Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Gather your mods before venturing forth. Discover planes filled with player-created adventures in Steam Workshop, then build your own Neverwinter Nights modules using the Aurora Toolset to share!
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Junkitude 7 Sep, 2019 @ 1:21pm
Leto 1.69 portrait changes and player.bic file not changed on saved files
I have been accessing my portrait TGA files by doing a search in Windows folder:
C:\Programs Files (x86)\Steam\steamapps\workshop\content\(folder number)\(folder number)\portraits\

Now I am ready to add different portraits to the story lines and edit my own storyline scipts. I just wish it didn't take so long to learn. I also wish there were more 3D HD bodies with lifelike animations. Oh well it's not that important I guess.

Leto 1.69 still does not working no matter how many times I try to change my save files. They keep showing as the same file I saved inside the game. I clicked on File>Save as...into C:\Documents\Neverwinter Nights\saves\save folder\ .and then save it as player.bic file and replace the original but nothing happens when I load the saved game. Like nothing I did in Leto saved in the folder. Is there something else I am missing?
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Proleric 5 7 Sep, 2019 @ 3:30pm 
I sense you might be trying to do more than one thing here.

If you're using the toolset to make your own modules, the Custom Content Guide[neverwintervault.org] has a chapter on adding portraits.

If you're trying to change your character's portrait, perhaps the easiest way is to export your character in game. That will create a .bic in localvault that you can edit with Leto before starting a new game.

IIRC the snag with a saved game is that there is player character information in both the .bic file and the .sav. The latter is a container which you can open with nwhak. If memory serves, the file to export is module.ifo, which can be altered with gffeditor. Others may know better.

Regarding lifelike bodies and animations, in NWN that's two separate questions. You can find examples of both custom bodies and custom animations on the Vault, which you can mix and match.

Proleric 5 8 Sep, 2019 @ 1:12am 
To confirm the above comment on saved games, within module.ifo there is a list Mod_PlayerList with an entry for each player (only one, in SP). Within that entry is the Portrait field,
(e.g. po_hu_f_13_), which is the tga filename without the size letter or the .tga suffix.
Junkitude 12 Sep, 2019 @ 8:37am 
Originally posted by Proleric:
To confirm the above comment on saved games, within module.ifo there is a list Mod_PlayerList with an entry for each player (only one, in SP). Within that entry is the Portrait field,
(e.g. po_hu_f_13_), which is the tga filename without the size letter or the .tga suffix.
right and the huge or (po_hu_f_13_h.tga) and large (po_hu_f_13_l.tga) seem to be the only ones that matter for in game viewing. so which folder has the 3d figures and will we be able to edit the skins and 3d meshes inside a 3d editor like Blender or Unity as well?
Proleric 5 12 Sep, 2019 @ 1:59pm 
Portraits are 2d, of course. For players, you need all 5 sizes - see table in the Custom Content Guide[neverwintervault.org].

The official 3d models and skins can be extracted using NWNExplorer[forums.beamdog.com]. They can be edited with Blender or NWNMax (GMax addon), amongst other tools. There are tutorials on the Vault[neverwintervault.org], where you'll also find the NWN University library of documentation.
Last edited by Proleric; 13 Sep, 2019 @ 12:07am
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