Neverwinter GM commands and other useful information

UPDATE: 2/5/26
its been a while and a long road but i think* ive mamanged to extract all the chunk files for mod9 i think*

some testing is needed but it looks like all the map files for the areas are there inc collision etc and other things so maybe.. with hope it can work

in other news anyone here have any luck finding the string for vip to make the weird vip icon show up for the player like the live version crown thing

will release an unpacker and file pack when ive got these all extracted in non garbled

turns out they packed them all in the chunks with an offset but if the offset was giving you a fileheader it should ignore extraction from zlib because it isnt zlib its uncompressed for that file.. then it should continue with the rest of the files and if they arnt a file header they should keep extracting from the manifest.

this means if this does work it should* be compatible with the current engine we already have so we dont hit the 32bit mem limit for hogg and pigg files (if not we need to modify the source to allow it to run on 64 to bypass that limit or use a weird hack in the code somewhere to force it to not be as strict with limits.. there just kinda guides)

i know this post seems like me shouting into the void right now but it seems like a massive step forward in my opinion

it also has some (well alot) of bin files and pdb files etc assosiated inside of the chunks so naturally im going to try to figure out what that is about.
 
Offering my insight, tinkering with the warlock as guided here: You can actually just do the tutorial normally. Just on the first tutorial quest to search chest, which doesn't spawn for warlock, type in console "missioncompleteall", which completes the broken first quest and you can continue and finish the tutorial zone as any other class would do.

Throwing this out here in case someone wants more "organic" way to start a warlock instead of using teleports and level boosts.
 
Offering my insight, tinkering with the warlock as guided here: You can actually just do the tutorial normally. Just on the first tutorial quest to search chest, which doesn't spawn for warlock, type in console "missioncompleteall", which completes the broken first quest and you can continue and finish the tutorial zone as any other class would do.

Throwing this out here in case someone wants more "organic" way to start a warlock instead of using teleports and level boosts.
nice find i will add that to my list of useful commands

i found another work around for that one mind you, you can modify the missions for that map and either skip that one entirely or do what i did and add that classes weapons into the chest for that mission.. there wernt many to chose from)

in other news i have a script that unpacks the chunks if anyone is interested

simple enough to run on the chunks it throws all the data out of it, chunks are a lot like the hog files but these seem to only contain the mod9 an under assets

this means people will need to still recreate the maps definitions manually (im working on that one)

i also learned that the soruce code actually has a way to use the gamepad by default but was never enabled (rather than having to use the steaminput workaround) but that requires recompiling with the settings uncommented and enabled in the nwogameclient code
 
nice find i will add that to my list of useful commands

i found another work around for that one mind you, you can modify the missions for that map and either skip that one entirely or do what i did and add that classes weapons into the chest for that mission.. there wernt many to chose from)

in other news i have a script that unpacks the chunks if anyone is interested

simple enough to run on the chunks it throws all the data out of it, chunks are a lot like the hog files but these seem to only contain the mod9 an under assets

this means people will need to still recreate the maps definitions manually (im working on that one)

i also learned that the soruce code actually has a way to use the gamepad by default but was never enabled (rather than having to use the steaminput workaround) but that requires recompiling with the settings uncommented and enabled in the nwogameclient code
What content can we extract from the mod 9 chunk files? I have tried extracting one before and only got some mset files, maybe my extraction script was not written correctly. I have also unpacked the Chinese version of the Mod 5 client. Since the version is relatively close to the current version, NW.35.20150414CNa.9, which includes maps like Icewind Dale and Dragon Well, Tod, and other content. I originally thought there would be model, texture, and animation files that could be used to fix the current client files, but they turned out to be incompatible. For example, the beetle mount has no animations and cannot directly use the new version artk files. Black Ice warhorses, Black Ice weapons, and other model files cannot be recognized, causing client crashes. I also tried entering the Russian Revowinter, modifying the PE map files and the collection interface, and used a lot of store files from the new version. Although it couldn't change the fact that it was still based on mod 2, I didn’t experience much more. I tried to fix and localize it myself and accomplished the following: 1. I have completed all translations from English to Chinese, and now the client is fully in Chinese, with character names available in Chinese. 2. I adapted the Chinese voice, extracting HOGG files from the original Chinese client, though not all voices are Chinese. 3. I have fixed a large number of Neverwinter item icons. 4. Fixed the bag exchange of shop NPCs on the Sharanda map. 5. PE reward collection NPCs now function properly. 6. All class skills and talent trees have been improved, similar to Mod 4. Later, in Mod 5, the official mod redid the talent trees for Trickster and Devoted, which I cannot redo in the current version. If that could be completed, it would be great, because the Chinese official server was open for two years and only updated up to Mod 5.

