Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Publishing To Steam Workshop (Illustrated version)
Da HunterRayder93
This guide does not do it discredit the work of @Lewbonskee, it wants to be more a way to help inexperienced players in loading mod or personalized content, is for which some points of @Lewbonskee's guide were a bit complex to understand ... in truth the process of uploading the contents of NWN: EE and much simpler than it seems, after you get this guide, I hope you can start to create new content for NWN: EE.
   
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Structuring your Upload
Before loading the mod, you must first of all "Build"(build / create, as you prefer) the folder for which you want to load the mod.The "inside" of the folder you want to create must reflect the structure of the NWN: EE game directory. The location of the folder that you want to create is fine in any place, to understand where is the folder of NWN: EE, you must go to "Documents-> Neverwinter Nights" as shown below.


By opening the folder of NWN: EE you can look at how it is structured, but in case of folders like "erf" the latter just create them quietly in the folder of the mod you want to "build".


So now you're wondering ... << ok here we are ... but where we "create" this folder? >>
As already mentioned in any place of your PC, portable that you are using to load the mod, take for example this mod "BG2 Themed GUI" of Migrate Wizard, let's create the folder on the "Desktop" (but you can also create it in documents or in other places),we give it a name to this folder "BG2UI".


Within this directory, add an additional folder, which corresponds to the folder corresponding to the original folder located in "Documents-> Neverwinter Nights",in addition to the folder "override" we added an image in JPG that will then be our cover image in the Workshop.

"This image must then always call "thumbnail" and should not be grade between 400x400 or 600x600 pixels if not the image does not you load and you will see a gray image of a painting or workshop".


However ... depending on the type of file you want to insert you have to add more folders of different types take for example the CEP, the CEP and structured with different types of files, then you will have to structure the folder of the mod on to the types of files you want to upload then:


Tip: if you find yourself in trouble, keep the NWN documents folder open and the other folder of the mod you are building.
Uploading your Mod
And here ... we get to the part we say "apparently messed up" because I say so? very simple because the process is easier than it seems.

After creating the folder you will then have to start Neverwinter Nights: Enhanced Edition on steam to be able to do the upload.then you will have to follow these steps as described in @Newbonskee guide,which are as follows:

Messaggio originale di Lewbonskee:
  • Open the console (press ~)
  • Type: WorkshopUpload <full path to your mod directory>

To activate the console you can do so by accessing any type of singleplayer game,as soon as you enter the game in the chat game (the bar with the word "Talk" to understand better) write the command of the following console:


tip: as you may have noticed I did not use the "~" symbol because if you are not using the American / English keyboard you will need to enter "##" before writing the corresponding aconsole command as shown above.

and now we come to the UNCOMMINED part ... that has ALSO created me EVEN MANY MANY PROBLEMS.

how do I write the "full path to your mod directory"?

to see the "full path to your mod directory" follow these steps:

  • "right click mouse botton" on the folder of the mod you have created previously.
  • Property.
  • And insert in the console command the "path" reported in the folder property.

Here it is:


Seen? it's very simple! the trucc is right in these steps (obviously based on the position of the folder the command will be longer or shorter, for example having placed my mod of the portraits in a sub folder in the Desktop looking in property I will have to write the following command that is this "C: \ Users \ franc \ Desktop \ Personal Documents \ NeverWinter Nihgt's - Enachement edition - Mods").

after writing the command press enter, the following message will appear at the top left of the screen:


Then it will disappear ... do not worry, do not worry! the mod is loading it ... only that it will take its time to load it completely, and this I think may vary depending on how many files you have inserted in the folder.

When you have finished loading the mod you should then appear the next message always at the top left of the screen:



Good! now your mod and on the workshop!
Check and Updating your Mod
Now after finally loading your mod you can exit the game or simply "Alt + Shift" to reduce the game window and go to your Steam Workshop.The steam workshop can be accessed from the browser or from the steam desktop program,in the "workshop objects" section you should see the mod you will have loaded (in our case "BG2UI").


By accessing the mod you can manage all the details of the product, from adding images or video demonstration to adding administrators (You can assign as administrators only users on your friends list know it),By default the mod will be set to "ascosto" to make it public the mod just go on "change visibility" and put "public" or "just friends" (only friends means that who is your friend on steam will see your work of the workshop and no other).


