Cross-platform program for editing NWN-EE files outside of toolset. NWN-Helper is meant to make WB's life much easier by doing all the little details for them. So far It's mostly work in progress.
Ever wanted added/modify spells/feats/skills and got discouraged by the amount of details you need to go through to do it? Then NWN-Helper is meant for you. The goal is to make the process as easy as possible. So far it should work with NWN 1.69, but I will be following NWN-EE updates as they come out.
This is pretty much WIP. Many functions are not yet implemented.
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What OS does NWN-Helper support?
It's pretty much written to be cross-platform so pretty much any that supports NWN. It's also open source under MIT licence so You or anyone can edit it as much as you want/need.
Why aren't here any files?
Since current version has only spells.2da implemented I haven't made individual OS builds. You can get current project version at my github here: https://github.com/DFDark/NWN-Helper
Can I help?
Yup, any contribution is welcome. Even if It is just a bug report :)
Nihil Trilogy: Awakening |
92.5% |
Planescape: The Shaper of Dreams |
94.3% |
A Fairy Tale |
80% |
From This Comes Strength |
98.9% |
Dark Avenger Chapter 1 |
92.5% |
The Cursed Land |
82% |
Night Howls in Nestlehaven V1.17 |
92% |
Trial and Terror |
83.3% |
The Darkening Sky - Prologue |
87.1% |
SoZ Overland Map Demo and Documentation |
95% |
I am currently redoing ... well all of nwn spells to function differently ... means a lot of TLK editing and spell editing.
So if i haven't finished that till this program gets a proper .exe file , i will try it out.
But won't mess with any github crap.
Yup, I have similar motivation for making this program. But currently only editable thing are the spells and most functions You would want (i.e. importing your files) are still to be done so you would have to fiddle around with importing them in pretty annoying way. I will make builds once I add more useability to the program.
Sounds great!
Yes editing spells is a mess. You basically juggle 3 programs to do so.
So looking forward to it!
I have no idea what this does because the text is manually set to something dark and can't be read easily on a dark theme :)
Looks like a windows thingy anyway. On linux you can do it all with a text editor (and a tlk compiler...which I have lying around somehwere...) Anyway, tools that make development easier are good, carry on.
The idea is:
Now you have to manually edit the spells.2da, the corresponding tlk entry and the script itself f you want to do ay change to any spell. Thus searching for the right entries adn lines and change them by hand
This tool is supposed to link the specific things togather so can easyly change the things simmultaniously.
At least that is what I understoof and hope for it to be
Basically correct, although You still will have to create/edit scripts manually in the toolset. Also I'm trying to make sure all annoying details are solved for you.
For example metamagic flags are counted for you, so you need just to click which ones you want. Or if you want to have subradial spell linked to feat, then featId is calculated (65536 * subrad_index) + featId. With this, you won't have to do this.
Also if you notice you made mistake or two, its much easier to just load project and make a few clicks than manually trying edit those/using several different programs.
Lastly I would like to allow merging for tlk/2da files. So if you find some spells on vault and want to include them it will be easier to have program run the check rather than you going and verifying that each spell(or anything else) has right row id, right tlk ids and doesn't conflict with things you already have done.
Thats pretty much the goal.
Good work, this looks really useful and potientially a lot more userfriendly than the current method...
Thumbs up for doing this for the community.
/Pap