Once edited save the module and it'll package up the file without question.Įditing it later in the toolset may change the GFF fields back to some default or remove them entirely - so be warned changes made using a GFF editor may be undone at any moment. Then find the file you wish to edit in your editor of choice (or copy it elsewhere, then copy it back). To edit the modules GFF files first open it so it extracts the contents to the Documents\Neverwinter Nights\modules\temp0 folder. There may be references on other wiki pages to editing GFF files directly - the toolset either doesn't support specific changes (eg higher numbers than the toolset shows) or doesn't support the changes full stop even if the game recognises them (eg setting a NPC familiar type). This is good for mass changes or uploading to a code repository. Then you can decompile the files into JSON using the neverwinter-nim tooling. There is the tool TlkEdit2 (2da/tlk/gff/erf Editor) on the vault, this runs in Java so is more cross compatible and may be easier to use. In NWN:EE it is located in Neverwinter Nights\util\win32\GFFEditor.exe The game comes with a very basic Windows only GFF editor, good for simple changes.
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