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As I download various mods for this game I find a variety of files require different applications to render them useable. Some are RAR, 7-zip, Winzip, docx, etc. The results dump piles of files with one extension or another into the folder associated with the mod and these then must be placed into one of the folders off the Nevewinter root.

I believe the .bik files go into the "movies" folder; the .bif files go into the "data" folder; the .bic files go into the "localvault" folder; the .tlk files go into the "talk" folder and the .erf files go into the "texturepacks" folder.

Did I get this right? Did I miss some?
Any pointers would be appreciated.
Most mods do include a readme file within the archive (the .rar, .7z, .zip, etc.) that tells you exactly where everything should go, but it sounds like you have everything in the right place. The only thing I would add is that .mod files will go in NWN\modules and .hak files will go in the NWN\hak.
Erf files are just files that are imported into modules. So an Erf isn't really something you need to use unless you're making your own modules. An .erf is basically a bunch of content (areas, objects, creatures) that can be imported into you're own module. OR you could export an area with its content into an Erf to easily send that area and content to another to put in their module...

I don't think I've ever seen bif files used to distribute content, bifs are usually content already in the game files, or rather, they are internal NWN game data. You can pull content OUT of Bif files, if you're a module builder.

- Qlippoth
Thanks cogadh, I forgot the obvious.
Qlippoth - I have come across a couple of .erf files as I tore down a downloaded mod and looked at the various components for stuffing into folders. The .erf files go into the "texturepacks" folder but I don't know what they do.

Thanks again!
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LokiLokiTwo: I believe the .bik files go into the "movies" folder; the .bif files go into the "data" folder; the .bic files go into the "localvault" folder; the .tlk files go into the "talk" folder and the .erf files go into the "texturepacks" folder.

Did I get this right? Did I miss some?
Any pointers would be appreciated.
More or less correct. .erfs actually go into a folder called "erf" (which you would create yourself if it isn't there), but as others have said, unless you plan to build a module you can forget about these. Players usually need only .mods, .haks and .tlks.

Other custom content includes.bmus which go into the music folder if there is custom music and .pngs for custom portraits which go into the portrait folder.

Have fun :)
Post edited November 29, 2010 by shia_luck
Thanks shia_luck.
When it comes to portraits I did create a "portraits" folder after learning that the folder has to be labeled as plural, not "portrait". I have since then downloaded and dumped dozens of portrait files in there but when I look at the portraits within the game to chose one for my character I seem to have a lot of characters that have a name/class/level, etc. but the actual picture is the default dark human figure. Are these characters that lack the _h.tga, _l.tga, _m.tga, _s.tga and _t.tgas images?

I came across the "custom portrait creation quick guide" and believe that this converts a .jpeg picture into the required 5 tga files, right? All 5 right?

Do I need to follow this guide for the characters within the portraits gallery that don't have a specific character picture attached?

I have a lot of pictures in the .jpeg extension to convert but there are a lot of those default characters in my database. I guess I could cull through the portraits folder and delete any lone named .jpeg character that hasn't the required 5 tga files. Would that clean out these defaults? Guess I'll check it when I get home.
Portraits not portrait, you are quite right. :) (I also said .png before didn't I? *blushing* .. I meant .tga of course)

If you have downloaded portraits from NWVault then you shouldn't have to do anything but put them in a folder called portraits in the NWN install folder. They will then be available when you create a new character.

If you want to make your own then This guide is how I learnt.

If you want to change the portrait for a character, choose customise character when you are starting a new game or get the filename of the portrait you want to change it to (without the h, l, m, s, t bit... e.g. "portrait_") and open your character .bic with Leto, and then paste the new filename in the relevant space and save the .bic (Make a bakup first tho ;) ).

I hope that answers your questions?

(I am not exactly sure what you mean with some things like "characters within the portraits gallery that don't have a specific character picture attached" so I don't know how to answer that, sorry.)

Good Luck :)
Post edited November 29, 2010 by shia_luck
When I said "characters within the portraits gallery that don't have a specific character picture attached" I mean that I have about 20+ characters that have a dark shadowy figure in the portrait part of the character information screen instead of a colorful picture.

Your direction to the portrait site is the one I looked at but the method I am looking at now is hitting the ~ in any screen inside the program and then getting a > where you type in "ConvertPortrait XXXXXXX" (where XXXX= the name of the lone .jpeg file in the "portraits" folder. It looks likje this will then create the 5 required .tga files I need for my character. (When all else fails I tend to take the lazyman's path)

Still working on these featurless shadowy characters.
Thanks again!