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Reliquary
Furnish the world, one object at a time.
Edits Neverwinter Nights .utp placeable blueprint files.
🚧 Under construction — Alpha. Reliquary is at an early (alpha) stage. Features and behavior may change, and some are still being refined. Back up your files before editing.
- Overview
- Getting Started
- Command-Line Arguments
- User Interface
- Working with Placeables
- Script Sets
- Opening a Conversation in Parley
- Keyboard Shortcuts
- Settings
- File Locations
- Troubleshooting
Reliquary edits .utp placeable blueprints — the objects you place in the world: chests, doors, statues, plants, signs, and other containers or scenery.
Reliquary is the sister tool to Relique (the item editor): both follow the same single-resource blueprint pattern. Placeables that hold items also get a Quartermaster-style inventory editor.
Key features:
- Edit placeable identity, combat stats, behavior, descriptions, and inventory
- Browse placeables from the module, HAK files, and base-game BIF archives
- Copy a base-game or HAK placeable into the module by saving it there
- Pick a portrait and preview the 3D model
- Assign event scripts, with one-click open in your configured editor
- Save and load reusable script sets
- Attach a conversation and open it directly in Parley
- Spell-check the description and builder comments
- Full undo/redo across every edit
- Open Recent files list, shared with Trebuchet
- Apply themes (dark, light, accessibility)
Reliquary is included in the Radoub package. Download from the Releases page.
- Run Reliquary from the Radoub folder or launch through Trebuchet.
- Open a UTP file via File > Open, or start a blank placeable via File > New.
Trebuchet discovers Reliquary automatically and manages the active module.
Reliquary [options] [file.utp]
| Argument | Description |
|---|---|
-f, --file <path> |
Path to the UTP file to open |
-m, --mod <name> |
Set the module context (resolves relative --file paths) |
-s, --safemode |
Start in safe mode (reset theme and fonts to defaults) |
-h, --help |
Show help and exit |
# Start with an empty editor
Reliquary
# Open a placeable file
Reliquary boulder001.utp
Reliquary --file chest.utp
# Open with module context
Reliquary -m LNS --file door.utp
# Troubleshoot display issues
Reliquary --safemodeThe window uses a two-panel layout:
| Panel | Purpose |
|---|---|
| Placeable Browser (left, collapsible) | UTP files from the module, HAKs, and base-game BIF archives |
| Editor (right, scrollable) | Placeable fields grouped into sections |
Shows the current filename. An asterisk (*) marks unsaved changes. Read-only previews (HAK/BIF) are marked accordingly.
Collapse or expand the panel with its ◀/▶ button or use F4.
- Lists
.utpfiles from the active module, plus HAK and base-game BIF archives - Search filters the list; column headers sort by Name or Tag
- Click a placeable to load it
- HAK and BIF placeables open as a read-only preview — to edit one, use Save As to copy it into the module
- Right-click a file to delete it (a backup is made automatically)
- Panel width persists across sessions
Shows operation status and the active module name.
The editor groups placeable data into four sections, all visible on one scrollable page.
The top section covers the placeable's identity, its combat stats, and its core flags.
| Field | Description |
|---|---|
| Portrait | Portrait preview with a Browse button to pick one |
| Name | In-game display name |
| Tag | Unique script identifier (max 32 characters) |
| ResRef | Resource reference (max 16 characters) |
| Appearance | Visual model, chosen from the placeables list |
| 3D Preview | Live render of the selected appearance |
Check = Name to keep the Tag (UPPERCASE) and ResRef (lowercase, max 16 characters) in sync with the Name as you type.
Combat stats:
| Field | Description |
|---|---|
| HP | Hit points (0–32767) |
| Hardness | Damage reduction (0–255) |
| Fort / Ref / Will | Saving throws (0–255 each) |
Flags:
| Flag | Effect |
|---|---|
| Plot | Cannot be damaged or destroyed |
| Useable | Players can interact with it |
| Has Inventory | The placeable is a container (enables the Inventory section) |
| Static | Non-interactive scenery |
The Behavior section covers event scripts, advanced settings, and local variables.
Scripts — each event slot (such as OnUsed, OnOpen, OnClosed) has a ResRef field, a Browse button to pick a script from the module or HAKs, and an Edit button that opens the script in your configured external editor.
