster,human, Freeze, Stun, Slow, etc. so if they hit me they can't get away from my wrath :P
Or does that just work for weapons - on hit the weapon casts the spell? hmm.. Gonna try to experiment with it. Do you have a link that decribes what every modifier that gets added to an item, well, what it does when added to particualr items? It IS pretty cool that I can add SO MANY bonus feats/skills,etc. to my equipment - LOTS of them, hell, its like being able to create your own EPIC class character thats practically a new class in and of itself. The possibilities are endless. If you add 50 modifiers to EVERY item you are able to equip... WOW that starts to add up. What about creating BAGS - like to hold stuff... I just created a Bag and it still gives me all these modifier to add :/ But if I try to put in "Double Stack" or Enhanced Container it says N/A?? Hmm. Oh, I see the Magic bag is actually a CONTAINER, not a bag, ah and it only has TWO available properties "Enhanced Container:Reduced Weight" and Base Item Weight Reduction. Ah, but you can't use it as it says N/A - maybe tied to a script. This app still needs some work but getting to be able to tweak the armor is the first step and getting the search function for the icons working properly for all items.