nice find i will add that to my list of useful commands

i found another work around for that one mind you, you can modify the missions for that map and either skip that one entirely or do what i did and add that classes weapons into the chest for that mission.. there wernt many to chose from)

in other news i have a script that unpacks the chunks if anyone is interested

simple enough to run on the chunks it throws all the data out of it, chunks are a lot like the hog files but these seem to only contain the mod9 an under assets

this means people will need to still recreate the maps definitions manually (im working on that one)

i also learned that the soruce code actually has a way to use the gamepad by default but was never enabled (rather than having to use the steaminput workaround) but that requires recompiling with the settings uncommented and enabled in the nwogameclient code
If the Chinese version of the document was encrypted in other ways, making it unusable, it might have been due to the version of arc back then, such as NW.35.20150414. Files from client versions without Cna.9 might be usable, but I'm not sure and I also have no way to download the client from that time. It's too difficult for one person to modify this, I don't have that much time, and it's impossible to make it exactly the same as Mod 5. I don't know if anyone here has tried to add maps like Icewind Dale or Dragon Well, for example in the Mod 5 version, in the Neverdeath map, a green poison dragon was added, possibly named Charles Laxis, and a larger space was opened. I don't know if anyone on this forum has tried to restore it on the current version, it seems that many are developers rather than players with deep experience.
 
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What content can we extract from the mod 9 chunk files? I have tried extracting one before and only got some mset files, maybe my extraction script was not written correctly. I have also unpacked the Chinese version of the Mod 5 client. Since the version is relatively close to the current version, NW.35.20150414CNa.9, which includes maps like Icewind Dale and Dragon Well, Tod, and other content. I originally thought there would be model, texture, and animation files that could be used to fix the current client files, but they turned out to be incompatible. For example, the beetle mount has no animations and cannot directly use the new version artk files. Black Ice warhorses, Black Ice weapons, and other model files cannot be recognized, causing client crashes. I also tried entering the Russian Revowinter, modifying the PE map files and the collection interface, and used a lot of store files from the new version. Although it couldn't change the fact that it was still based on mod 2, I didn’t experience much more. I tried to fix and localize it myself and accomplished the following: 1. I have completed all translations from English to Chinese, and now the client is fully in Chinese, with character names available in Chinese. 2. I adapted the Chinese voice, extracting HOGG files from the original Chinese client, though not all voices are Chinese. 3. I have fixed a large number of Neverwinter item icons. 4. Fixed the bag exchange of shop NPCs on the Sharanda map. 5. PE reward collection NPCs now function properly. 6. All class skills and talent trees have been improved, similar to Mod 4. Later, in Mod 5, the official mod redid the talent trees for Trickster and Devoted, which I cannot redo in the current version. If that could be completed, it would be great, because the Chinese official server was open for two years and only updated up to Mod 5.


If the Chinese version of the document was encrypted in other ways, making it unusable, it might have been due to the version of arc back then, such as NW.35.20150414. Files from client versions without Cna.9 might be usable, but I'm not sure and I also have no way to download the client from that time. It's too difficult for one person to modify this, I don't have that much time, and it's impossible to make it exactly the same as Mod 5. I don't know if anyone here has tried to add maps like Icewind Dale or Dragon Well, for example in the Mod 5 version, in the Neverdeath map, a green poison dragon was added, possibly named Charles Laxis, and a larger space was opened. I don't know if anyone on this forum has tried to restore it on the current version, it seems that many are developers rather than players with deep experience.


i have not seen the mod5 client, would you be able to share this with me perhaps?

im uploading the chunks again from mod 9 so people can use my extraction script

you get the data from the mod9 and before updates (like the hoggs for maps that contain all the sectors (im also writing a tool to extract those hoggs that currently fail with the current hogg extractor)

we get things in their original dirs that should be distrobuted to the client hoggs and the server side (minus the defs for the items and maps etc.. but the definitions can be remade since the assets are the biggest part and inside the hoggs)

example the maps can be split into the main hoggs and inside say the blockmap you get a square by square of the map each one there.

on the side of the aminations you need the atrk files (they are inside mod 9 chunks that i saw) but you must place them in the correct dirs inside of the server then you need to run the art mode inporter and then you should either use the localdata dir override or piggs packed with the client.

they kinda both have to mirror eachother or you get no changes reflected (like when adding custom items)
 
i have not seen the mod5 client, would you be able to share this with me perhaps?

