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[solved] Anybody else having trouble with nwnmdlcomp not finding NWN?

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The Amethyst Dragon
[solved] Anybody else having trouble with nwnmdlcomp not finding NWN?

So, this program has worked perfectly for me for years...until the last couple of months. Now when I try to run it, it says it's "Unable to locate or open Neverwinter Night".

Problem with a Window 10 update? Doesn't run when set to compatibility mode for older OSs. it just plain doesn't work.

I know there are folks more knowledgeable than I am about this sort of thing, and searches here or via Google didn't turn up anything useful for me.

Thanks.

- The Amethyst Dragon
---------------
World of Aenea (The origin of almost all my works.)
My NWN Works: The Complete List (120+ entries...You want this stuff.)
CEP 2.63 (Oh, this? Just a little something I've been working on since 2014.)
------ Neverwinter Nights Community Site: The Unofficial Homepage for NWN ------

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Proleric

I find the easiest thing is to copy nwnmdlcomp to the folder containing the models, together with a shortcut to the command prompt with no Start In directory specified...

...but then I always use the same folder for compiling models, so it's permanently configured.

 

NWN and DAO adventures at http://proleric.com/

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Tarot Redhand

To be honest I am somewhat confused by this. The nwnmdlcomp I use is a stand alone model compiler/Decompiler. AFAIK it doesn't need to know where NwN is. Heck my copy sits on an entirely different drive to both 1.69 and EE. It sits in its own folder with Compiled and Decompiled sub-folders off of it. Oh and for some reason it demands that ASCII models have .ascii as their extension. Is this the same as you are using?

TR

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The Amethyst Dragon

Yeah, me too. And it sounds like the one I've been using, though it doesn't require having .ascii as the file extension. Used to be able to copy models fresh out of gmax (export) or CleanModels into the decompiled folder, run the batch, and have it drop the compiled ones into the right folder.

The one I've been using for years now sits in a folder I use just for compiling models (which also holds various models that are commonly used as supermodels). A simple batch file points to compiled and decompiled folders (that are in the same folder as the program). Nothing has changed in the way the batch file or the folder structure are set up since I started using it.

I tried copying this over to my NWN install folder and running it from there. Nope.

Tried to run it on a single file as a command-line (trying multiple options), on a model in the exact same folder as the exe. Nope.

Tried running it with different permissions and compatibility modes. Nope and nope.

While I only really need the thing to work for more complicated models (yeah, I've made a couple in the past that NWN couldn't compile on the fly), it's irritating when something worked perfectly before and now refuses to.

I'm hoping I'm just missing something obvious.

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fot1

I had a similar problem. In my case, I was using the script compiler, and had only the beamdog's enhanced edition installed. Looking at the compiler source code, it failed because it was searching for some neverwinter nights registry keys, which I don't think that exists for the EE. After installing the gog version, it worked.

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The Amethyst Dragon

Ah, registry keys. Something new I can check on. Maybe my NWN installation isn't correctly registered. Thanks.

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The Amethyst Dragon

Reinstalled NWN, ran critical rebuild, must have fixed whatever was wrong with the registry keys because the model compiler is working again.

Thanks for the push in the right direction, fot1!

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