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Command

Button or Menu Option

Keyboard / MouseNotes
Fullscreen ModeView → Full ScreenF11
Move Camera (x/y axis)

Ctrl + Left mouse

A + Left mouse

You can also move the camera with the numpad:

Numpad  4 / 6 / 8 / 2 - Move camera up / left / right / up / down (with Numlock on)

Oddly the numpad options stop working when holding shift, but not ctrl...

Alt Gr + Left mouse tends to work similarly to Ctrl.

Reset Camera

Numpad 5 - Reset camera to facing straight down from a high height (with Numlock on)
Pan Camera

Ctrl + Right Mouse

Ctrl + Middle Mouse

You can also pan the camera with the numpad:

Numpad 7 / 9 / 1 / 3 - Pan left / right / up / down (with Numlock on)

Alt Gr + Right / Middle mouse tends to work similarly to Ctrl for these commands.
Zoom Camera

Scroll wheel


Slowly Zoom Camera
Shift + Scroll Wheel
General


RefreshEnvironment → RefreshF5Don't use it. This seems to change if placeables stack...somewhat? sometimes reset placeables to 0.0 Z value. It's a bit weird. Don't use it - there There are rarely any times it will be useful the toolset is very good at displaying changes as needed. The only thing that might not reset is shadows, and you can enable/disable them and area lighting for a similar effect.
Undo

Edit → Undo

Ctrl + ZNot everything can be undone, eg; removing areas, certain kinds of changes to the things in an area, changes to things in property boxes (like altering an areas name for instance).
Redo

Edit → Undo

Ctrl + Shift + Z
CopyEdit → CopyCtrl + C

Copys a given selected set of tiles if in area select mode, or a group of other objects in object select mode.

Tip

Hide various object types using the top bar Filters and then select only what you want to copy and paste.


Tip

You can copy and paste things between areas easily in EE with the tabbed area view, simply open both areas and copy whatever is needed from one to the other.

If the tileset is the same you can also copy tiles!


CutEdit → CutCtrl + XSame as copy except it also removes the items from the area. On tiles it does a "delete" on the tiles, although in most cases it'll just randomise the terrain, but for features like roads they may be removed.
Paste

Edit → Paste

Then left click to place.

Ctrl + V

Then left click to place.

This will not instantly paste where the mouse is, instead you get a ghost image version before placing. You then left click to place. You can cancel this with right click.

Pasting a group of objects retains their relative positions and handily selects them all, meaning you can immediately do adjustments for the entire group (eg rotating them all).

Area Changes


Resize AreaEdit → Resize Area

The area is resized using the bottom left, or south west most tile (row 0, col 0 if you mouse over it).

If removing some of the area it will delete the objects in those tiles.

If adding some to an area (much safer) it will copy the same tiles that were on those edge areas.

It might be a good idea to create a clone of an area before attempting this rather destructive process.

You can also rotate an area to expand a certain edge, since the 0, 0 area position is used.

Rotate AreaEdit → Rotate Area
Rotations are of course not destructive but useful for re-orientating an area to fit compass positions or other things better or to resize a particular edge of the area.
Remove Area
Right click area in left hand list → RemoveThis removes the area entirely. Backup first! You cannot undo this!
Create Clone
Right click area in left hand list → Create Clone

A clone of an area will have a different resref but can otherwise be identical. Useful if you need to play with resizing, rotating or altering an area in large ways.

Note however be careful leaving such areas around unless you re-tag all the area transitions the game may get confused when the module loads and you may unexpectedly end up in one of them you didn't intend.

Tile Interaction


Paint Tile
Select the terrain you want in the right bar and Left click on the area. Base terrain is done affecting 4 tiles at once. Features are baked in like walls/briges or are pre-set sizes of tiles for specific buildings etc.


Tip

You can paint certain types of tile, eg; roads, over others, such as rivers to intersect and create proper bridges. Experiment with different tiles types!


Select Tile

F10 will toggle between Select Objects and Select Terrain (which can be helpful to unselect objects)

Click on Select Terrain (top bar) or Paint Terrain (right hand menu) buttons then Left click to select

This allows a single tile to be copy and pasted with CTRL + C and CTRL + V. Copy and pasting of feature tiles can copy part of a tile.