im uploading the chunks again from mod 9 so people can use my extraction script

you get the data from the mod9 and before updates (like the hoggs for maps that contain all the sectors (im also writing a tool to extract those hoggs that currently fail with the current hogg extractor)

we get things in their original dirs that should be distrobuted to the client hoggs and the server side (minus the defs for the items and maps etc.. but the definitions can be remade since the assets are the biggest part and inside the hoggs)

example the maps can be split into the main hoggs and inside say the blockmap you get a square by square of the map each one there.

on the side of the aminations you need the atrk files (they are inside mod 9 chunks that i saw) but you must place them in the correct dirs inside of the server then you need to run the art mode inporter and then you should either use the localdata dir override or piggs packed with the client.

they kinda both have to mirror eachother or you get no changes reflected (like when adding custom items)
Of course, but in China, you can't use MEGA cloud drives directly, and my VPN has run out of data, so I don't know if there's any other way to share for you. I have unpacked the PC version of HOGG. I think that for the Xbox version of mod 9, if there are no server-side files like data/defs, skills, and talent trees files, and only client-side files like 3d models and textures, it doesn't have much use. Even if you unpack the M9 PC client HOGG files, it's the same—models, effects, textures, etc., can't be directly used on the current server. Only those icon-related mset files can be directly replaced and used. Maybe I haven't studied it enough and don't know how to use them yet. I haven't used art mode. The definition files are very simple, and some references still require .geo2 files.
 
Of course, but in China, you can't use MEGA cloud drives directly, and my VPN has run out of data, so I don't know if there's any other way to share for you. I have unpacked the PC version of HOGG. I think that for the Xbox version of mod 9, if there are no server-side files like data/defs, skills, and talent trees files, and only client-side files like 3d models and textures, it doesn't have much use. Even if you unpack the M9 PC client HOGG files, it's the same—models, effects, textures, etc., can't be directly used on the current server. Only those icon-related mset files can be directly replaced and used. Maybe I haven't studied it enough and don't know how to use them yet. I haven't used art mode. The definition files are very simple, and some references still require .geo2 files.
i own my own host i will send you a link and login in dm and you can upload it there?

i doubt it would be blacklisted by your isp :)


you are correct to an extent with the files inside the chunks they cant be drop and replaced however you can recreate the zones using their assets (and import the animations and art etc) the only drag drop replacements that work iirc are the textures that are able to be used (like icons) where you can drop and have them in there and usable by the editors etc

however my main goal is to reverse engineer the files that were pre redraw (they changd texture qualities somewhere around mod 12 which made a lot of things break with the old server client

i do know the main logic wont be easy to recreate but the items are, the maps are able to be edited and worked on so in theory we can do that
 
I don't know if anyone here has tried to add maps like Icewind Dale or Dragon Well, for example in the Mod 5 version, in the Neverdeath map, a green poison dragon was added, possibly named Charles Laxis, and a larger space was opened.
This dragon was Charthraxis! And there were 5 of these dragons you could get a daily quest for. They dropped the Dragon Bone weapons. I spent a lot of time fighting these dragons, and I always wished they had not removed this. It would be awesome to see it recreated.
Neverdeath Graveyard - Charthraxis
Ebon Downs - Vartilingorix
Icespire Peak - Merothrax
Rothe Valley - Venfithar
Whispering Caverns - Vilithrax

am also trying to fix my enchantement window to fix the missing remove enchantment part
Does anyone have the correction code for the enchantments?
After dragging gems and enchantments, the game does not have the option to remove them.
It's been a long time, so I doubt you are still trying to figure this out. Anyway, here is a fix in case anyone else is wondering and searching like I also was.

There is a file:
Night\data\ui\gens\Windows\Inventory\Inventory_Enchant.uigen
In this file there is a line:
Code:
#        Template EnchantItem_GemListrow
Change this to:
Code:
Template EnchantItem_GemListRow

And thank you, OP, for this thread. It's been great help to me in starting to modify this game.
 
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This dragon was Charthraxis! And there were 5 of these dragons you could get a daily quest for. They dropped the Dragon Bone weapons. I spent a lot of time fighting these dragons, and I always wished they had not removed this. It would be awesome to see it recreated.
Neverdeath Graveyard - Charthraxis
Ebon Downs - Vartilingorix
Icespire Peak - Merothrax
Rothe Valley - Venfithar
Whispering Caverns - Vilithrax



It's been a long time, so I doubt you are still trying to figure this out. Anyway, here is a fix in case anyone else is wondering and searching like I also was.