Advanced settings:
| Field | Description |
|---|---|
| Faction | Faction from the module's repute.fac
|
| Initial State | Starting animation state (for example, open or closed) |
| Conversation | Attached DLG resref (with Browse and Edit → Parley) |
| Treasure Model | Treasure appearance index |
| No Interrupt | The conversation cannot be interrupted |
Variables — a table of local scripting variables (Name, Type, Value). Use Add and Remove to manage entries.
| Field | Description |
|---|---|
| Description | Shown in-game when the placeable is examined (spell-checked) |
| Comments | Builder notes; saved in the file but never shown to the player (spell-checked) |
The Inventory section appears when Has Inventory is checked. It uses a three-column layout:
| Column | Purpose |
|---|---|
| Placeable Contents (left) | Items currently held by the placeable |
| UTI Palette (middle) | Available items, with a filter to narrow the list |
| Item Details (right) | Read-only details for the selected item |
Placeables use a flat backpack model — items go in a single list, with no equipment slots.
- Select an item in the palette and click Add Selected to place it in the contents.
- Select an item in the contents and click Remove to take it out.
A script set is a reusable preset of all event-script assignments. Use it to apply the same script wiring to many placeables.
-
Save Script Set (in the Behavior section) writes the current script slots to a
.txtfile. - Load Script Set reads a saved file and applies it to the current placeable in a single undoable step.
In the Behavior section, set a Conversation resref, then:
-
Browse opens a dialog browser to pick a
.dlgfrom the module or HAKs. - Edit → Parley resolves the conversation and opens it in Parley for editing.
Parley must be installed alongside Reliquary for the dispatch to work.
| Shortcut | Action |
|---|---|
Ctrl+N |
New placeable |
Ctrl+O |
Open file |
Ctrl+S |
Save |
Ctrl+Shift+S |
Save As |
Ctrl+Z |
Undo |
Ctrl+Y |
Redo |
F4 |
Toggle the Placeable Browser panel |
| Setting | Description |
|---|---|
| Base Game Path | NWN:EE installation path (TLK resolution and base-game data) |
| User Data Directory |
Documents/Neverwinter Nights path (custom 2DA files from module HAKs) |
Trebuchet manages the active module, theme, and fonts.
| File | Location |
|---|---|
| Settings | ~/Radoub/Reliquary/ReliquarySettings.json |
| Shared settings | ~/Radoub/RadoubSettings.json |
| Logs | ~/Radoub/Reliquary/Logs/ |
When names render as StrRef: 12345:
- Open Settings and point Base Game Path at the NWN:EE installation.
- Confirm
dialog.tlkexists in the game'sdata/folder. - For a custom TLK, configure the module in Trebuchet.
HAK and BIF placeables open as read-only previews. Use Save As to copy the placeable into the module, then edit the saved copy.
The Inventory section only appears when Has Inventory is checked in the Identity and Combat section.
Confirm Parley is installed in the same Radoub folder as Reliquary, and that the conversation resref resolves to a .dlg near the placeable or in the module.
Launch with --safemode to reset to the default theme and system fonts.
Page freshness: 2026-06-07
Getting Started
User Guide
Features
Help
- Manifest - Journal Editor
- Quartermaster - Creature/Inventory Editor
- Relique - Item Editor
- Reliquary - Placeable Editor (Alpha)
- Fence - Merchant/Store Editor
- Trebuchet - Radoub Launcher
- Marlinspike - Search and Replace
- Spell Check - Dictionary-based spell checking
- Token System - Dialog tokens and custom colors
Parley Internals
Manifest Internals
Quartermaster Internals
Relique Internals
Reliquary Internals
Fence Internals
Marlinspike (Search Engine)
Trebuchet Internals
Radoub.UI
Library
Low-Level Formats
High-Level Parsers
- JRL Format (.jrl)
- UTI Format (.uti) - Item blueprints
- UTC Format (.utc) - Creature blueprints
- UTM Format (.utm) - Store blueprints
- UTP Format (.utp) - Placeable blueprints
- UTD Format (.utd) - Door blueprints
- ARE Format (.are) - Area properties
- BIC Format (.bic) - Player characters
Original BioWare Aurora Engine file format specifications.
Core Formats
- GFF Format - Generic File Format
- KEY/BIF Format - Resource archives
- ERF Format - Encapsulated resources
- TLK Format - Talk tables
- 2DA Format - Data tables
- Localized Strings
- Common GFF Structs
Object Blueprints
- Creature Format (.utc)
- Item Format (.uti)
- Store Format (.utm)
- Door/Placeable (.utd/.utp)
- Encounter Format (.ute)
- Sound Object (.uts)
- Trigger Format (.utt)
- Waypoint Format (.utw)
Module/Area Files
- Conversation Format (.dlg)
- Journal Format (.jrl)
- Area File Format (.are/.git/.gic)
- Module Info (.ifo)
- Faction Format (.fac)
- Palette/ITP Format (.itp)
- SSF Format - Sound sets
Reference
Page freshness: 2026-05-24