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NWN2: Builders - NWN2 Toolset | Forum profile

Forum profile page for NWN2: Builders - NWN2 Toolset on http://bioware.com. This report page is the aggregated overview from a single forum: NWN2: Builders - NWN2 Toolset, located on the Message Board at http://bioware.com. This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period. Additional forum profile information for "NWN2: Builders - NWN2 Toolset" on the Message Board at http://bioware.com is also shown in the following ways:

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Site: Neverwinter Nights: Forum - NWN2: Builders - NWN2 Toolset (site profile, domain info bioware.com)
Title: NWN2: Builders - NWN2 Toolset
Url: http://nwn2forums.bioware.com/forums/viewforum....
Users activity: 3 posts per thread
Forum activity: 0 active threads during last week
 

Posting activity on NWN2: Builders - NWN2 Toolset:

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Threads: 0 67 240
Post: 0 198 722
 

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Latest active threads on NWN2: Builders - NWN2 Toolset::

Started 2 weeks, 4 days ago (2009-11-12 20:54:00)  by _Knightmare_
Make sure your game is patched to full. Running Vista 32 here with no problems in game or toolset. I just loaded the game, patched and all was fine.
Thread:  Show this thread (4 posts)   Thread info: Vista 32 Size: 148 bytes
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Started 1 month ago (2009-10-28 03:16:00)  by BelSirk
SCRIPT on the ondeath event you recreate the pc or put a ressurrection effect on him and add a new hide skin on the PC with the undead properties,you could try to change his skin color too _________________ Broodslayer 's Lord Belsirk - Que los demonios los arrastren al rincon mas oscuros de sus almas y les consumas sus anhelos de vida en la perpetua Flama de la perdicion
Thread:  Show this thread (6 posts)   Thread info: Player rise as Undead? Size: 422 bytes
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Started 2 weeks, 4 days ago (2009-11-13 00:31:00)  by _Knightmare_
You seem to be having a lot of problems. Far more than the average person. All that makes me think there is something else going on here. Couple questions: Do you have you game fully patched? do you have anything in the Override folder (either the one in Documents or the one under Program Files)?
Thread:  Show this thread (4 posts)   Thread info: need to find some script Size: 297 bytes
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Started 2 weeks, 6 days ago (2009-11-10 16:43:00)  by Segal
Try the mine entrance placeable. You can change out the default double doors with a single stone door. _________________ Segal The Depths - An Apocalyptic Fantasy Adventure Depths Wiki - A Player Resource
Thread:  Show this thread (4 posts)   Thread info: AoW: Need help with building The Whispering Cairn Size: 379 bytes
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Started 2 weeks, 6 days ago (2009-11-11 04:15:00)  by _Knightmare_
Did you bake the area to set the walkmesh (File -> Bake Current Area)? Then save module.
Thread:  Show this thread (5 posts)   Thread info: Problems with Movement Size: 91 bytes
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Started 3 weeks, 2 days ago (2009-11-08 01:07:00)  by BrianMeyer
There were conflicts with SOZ i imagine with ranges. Here is a cleaned up, and repackaged version. It says 1.22 but no changes that affect it in 1.23. Click Here Includes all of BCK, new blueprints, new placeables.2da, and it includes Cely's fixed floor placeables. It also includes the eberron set as well. Which files you download is optional, it won't hurt to have it set up for all of them...
Thread:  Show this thread (8 posts)   Thread info: Building Construction kit 2: SoZ compatibility ? Size: 919 bytes
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Started 2 weeks, 6 days ago (2009-11-11 02:39:00)  by _Knightmare_
Quote: Posted 11/11/09 01:47 (GMT) by EternalFlames I have a 32x32 area,(shocking, I know..) and I've been trying to figure out how to reduce it to a more manageable size such as 24x24 or even 16x16. Is there a plug-in or way to do such a thing? You can alter the size of the are under its properties, but this won't "shrink" the area as in moving things closer together. Rather it will just ...
Thread:  Show this thread (2 posts)   Thread info: Shrinking an area? Size: 724 bytes
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Started 3 weeks, 2 days ago (2009-11-08 03:57:00)  by dunniteowl
As a thought, you could use a bag item, make a custom model of a keyring with a couple of keys on it, apply it to the bag, rename the resref and make it a blueprint (or whatever you do to items that can be stored in your inventory) and then let it loose. I don't know what else that can be done to make it Keys only, but I imagine there are some crazy smart folks out there who might be able to ...
Thread:  Show this thread (7 posts)   Thread info: Key Ring Size: 566 bytes
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Started 3 weeks, 1 day ago (2009-11-09 01:25:00)  by Chaos Wielder
I've never used a collision ball, but I thought walkmesh helpers had to be visible in game. I cover them up with rugs and such. _________________ Shagret Development Blog
Thread:  Show this thread (4 posts)   Thread info: visible walkmesh helpers and collision balls? Size: 248 bytes
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