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Modification of NWNs gui.

 
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TheCrookedMan



Joined: 19 Jan 2012
Posts: 2

PostPosted: Thu Jan 19, 2012 23:45    Post subject: Modification of NWNs gui. Reply with quote

I'm sure this is answered elsewhere, but I've had no luck finding it.

Can the nwns(original) gui be modified like the nwn2 gui?

I found this post:
http://social.bioware.com/forum/Neverwinter-Nights-1/NwN-1-Tools-and-Plugin-Developers/Anyone-modified-the-character-creation-GUI-to-be-dynamic-8079766-1.html

Where virusman said:
'.gui and .mdl files only contain the layout of the GUI. The controls and interactivity is in the code.'

Does this mean that adding new controls & their xy positions is not possible, or is?

Can new screens be added w/their own controls be added, or is that an exclusive feature of nwn2?
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Fri Jan 20, 2012 0:38    Post subject: Reply with quote

It is not possible without some heavy NWNCX coding.
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Lokey



Joined: 02 Jan 2005
Posts: 158

PostPosted: Fri Jan 20, 2012 0:43    Post subject: Reply with quote

It can't be easily modified like nwn2.

Depends on what you want to do, artwork elements can be changed easily, layout and function takes major skills.

ETA: I took a little time to revise that conversation at bio forums Smile
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TheCrookedMan



Joined: 19 Jan 2012
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PostPosted: Sat Jan 21, 2012 0:36    Post subject: Reply with quote

Poop. Alright, thanx guys.

I wish I could promise the time and effort for the nwncx to make that happen, but I will refrain no matter much I want to.
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Greyfort



Joined: 20 Jul 2010
Posts: 66

PostPosted: Tue Aug 14, 2012 1:41    Post subject: Reply with quote

virusman wrote:

It is not possible without some heavy NWNCX coding.

ware can I start coding nwncx, I would like to.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Tue Aug 14, 2012 13:58    Post subject: Reply with quote

NWNCX development requires advanced skills in assembler, C/C++, reverse engineering, etc.
But more importantly, it relies on the client symbols I'm not allowed to distribute. Sad
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Sherincall



Joined: 14 Mar 2009
Posts: 7
Location: Santa Clara, CA

PostPosted: Wed Aug 15, 2012 7:39    Post subject: Reply with quote

virusman wrote:
NWNCX development requires advanced skills in assembler, C/C++, reverse engineering, etc.
But more importantly, it relies on the client symbols I'm not allowed to distribute. Sad


You actually have symbol files for the executables!? So... where do you live, again? Rolling Eyes

I must say my opinion of you dropped slightly, I thought you did all that just by studying the disassembly.


As for the actual problem, you can modify the character creation .gui and .mdl files to show a new layout, and embed the text you want on the textures. You'd still have the same (max) number of elements, but you can change what they mean.

Might be useful if you don't use something normally.. For example, I've always hated Alignments, and getting rid of them gave me 1 out of 9 choice at character creation. Deity and Age also give you two string inputs. Subrace, etc.. In our ruleset, we don't use classes, and since I was unable to actually skip the entire class selection screen, it's reserved for some info/image, with only a single 'Next' button.
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virusman



Joined: 30 Jan 2005
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Location: Russia

PostPosted: Wed Aug 15, 2012 12:46    Post subject: Reply with quote

I don't have THAT much time to study pure disassembly. Smile
Still, mapping out the structures takes a lot of time when I make NWNCX plugins.
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