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en:modulebuilding:generaladvices [2025/11/13 20:23] shadooowen:modulebuilding:generaladvices [2025/11/16 23:50] (current) shadooow
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 Pre-placed NPCs in areas (merchants and other friendly NPCs in towns) that aren't supposed to move and roam should have their scripts cleared out like this to preserve server resources: Pre-placed NPCs in areas (merchants and other friendly NPCs in towns) that aren't supposed to move and roam should have their scripts cleared out like this to preserve server resources:
 {{:en:modulebuilding:emptyscripts.png?400|}} {{:en:modulebuilding:emptyscripts.png?400|}}
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-===== Encounter Trigger Painting and Spawn Points Placement ===== 
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-... 
  
 ===== Placeables ===== ===== Placeables =====
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 This happens when multiple flat-type placeables like carpets or some floor-overriding ones are placed over each other. To avoid this, you need to make sure their Z position (right-click Adjust Location) isn't same. Make the second placeable to be at +0.01 Z, third at +0.02 Z etc., that should fix this. This happens when multiple flat-type placeables like carpets or some floor-overriding ones are placed over each other. To avoid this, you need to make sure their Z position (right-click Adjust Location) isn't same. Make the second placeable to be at +0.01 Z, third at +0.02 Z etc., that should fix this.
 +
 +===== Exporting =====
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 +Lets say you made a bunch of creature blueprints to be spawned inside dungeon or outside of it, whatever. Now how do you export them all? Doing it one by one and appending to previous export is annoying. But there is a better way. If you are also exporting an area, then you make a vanilla encounter inside that area in a spot where no player can trigger it and put all the creatures you want to export into this encounter. Then save the area and export the area and it will automatically include all those creatures inside the encounter as well. If you do not export any area, then just create a new encounter blueprint, put all those creatures inside it and then right click on that encounter and select Export.
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 +On the contrary, creatures and items directly placed inside area will not be exported with area export!!!
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 +The export will always also include all scripts and items that are in module used by all blueprints you exported and/or all objects inside areas you exported. That might be often unwanted because you didn't change any scripts for example. To avoid sending bloated ERF with files you never touched, you can open the *.erf file in nwhak.exe and delete those files externally.
en/modulebuilding/generaladvices.1763065416.txt.gz · Last modified: 2025/11/13 20:23 by shadooow