Good! now everyone can use your mod!but it's not over ... to check if the mod works properly subscribe to the mod.wait for it to finish downloading then come into the game,(This is a completely aesthetic mod and therefore will only change the game UI),if the mod works then you can make it public.

tip: I recommend never posting a mod before checking if it works correctly.

Instead to "update a mod"Instead to "update a mod" you must always write the same command line that you have entered for the uploading of your mod, but instead of entering the name of the folder (in our case "BG2UI"), you must enter the corresponding name in the workshop,I call the workshop mod called "BGI-themed GUI (By lizard-man)" so the command line should be like this.



written the command press enter should then this message appears at the top left of the screen:



means that steam has understood that you are loading the same mod, and instead of creating a new one, update your mod already present on the workshop with the new files.
Guide epilogue
I hope this guide has been of help and that the images I've uploaded have understood the steps, for anything you do not hesitate to ask or to ask the parts that you did not understand (but I hope that there is neither the need).

I end up still giving my thanks to the Beamdog team and for making sure that NWN can be reborn in a new improved and better shape, and for arci the possibility (at the moment) through Steam workshop, to load our mods that have made for almost 16-15 years NWN the most famous CRPG of all time!

So thank you and thank you again.

20 commenti
Pedro 15 set 2023, ore 2:46 
how upload mod to change dialog.tlk in game installation?
HunterRayder93  [autore] 1 set 2021, ore 5:37 
В конце концов, у меня нет ничего, кроме как шаг за шагом проиллюстрировать различные шаги, я понятия не имею, изменилось ли что-то за эти годы, и я давно не следил за моддингом NWN: EE.
[HOP]Tikoetikoe 20 apr 2019, ore 3:25 
Thank you, this was very helpful.:cozyjunimogreen:
Cagus 23 nov 2018, ore 6:52 
Hi,
I have a question.
I have 2 mods modifying tgas (icons).
First changes icons and with empty frame and the second adds a special frame around them.
How can I set the second one to take priority? (both modifies the same file, but when the second mod is added, it should take priority and overwrite the file from first mod).

Thanks for answer, this is bugging me and I haven't found solution yet (only the priority of subscription seems to affect this).
HunterRayder93  [autore] 1 nov 2018, ore 17:34 
forse allora e un problema di steam che alle volte non carica, o hai superato il limite di spazio che steam o NWN:EE supporta, hai insallato altre mod?
Fresh_91 1 nov 2018, ore 7:24 
Sì, il procedimento l'ho eseguito come spiegato. Quando però vado in "altri moduli" dopo aver sottoscritto il mio stesso oggetto, il mio modulo non appare nell'elenco. Ovviamente, se lo inserisco manualmente all'interno della cartella di NWN non ci sono problemi, ma questo è chiaro. Di contro, se lo sottoscrivo dal workshop non appare nulla nell'elenco in-game. Non riesco a capire quale sia il problema.
HunterRayder93  [autore] 1 nov 2018, ore 6:19 
Devi creare praticamente all interno della cartella della mod le esatte cartelle che trovi in documenti nel quale metteresti gli oggetti che vuoi caricare. Poi il resto è tutto spiegato, copi e incolli il percorso della cartella in gioco e dovrebbe andare tutto ok.
Fresh_91 1 nov 2018, ore 5:07 
Ho creato una cartella con il titolo del mio modulo e all'interno ho inserito l'immagine di miniatura e solo una cartella chiamata "modules" con all'interno il mio file MOD. Ho anche provato a creare una cartella chiamata "override" con all'interno la cartella "modules", ma non è cambiato nulla.
Ho capito male qualche passaggio? Forse devo inserire tutte le cartelle presenti nella cartella di Neverwinter anche se le devo lasciare vuote? Non saprei, spero mi possiate aiutare.
Fresh_91 1 nov 2018, ore 5:06 
Probabilmente sono stupido io, ma ho un problema.
Allora, il mio è un semplice modulo, non necessita di altri file aggiuntivi, solo il file "MOD". Seguendo tutte le istruzioni, ho caricato correttamente il file nel workshop; prima di renderlo pubblico, ho sottoscritto il mio stesso modulo per vedere se funzionava correttamente, ma nella lista "altri moduli" non appare il mio oggetto appena sottoscritto. Sono piuttosto sicuro che il problema sia nella struttura delle cartelle, dato che non ho avuto problemi con l'upload.
HunterRayder93  [autore] 1 nov 2018, ore 3:08 
No tranquillo se hai letto bene la guida, il resto e molto facile da fare.