Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As that might be new to you, here's some more detail - see also toolset manual[neverwintervault.org].
Open a new script in the toolset, open the .nss in a text editor, copy and paste the script to the toolset script, then compile.
You can also replace an existing script that way, by pasting over the entire old script.
If you specifically want to use the compiled script as an override to another module, compile the script in a new module first. Then, with the new module still open in the toolset, copy the .ncs compiled script from Neverwinter Nights\modules\temp0 to override.
Other compilers are available.
Using override for scripts is not recommended for works you plan to distribute to other people.
Also, no fear for redistributing to other people. I'm changing a variety of things in the OC and expansions to suit my taste, doubtful that others would enjoy them. I'm assuming it would be a bad idea to use override scripts due to custom modules being overridden as well?