Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Adventures await!
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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Modding and mod order?
Hi guys.

So I'm new to modding NWN and have two questions.

1. I subscribed to about 20 mods on the workshop but I noticed that when you sub to one mod, it screws up/cancels out another....is there a particular order to which/what types of mods should be installed first. last?

2. is it possible/pratical to add or change armors in the main campaign? Kinda like what this guys seams to have done to the blood sailors uniforms: (adult warning I guess)

https://3.bp.blogspot.com/_zGLv3FG1XsY/ReLGCgX8BYI/AAAAAAAAAVE/NKsWEVKDLTE/s1600-h/6NWN0003i.jpg

I like a lot of tghe cool armors people made on the NWN vault and would like to use them without making my own module...if thats possible

Thanks guys.
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Showing 1-2 of 2 comments
Proleric 5 15 Jan, 2021 @ 3:29am 
In the event that a mod does't work, the first thing to try is moving it from the Steam Workshop folders to the corresponding subfolders in Documents, as described here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1309774090

That eliminates Steam as a possible source of error by giving the game itself full control over content.

Adding new modules (campaigns) to the game is normally conflict-free, because .mod files and their .hak files almost invariably have unique names, and cannot otherwise interfere with one another. So, modules can be added and removed in any order.

The problem tends to come with gameplay mods that use the override folder. There is no guarantee that they will be mutually compatible - they can even screw up modules, which are otherwise well-behaved.

As a rule-of-thumb, two mods that include a file with the same name won't be compatible. Otherwise, while conflict is always possible. the risk is usually low unless the mods include scripts (.ncs), especially scripts dealing with the same aspect of gameplay.
Last edited by Proleric; 15 Jan, 2021 @ 3:38am
Proleric 5 15 Jan, 2021 @ 3:37am 
Introducing custom armours into existing modules is not impossible. If the author has provided a .uti file and .2da files, it may be as simple as dropping them into override with the model mdl and its textures, then using the debug command dm_spawnitem in game.

Sadly, this rarely happens. You can edit 2da files with text editor and make a .uti file in the toolset, but there is a learning curve that's probably not for everyone.
Last edited by Proleric; 15 Jan, 2021 @ 3:37am
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