Table of Contents
Building Tips and Tricks
Importing ERF from higher NWN version than you have
Sometimes you might be stuck on older NWN version for a reasons. Perhaps the server did not update to latest EE version yet. But then someone sends you an erf import that was created in newer version and toolset will refuse to work with it.
The solution is simple. Open the erf file in nwhak.exe (nwhak can open not only haks but also erfs and even modules) and delete a file ExportInfo.gff, then save the erf. If you do this toolset will allow you to import it.
Manual Editting via GFF Editor
Every file in module can be manually edited externally. And almost all formats can be opened in GFF editor.
This allows to change characteristics that toolset doesn't allow to change or exceed some toolset limits like 10000 HP for creatures (read below).
Every time you open a module it will create a folder where all its files are stored. The folder is named temp0 and will be create in your user's directory/modules/. Scripts (*.nss) can be opened by any text editor, blueprints (*.utX) and other formats can be opened with already mentioned GFF editor. If you open an item for example (*.uti). You will see this:
And then you can manually edit the values you want. For item, the only thing that toolset won't let you change is baseitem type. I use this a lot to make a copy of existing weapon for NPC and change it from dagger to for example short sword. To do this you need to change the value of BaseItem field. The vanilla values can be found on NWN Wikipedia. So in my case I would change value 22 (dagger) to 0 (shortsword). Then I should open the item in toolset again and select new appearance parts for it. I should also make sure that creature has required weapon proficiency to equip the weapon type (which can not be the case if it was dagger and we change it to kukri). If creature missing the required weapon proficiency, it won't use the weapon.
Advanced Creature Editing
Toolset allows to set maximally 100 points to any creature attribute and maximally 10000 extra hitpoints. If you want more you need to use GFF editor explained above. You find the creature's blueprint file in temp0 folder, file name matches its resref, and open it in GFF editor. You will see this:

The field HitPoints is what you need to change to exceed the 10k limit. You also need to recalculate filds CurrentHitPoints and MaxHitPoints.
If you want the creature to have more than 100 strenght for example, you manually modify a field called Str to value you want. Other attributes' field names are Con, Dex, Wis, Int, Cha. Simple.
IMPORTANT NOTICE!!! Unfortunately, the toolset will revert these advanced settings to its maximum limit everytime you open and save the creature inside toolset! So you need to count with that and be ready to remake the adjustments everytime you change the creature in toolset.
Door Placement
Normally, toolset won't let you place doors elsewhere than inside a “hole” for doors. However there is a way to place doors wherever you want them to be.
The simplest way is to paint a tile with door-hole elsewhere in area and place the doors inside it. Then you need to find the door in area's list in the left part of the toolset, right-click it and choose Adjust Location.

That will allow you to rotate or reposition the doors via manually entering the coordinates. You can get coordinates from different object that you place where you want the doors to be like placeable and right-clicking on it and choosing Adjust Location (other objects than doors shows this option when right clicked from inside area).
The trick is that once the door aren't inside the tile, then deleting that tile will not delete the doors! So after you are done, you can delete that tile you placed only for this purpose and change it back to what it was.
Sometimes toolset won't let you place the door from the side you want, rotating it 180° via Adjust Location will solve this issue.
Resizing and Rotating
The already explained Ajust Location also allows to resize an object. This is not useful for doors, but very useful for placebles.
Note, that for this option to appear the placeable mustn't be set to Static. Scale allows to make the placeable bigger or smaller, other than that only Y and Z Rotation are useful because X Rotation you can already achieve with Orientation field above it and X,Y,Z translation are basically duplicates of the X,Y,Z placement options.
Y and Z rotation will allow you to rotate placeable differently. Test it yourself. One area on Arkhalia contains doors rotated this way too, so that is also possible.
Note that creatures can be also resized and probably even rotated (although that makes no sense). But this will work only on pre-placed creatures and in a multiplayer environment only friendly NPCs are pre-placed. If you want to make spawned monster bigger or smaller it needs to be done via scripting. That will be explained elsewhere in this section.


