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Releases: sporaxis/nwn-module-toolkit
Release list
1.5.6 NWN Module Toolkit
1.5.6 - Holes in areas, class feat tables, unplaced blueprints
Thank you to the builder on Discord who described tile holes, and to the Vault commenters who suggested the class feat table and palette checks and then tested them.
New checks
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Holes in areas. Three new errors on the Issues page, one per area and kind:
area_tile_unknown: a tile number the area's tileset doesn't have (usually an area built with another version of the tileset hak)area_tile_model_missing: a tile whose.setnames a model no hak, the module or the game hasarea_tile_empty: tile positions the area's tile list doesn't fill
The Map draws holes dark red, and the rest of the area still shows.
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Classes' feat tables. Each class's
cls_feat_*table is checked against thefeat.2dathe game uses:- Warnings for feats past the end of
feat.2daor on a deleted row (the feat can't be picked, and a character who has it doesn't see it in the radial menu or feat list), and for feats with no name in the talk table. - A note only for empty rows (
****): class packs have used them for years. - An error for a custom
classes.2danaming a feat table nobody has.
Only custom content is judged.
- Warnings for feats past the end of
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Blueprints in no palette category. One note per blueprint type on the Issues page. The game uses these blueprints; only the toolset palette hides them. Move them into a category on the Blueprints page.
Fewer false warnings
- No row-label warning where the game's own copy of a 2da is numbered the same way (its bonus-feat tables count from 1), or for a bonus-feat table numbered 1, 2, 3...
- A copy of a 2da in a subfolder (for example a backup in
override/old) is named with its subfolder. - Two copies in one folder get their own warning (
2da_same_folder: keep one) instead of "override beats override".
Updating from 1.5.5
Unzip 1.5.6, start it, press Update (your work stays), then Analyse again on each module (the Overview offers it).
SHA-256 (nwn-toolkit-vault-1.5.6.zip): a198a2bb5bced0bb6ef85ccfae6f9abd20471c1f415549b976de4746974b3b00
NWN Module Toolkit 1.5.5
1.5.5
Clearer "missing blueprint" issues
- When placed copies of a missing blueprint exist in your areas, the issue now says so. A placed copy keeps its own data and still works, but it isn't a blueprint, so a script that creates the item or creature from that ResRef gets nothing. Fix: in the toolset, right-click one of the placed copies → Create Blueprint, and keep the same ResRef.
- When the blueprint file exists somewhere the game won't load it from, the issue now says where:
- the toolset's unsaved working folder (temp0): save the module in the toolset and analyse again;
- a hak in your hak folder that the module doesn't list: add it under Edit > Module Properties > Custom Content;
- your development folder: players don't get that folder, so the file needs to be in the module or a hak.
- New warning (Issues page) when the toolset holds unsaved changes newer than the saved module, so you know to save before analysing.
- Analyses made with an older version are offered Analyse again on the Overview page to pick up the new notes.
Other
- The self-tests now all pass on Windows.
SHA-256 (nwn-toolkit-vault-1.5.5.zip): bc9463d00b1aeebc2419c7c2eaa317ff155663124eead40cd421236b1810b792
NWN Module Toolkit 1.5.4
1.5.4 — Item flags
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New: Stolen, Plot and Undroppable (Cursed) audit. The Blueprints page has an “Any item flags” filter and a Flags column. A new “Placed item flags” view lists placed copies that carry a flag or differ from their blueprint. A placed copy keeps its own flags, so fixing a blueprint doesn’t change copies already in the module.
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Bulk fixes. “Change fields…” can set stolen, plot and undroppable on blueprints, and optionally on every placed copy. The next build applies it and the audit checks it.
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Command line: python nwn_itemflags.py [--csv F] [--all]
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Bug fixes from ongoing development. All 21 test suites pass.
SHA-256: 820bd13d6aaa8e3ad462d6f0f958bd749c141c82c3f12affcd0cc0740bd221b2
NWN Module Toolkit 1.5.3
What's new in 1.5.3
- Map page (new): every area drawn from its own minimap images; areas that join edge to edge shown as one map of your world; click an area for its minimap, problems, and ways in and out; export any map or area as PNG.
- Area transitions checked on the Issues page: missing destinations, wrong capitals, links switched off, door/waypoint mix-ups, arrivals inside another transition, one-way links - each with how to fix it.
- Missing minimap images are errors (names the hak, the images and the areas).
- Areas set to Underground by mistake are flagged, with the script lines that read the setting.
- Everything set on an object: area settings and variables; scripts, variables and properties for every creature, placeable, door, item, area and the module; items show their tag-based script.
Contributors: Sporaxis (author) and Anthropic: Claude (code).
Updating from 1.5.2: unzip 1.5.3, start it, press Update (your work stays), then Analyse again on each module.
Download the zip below (not "Source code").
SHA-256 (nwn-toolkit-vault-1.5.3.zip): 54fa095bd290f380d080a6177b2ab1f32179999b2b14af7feb73e52981d689fb
NWN Module Toolkit 1.5.2
Fewer false alarms and clearer findings, from the first testers' feedback.
- Item scripts (run by tag or resref) count as used.
- One issue per missing script, listing every place; "By design" covers all of them.
- No longer errors: static placeables, a deliberately missing OnConversation script, condition scripts in action slots, spawned-NPC heartbeats, CreateObject's new-tag argument.
- Variable type mismatches say where the other type is set; wrong-capital tags name the object that has the tag.
- nwn.ini [Alias] folders followed; game folder detected automatically.
- Nasher projects can be analysed and saved.
Download nwn-toolkit-vault-1.5.2.zip below (not "Source code"), unzip it and follow INSTALL.md.
Updating from 1.5.1: start the new version and press Update, then Analyse again.
SHA-256: b3091994364034b06004bf6b60dd7c010ca1d5faf2256a8f5d9a8ca98e3eda8a
NWN Module Toolkit 1.5.1
Analyse, understand and safely clean up Neverwinter Nights: Enhanced Edition modules. Your module, haks and game are only ever read.
Install (about ten minutes, full steps in INSTALL.md):
- Install Python 3.8 or newer from python.org (Windows: tick Add python.exe to PATH).
- Download nwn-toolkit-vault-1.5.1.zip below (not "Source code") and unzip it anywhere.
- Start it: Windows
run_dashboard.bat, macOSrun_dashboard.command(first time: right-click, Open), Linuxpython3 nwn_dashboard.py. - On the Modules page press Install. Later versions find your install and offer Update; your work is kept.
Created by Sporaxis - contact: sporaxis@gmail.com. The code was developed within Claude, Anthropic's AI assistant. The toolkit itself uses no AI: it runs entirely on your computer and makes no internet connections.
SHA-256 of nwn-toolkit-vault-1.5.1.zip:
3c631615b80c02d010d3601547ebbf6046ebd3107953e311bce79d34d3b30c0b
Full Changelog: https://github.com/sporaxis/nwn-module-toolkit/commits/v1.5.1