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Reliquary

LordOfMyatar edited this page Jun 7, 2026 · 1 revision

Reliquary - Placeable Editor

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.


Table of Contents


Overview

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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)

Getting Started

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Download

Reliquary is included in the Radoub package. Download from the Releases page.

First launch

  1. Run Reliquary from the Radoub folder or launch through Trebuchet.
  2. Open a UTP file via File > Open, or start a blank placeable via File > New.

Trebuchet discovers Reliquary automatically and manages the active module.


Command-Line Arguments

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Usage

Reliquary [options] [file.utp]

Options

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

Examples

# 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 --safemode

User Interface

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Main window

The 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

Title bar

Shows the current filename. An asterisk (*) marks unsaved changes. Read-only previews (HAK/BIF) are marked accordingly.

Placeable Browser panel

Collapse or expand the panel with its ◀/▶ button or use F4.

  • Lists .utp files 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

Status bar

Shows operation status and the active module name.


Working with Placeables

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The editor groups placeable data into four sections, all visible on one scrollable page.

Identity and Combat

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

Behavior

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.

Text

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)

Inventory

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.

Script Sets

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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 .txt file.
  • Load Script Set reads a saved file and applies it to the current placeable in a single undoable step.

Opening a Conversation in Parley

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In the Behavior section, set a Conversation resref, then:

  • Browse opens a dialog browser to pick a .dlg from 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.


Keyboard Shortcuts

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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

Settings

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Resource paths

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 Locations

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File Location
Settings ~/Radoub/Reliquary/ReliquarySettings.json
Shared settings ~/Radoub/RadoubSettings.json
Logs ~/Radoub/Reliquary/Logs/

Troubleshooting

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Placeables show StrRef numbers instead of names

When names render as StrRef: 12345:

  1. Open Settings and point Base Game Path at the NWN:EE installation.
  2. Confirm dialog.tlk exists in the game's data/ folder.
  3. For a custom TLK, configure the module in Trebuchet.

Cannot edit a base-game or HAK placeable

HAK and BIF placeables open as read-only previews. Use Save As to copy the placeable into the module, then edit the saved copy.

Inventory section is missing

The Inventory section only appears when Has Inventory is checked in the Identity and Combat section.

Edit → Parley does nothing

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.

UI display issues

Launch with --safemode to reset to the default theme and system fonts.


Home | Index

Page freshness: 2026-06-07


Parley

Getting Started

User Guide

Features

Help


Manifest


Quartermaster


Relique


Reliquary


Fence

  • Fence - Merchant/Store Editor

Trebuchet


Shared Features


Developers

Parley Internals

Manifest Internals

Quartermaster Internals

Relique Internals

Reliquary Internals

Fence Internals

Marlinspike (Search Engine)

Trebuchet Internals

Radoub.UI


Radoub.Formats

Library

Low-Level Formats

High-Level Parsers


Legacy Bioware Docs

Original BioWare Aurora Engine file format specifications.

Core Formats

Object Blueprints

Module/Area Files

Reference


Page freshness: 2026-05-24

Index

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