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GFF files are the "Generic File Format" of Neverwinter Nights. A binary encoded file with a basic structure, it contains all the blueprints, area instanced information, even saved games contents.

Editors

The game comes with a very basic Windows only GFF editor, good for simple changes. In NWN:EE it is located in Neverwinter Nights\util\win32\GFFEditor.exe

There is the tool TlkEdit2 (2da/tlk/gff/erf Editor) on the vault, this runs in Java so is more cross compatible and may be easier to use.

Then you can decompile the files into JSON using the neverwinter-nim tooling. This is good for mass changes or uploading to a code repository.

Editing GFF Files

There may be references on other wiki pages to editing GFF files directly - the toolset either doesn't support specific changes (eg; higher numbers than the toolset shows) or doesn't support the changes full stop even if the game recognises them (eg; setting a NPC familiar type).

To edit the modules GFF files first open it so it extracts the contents to the Documents\Neverwinter Nights\modules\temp0 folder. Then find the file you wish to edit in your editor of choice (or copy it elsewhere, then copy it back). Once edited save the module and it'll package up the file without question.

Editing it later in the toolset may change the GFF fields back to some default or remove them entirely - so be warned changes made using a GFF editor may be undone at any moment.

File Format Specifications

You can read most of the generic information in the GFF format specification Bioware made with a rundown of how it operates in the PDF.

Here is some cribbed information for ease of access.

Data Limits

This is the most useful information for many basic edits.

Data TypeSize (in bytes)Value LimitsDescriptionNotes
BYTE10 to 255Unsigned single byte
WORD20 to 65535Unsigned integer
DWORD40 to 4294967296Unsigned integer
DWORD6480 to roughly 18E18Unsigned integer
SHORT2-32768 to 32767Signed integer
INT4-2147483648 to 2147483647Signed integer
INT648Roughly -9E18 to +9E18Signed integer
FLOAT4
Floating point value
DOUBLE8
Double-precision floating point value
CExoLocStringvariable

Localized string. Contains a StringRef DWORD, and a number of CExoStrings, each having their own language ID.


CExoStringvariable
Non-localized stringCommonly used in the toolset (ie user set per-module)
CHAR11 characterSingle character byte
CResRef1616 characters

Filename of a game resource. Max length is 16 characters. Unused characters are nulls.


VOIDvariable
Variable-length arbitrary dataUsed to store things like sqlite data on BICs or Modules/Saves
Structvariable

A complex data type that can contain any number of any of the other data types, including other Structs.

Used to lay out data in the GFF, eg; level data in a BIC
Listvariable
A list of Structs.


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