Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

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Publishing to Steam Workshop
By AspyrWoo
Documentation for getting your DUNGEONS & DRAGONS NEVERWINTER NIGHTS 2: ENHANCED EDITION content onto the Steam Workshop!
   
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Structuring Your Upload
Before uploading your content, prepare some folders and structure with ideally short paths that you can easily remember and/or find. These are just suggestions, but the location of these directories is up to your discretion:
  • MyMods
  • MyMods\MyFirstMod
  • MyMods\MyFirstMod\override
  • MyMods\MyFirstMod\MyPreviews
  • MyMods\VDF

Example structure:

Root mods location
C:\MyMods

Target mod location you want to upload
C:\MyMods\MyFirstMod

Be sure to always put your mod's contents into a folder named override:
C:\MyMods\MyFirstMod\override

A folder for your preview images
C:\MyMods\MyPreviews

A folder for your VDF files
C:\MyMods\VDF

Creating a VDF File
You now need to make a .vdf file, which will act like a reference file for your upload.

It needs to have the file extension .vdf, but it is a plain text file that you can make with a plain text editor like Notepad.

See the below template:

"workshopitem" { "appid" "2738630" "contentfolder" "C:\\MyMods\\MyFirstMod" "previewfile" "C:\\MyMods\\MyPreviews\\myawesomefirstmod.jpg" "visibility" "0" "title" "My First Mod" "description" "This is my first NWN2 Mod!" "changenote" "Version 1.0.0" }

Notes:
  • "appid" is the Steam appID for NWN2 – don't change this value.
  • "contentfolder": Notice the double backslash, use this structure instead of single backslash. The file pathing must contain double backslashes.
  • "previewfile": Must be under 1MB in size. Suggested formats include JPG, PNG or GIF. The file pathing must contain double backslashes.
  • "visibility": We’ve noticed that this value sometimes gets ignored, but if you’d like to hide your mod after uploading, you should be able to find it on the Steam Workshop page and disable visibility there. Set to '0' to make it invisible, set to "1" to make it visible.
  • "changenote": This description will be displayed on the Workshop item page.
  • You can change the title and description after publishing.

Save the file as a .vdf file once you have adjusted the values. Location of the .vdf is not important as long as you’re able to find it again if you need to make edits. Suggest creating a VDF folder in the same root location (C:\MyMods\VDF).

Obtaining the SteamCMD.exe
Now you’ll need the SteamCMD executable that will leverage the .vdf file to upload your mod to the Steam Workshop.

Find it at: https://developer.valvesoftware.com/wiki/SteamCMD

Recommend keeping the location of the SteamCMD.exe as findable as possible. Eliminate redundant folder names, so something like C:/SteamCMD/steamcmd.exe should be fine.
Uploading with Command Prompt
Note: Steam cannot be running while uploading with Command Prompt.

To open Command Prompt, press Windows+R and type “CMD” in the box.
In Command Prompt, change the directory to the drive/location where you’ve put the SteamCMD.exe (e.g. cd steamcmd):

C:\steamcmd>steamcmd.exe +login [YourSteamAccount] [YourSteamPassword] +workshop_build_item "C:\MyMods\VDF\MyFirstMod.vdf" +quit

  • Do not include the brackets around [YourSteamAccount] [YourSteamPassword].
  • Make sure your .vdf path is in quotation marks.


At this point, you should be able to see your content on the Steam Workshop page, in case you’d like to make changes to various values.

The .vdf file will get a new line ("publishedfileid"), with the ID of the mod. This is the Workshop ID number. If you wish to update your mod, use the existing .vdf as it will key off of this ID.