Select Multiple Tiles
Click on Select Terrain (top bar) or Paint Terrain (right hand menu) buttons then drag with Left Mouse button to select more than one tileThis allows a group of tiles to be copy and pasted with CTRL + C and CTRL + V. The tile selection is in blue. Copy and pasting of feature tiles can copy part of a tile. Any tiles you copy will also copy lighting settings.
Change Tile Appearance

If the tile is base terrain (where you usually place 4 tiles at once centred between tiles):

  • Shift and Right Click on the tile (in tile select mode) - this cycles through tile appearances in order (and if it's a normal ground tile each one will rotate the usual 4 times) and is the recommended method
  • Paint down 4 of the same terrain at once again on the same spot it randomly chooses the appearances again
  • Once tile(s) are selected, press Delete (you have to drag select again) to randomly choose appearances
  • Use Eraser option on single tile to randomly choose the appearances

If the tile is special "feature" terrain (Eg; walls, bridges):

  • Paint down the same tile in the same place to go through appearances


Remove Feature Tile
Once tile(s) are selected, press DeleteThis can remove partial parts of feature tiles (eg half a house), but usually removes all interconnected tiles as part of terrain like walls etc.
Object Interaction


Select Object(s)

Click on one in the left hand panel

F10 will toggle between Select Objects and Select Terrain (which can be helpful to unselect objects)

Select with Left Mouse button in object mode

Drag with Left Mouse button to select multiple objects

Since you can hide different object types from view, mass moving just creatures or just sounds or something is relatively easy.

You can copy and paste with Edit → Copy (CTRL + C) and Edit → Paste (CTRL + V) which can be done on single or multiple objects, good for sorting groups of placeables.

Move Object (X/Y plane)

Right Click → Adjust Location (Position section)

Select object(s) and drag with Left Mouse button


Tip

There is the script function SetObjectVisualTransform available for manipulating the scale and visual location of an object (such as a placeable or creature) in NWN:EE.


Move Object (Z plane)Right Click → Adjust Location (Position section)Select object(s) and hold Alt and drag with Left Mouse button

Since Alt also can activate the accessibility menu for the top bar, it can be a bit finicky.

Note creatures placed above or below the walkmesh will not stay there, and jump to the walkmesh. Anything else however will stay where it is placed on the Z plane (placeables, sounds, waypoints etc.). To adjust a creature to be higher use the Translate options.

Note that if you select a placeable after moving it on the Z axis it might snap back to the walkmesh inadvertently.

Tip

If you have more than one placeable overlapping another and flickering, adjust the Z by 0.01 down, and it will remove the flickering.


Rotate Object

Right Click → Adjust Location (Bearing section)

Select object(s) and hold Shift and drag with Right Mouse button
Set Object Random



Scale ObjectRight click object → Adjust Location (Visual Transforms section)Select object(s) and hold Ctrl and use the Scroll Wheel

Scales and translations only work on non-static placeables.

Note: Scaling via. the scroll wheel doesn't mark the area as needing to be saved, you must do this manually (or do something else in the area to trigger it to recognise changes). The adjust menu doesn't have this issue.

Warning

If you adjust the size of a placeable and leave it as non-static (but unusable) there may be performance implications if done on lots of placeables in an area.


Tip

There is the script function SetObjectVisualTransform available for manipulating the scale and visual location of an object (such as a placeable or creature) in NWN:EE.


Translate ObjectRight Click → Adjust Location (Visual Transforms section)
Translating an object does not change it's true real location, which is where you'd click on it if it was present. You could use this however to your advantage in many ways.
Remove Object

Right click object → Delete (in world)

Right click object → Remove (in sidebar)

Select object(s) and hit the Delete key
Object Creation


Place new Object

Select in Palette and Left click to place

Placing most objects snaps it to the appropriate floor height. See below for how placeables can be potentially stacked though.

Creatures may not spawn if placed somewhere invalid somehow - the Build menu will be able to check for these.

Tip

While most objects are simple one-click-place, encounters, triggers and traps require a polygon to be drawn. You can actually finish a polygon by double clicking which automatically completes the shape which keeps the polygon clean.


Place multiple new Objects
Select in Palette and hold Shift Left click to placeThe shift key keeps that object able to be placed again. Right click or hit escape to clear the selection.
Stack new Placeable on another Placeable
Select in Palette and hold Shift then Left click to place

This isn't perfect but works well enough. Adjust it further with the Move Object (Z Plane) suggested above. This may be based on the placeable objects walkmesh height.

Also works to keep the placeable available to be placed again so you can do several at once.

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