Effects

Here you can find information concerning the effects in the nwn2 Toolset.

DLA Tutorial: Effects

BenWH over at DLA has posted another great tutorial for the nwn2 Toolset. This time he takes on the effects editor.

Well, this is actually a plug in, but it comes included with the toolset, so I've placed it here with the tutorials.

We're going to create just one effect to get started, but because I am far from being a dab hand with this editor, you can then use this experience to get comfortable with it:

Read the full tutorial:
http://www.dladventures.net/vB/showthread.php?t=3843

nwn2toolset: Visual Effects Plugin Tutorial

There's a good tutorial on nwn2toolset.com on using the visual effects editor, where he takes you though the process of making a snow effect.

Check it out here:
http://www.nwn2toolset.dayjo.org/ToolsetTuts/plugin/visualeffects.html

 

pfx/bbx/sef

Pfx get generated by the effects editor and should be saved in your campaign's individual folder inside the campaign folder.

For example:
C:\Documents and Settings\\My Documents\Neverwinter Nights 2\Campaigns\\effect1.pfx

More from LysanderReturns at http://nwn2forums.bioware.com/forums/viewtopic.html?topic=520330&forum=1...

"The pfx/bbx/sef files associated with your custom vfx can go into a custom campaign folder, ie a new campaign. The /campaigns folder is for holding /campaigns/[individualcampaign] folders.

ie: campaigns/Purgatorio/customvfx.sef would make the customvfx.sef accessible for any modules associated with the Purgatorio campaign (using the campaign editor).

The .sef can also go into a hak. It will also work in override.

Finally, there is Dev post around here somewhere that says you can put them in the temp module folder and they will get saved into the module.

-Monty"

Currently, the suggested way to add a sef file to a module at the time of play is to place it in the override directory. The next patch is supposed to address some issues hak files.