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How do i install mods to this game?

modding mods custom content help

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#1
Deathjester90

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I have downloaded multiple mods from the neverwinter vault, but i can't seem to be able to get them to appear on my game. I'm playing the main campaign, i've downloaded this: https://neverwinterv.../get-your-skull and this : https://neverwinterv...pak/dark-armory to get some more armors in the game. But apparently it's not as easy as placing the files in a folder and starting the game.

I've tried using the toolset provided with the game, but i'm no professional modder, i just want some cool robes and hoods to use in my game.
Can anyone help me with this? What do i need to do? The game is so old that it's difficult to find exactly the information i'm seeking.



#2
4760

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I just had a look at the mods you linked, and the reason you can't see any new cloak or hood is because no blueprints have been created for these new items.

If you want to have the new outfits available for any module, basically what you have to do is:

1) create the blueprint for the robe/cloak/hood you want, and save it in you override folder (by the way, you also need to get the override version of the mods)

2) in game, activate DebugMode

3) type "giveitem xxx" where "xxx" is the tag of the blueprint you created at step #1

 

If I'm not clear enough, maybe you can have a look at the links below:

https://neverwinterv...al-create-armor

https://forums.nexus...-items-in-game/


Edited by 4760, 25 July 2020 - 10:04 AM.


#3
Deathjester90

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I have downloaded multiple mods from the neverwinter vault, but i can't seem to be able to get them to appear on my game. I'm playing the main campaign, i've downloaded this: https://neverwinterv.../get-your-skull and this : https://neverwinterv...pak/dark-armory to get some more armors in the game. But apparently it's not as easy as placing the files in a folder and starting the game.

I've tried using the toolset provided with the game, but i'm no professional modder, i just want some cool robes and hoods to use in my game.
Can anyone help me with this? What do i need to do? The game is so old that it's difficult to find exactly the information i'm seeking.

I've read both of those before i posted here. I need to create a blueprint with the toolset right? How do i do that? It seems super complicated, if it's easy but i just don't get it, could you give me step by step instructions if it's not too much to ask? This seems really complicated considering it's for the end user to mod their game.



#4
4760

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OK then, I'll wirte something down. But gimme a few days, I'm not sure when I have time this week.



#5
Deathjester90

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OK then, I'll wirte something down. But gimme a few days, I'm not sure when I have time this week.

Thanks mate, the info is really scarce when it comes to modding this game. I looked youtube videos too, but they only talked about creating custom modules, not adding items to the main campaign.



#6
4760

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I promised, here's a quick tutorial. I hope this is detailed enough



#7
Deathjester90

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I promised, here's a quick tutorial. I hope this is detailed enough

That's a very good tutorial, more people should see this.



#8
RoonBear518

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I promised, here's a quick tutorial. I hope this is detailed enough

That's a very good tutorial, more people should see this.

 

 

Wow My man! You are  a legend. I have been asking in every forum and discord I can find for something detailed as this.

 

I was getting a little dis-heartened because ppl were like..."nah you're new so , you don't really need to mess with any of that." and wouldn't help .

 

Thank you for being so gracious!

 

If I may be so bold as to ask?

 

I am attempting to add a few custom contents myself but can't figure out which files go into which folder? I was told by others that it isn't best to put things into the override folder, but then they don't tell me which folder IS best....very frustrating. 

 

I am attempting to install what most would consider to be "essential" tools and content for this toolset in 2020.

 

https://neverwinterv...tileset-project

 

and

 

https://neverwinterv...-expansion-pack

 

The Kamal tileset expansion contains 14 files/folders when extracted and I just would like to know where they go to function?

 

Same question for the Walkmesh Helper expansions. Seems most people just throw everything in the OVERIDE folder, but I was being told NOT to do that.



#9
4760

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I promised, here's a quick tutorial. I hope this is detailed enough

That's a very good tutorial, more people should see this.

 

 

Wow My man! You are  a legend. I have been asking in every forum and discord I can find for something detailed as this.

You're welcome! Thanks a lot!

 

 


I am attempting to add a few custom contents myself but can't figure out which files go into which folder? I was told by others that it isn't best to put things into the override folder,

 

First things first: as the name implies, the override folder takes priority on the modules and campaign, but not on haks and saved games: hak > override > campaign > module.

Well, actually it's not that simple... if there are subfolders, the priority is higher for the content with the longest path.

Let's clarify:

haks\subdir\*.hak > haks\*.hak > My Documents\Override > Install\Override > campaigns\YourCampaign\Level1\Level2 > campaigns\YourCampaign\Level1 > campaigns\YourCampaign > YourModule\Level1\Level2 > YourModule\Level1Dir > YourModule

 

Also, *.hak files go to My Documents\hak folder, *.bmu to My Documents\music, *.mod to My Documents\modules. Modules shared in directory mode also go to My Documents\modules (normally, all this is explained by the builder).

 

Now, why do you read comments about "don't use override"?

The basic answer is: everything in the override directory will be used instead of any file with the same name and extension from all campaigns or modules.

The good thing with this behavior is that it makes it easy to modify a creature or an item without having to change all modules that use it. On the other hand, it will also change it for modules that aren't necessarily compatible with the change.

Let's take an example: the Balor whip (explanations here, fix there) was not working because of a typo in the name of the animations. In that case, it's easier to put the modified files in the override so all modules can benefit from the change.

On the other hand, there are so many custom faces available that some use the same model number. In my case, I decided to renumber conflicting ones so I have the possibility to get all. But some modules use the previous number, and sometimes that leads to weird situations (hair not at the right place, descriptions not matching what you see, etc... not mentioning that it could even lead to invisible heads or creatures).

 

Hope that helps



#10
RoonBear518

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it does help alot , thank you! 







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