There is a file:
Night\data\ui\gens\Windows\Inventory\Inventory_Enchant.uigen
In this file there is a line:
Code:
#        Template EnchantItem_GemListrow
Change this to:
Code:
Template EnchantItem_GemListRow

And thank you, OP, for this thread. It's been great help to me in starting to modify this game.
Yes, this is content from Mod 4, Tiamat's Tyranny. Five new dragons were added, but back in 2016, the official Chinese server updated very late. Then within a month, they quickly released the Mod 5 dragon map and the 25-player dungeon. Unfortunately, these contents aren't in the current source code, so recreating that version would take a lot of work and is only theoretically possible.
 
Hello,

First of all, thank you for this wonderful release. It was quick and easy to set up!

If I may, I have 3 basic questions:
1. What version of the game is this? - Is it the Sharandar release (2021) ?
2. Is it possible to change the movement speed and jump height of the character?
3. Is it possible to increase the number of stat/skill points awarded per level up?

Thank you!
 
Hello,

First of all, thank you for this wonderful release. It was quick and easy to set up!

If I may, I have 3 basic questions:
1. What version of the game is this? - Is it the Sharandar release (2021) ?
2. Is it possible to change the movement speed and jump height of the character?
3. Is it possible to increase the number of stat/skill points awarded per level up?

Thank you!
1. This release is the mode 2 DNC release
2. It is possible to change the movement speed of mounts on unsure about player but if you dive deep enough in the files I would assume so
3. Yes you can increase the amount via xp tables you can add extra levels or whatever you want for example I went back to module 9 level 70 system because it is just better than old 60 and modern 20.. you still get points but you set how much xp per level so you hit points before you get there.. also pretty sure I saw another table in the files that controls feat points but I'm not sure what the file was .. it will involve diving in and finding it but it is possible yes
 
1. This release is the mode 2 DNC release
2. It is possible to change the movement speed of mounts on unsure about player but if you dive deep enough in the files I would assume so
3. Yes you can increase the amount via xp tables you can add extra levels or whatever you want for example I went back to module 9 level 70 system because it is just better than old 60 and modern 20.. you still get points but you set how much xp per level so you hit points before you get there.. also pretty sure I saw another table in the files that controls feat points but I'm not sure what the file was .. it will involve diving in and finding it but it is possible yes
Thanks so much!

One more question: can you please name the files used for character and mount settings ? I will dive into them myself, I just need a little guidance of which files contain these settings so I don't take all the folders and files 1 by 1.

Much appreciated!
 
Thanks so much!

One more question: can you please name the files used for character and mount settings ? I will dive into them myself, I just need a little guidance of which files contain these settings so I don't take all the folders and files 1 by 1.

Much appreciated!
sorry i cant at the minute im taking on more important issues like porting newer assets, however the xp and levels are

night/data/defs/rewards/xp.def
nigth/data/defs/rewards/xptables.data

mount settings i already explained with cocaine bear mount in a post on here (look at the files specifically for that.. they correlate to speed)
 
sorry i cant at the minute im taking on more important issues like porting newer assets, however the xp and levels are

night/data/defs/rewards/xp.def
nigth/data/defs/rewards/xptables.data

mount settings i already explained with cocaine bear mount in a post on here (look at the files specifically for that.. they correlate to speed)
Great, thanks, I've seen the cocaine bear mount, will look more into it!
 
Great, thanks, I've seen the cocaine bear mount, will look more into it!
if i have to recall i would say its a power expression in the itemdef but i cant be specific off the top of my head
 
Has anyone managed to summon multiple companions at once? And if so, which is the file to modify it? Thanks !
 
Has anyone managed to summon multiple companions at once? And if so, which is the file to modify it? Thanks !
There is a way and you need to make an item to spawn more than just the one.. they would then follow you and act like companions until you leave the map I made one ages ago that had the main npcs and would help you with dungeons but I can't find that file.. again active development at the min so unsure where those older files are

But I can say it is possible . Make the item power use spawncritter and have it follow player like a pet

It then will attack anything not in its faction (companions usually have their critter Def in there somewhere)
 
There is a way and you need to make an item to spawn more than just the one.. they would then follow you and act like companions until you leave the map I made one ages ago that had the main npcs and would help you with dungeons but I can't find that file.. again active development at the min so unsure where those older files are

But I can say it is possible . Make the item power use spawncritter and have it follow player like a pet

It then will attack anything not in its faction (companions usually have their critter Def in there somewhere)
Great, thank you !
 
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