Aller au contenu

Photo

Remove required hak paks from module


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
LordNyvek

LordNyvek
  • Members
  • 109 messages
Okay, here's the deal. I decided to get back and finish a mod I started roughly 2 years ago.  I went to load up the mod, and discovered I needed the PRG.  So, I downloaded it and loaded up my module, everything is great.  Now, I'd like to remove the requirement of this, as I'm certain I'm not actually using anything from it.  I went into module properties, and removed the reference to the hak paks and the tlk.  I saved it, and when I try to open the module again, I get some exception errors.  I add the references back, and the errors are gone.  Any ideas how to remove this requirement of these hak paks?  Thanks.

#2
kamalpoe

kamalpoe
  • Members
  • 711 messages
Well, you'd have to find and remove all uses of it's content in the module.... I'd wager you should just play the module with the hak, it's going to be easier.

#3
Lugaid of the Red Stripes

Lugaid of the Red Stripes
  • Members
  • 955 messages
Try using 'verify module' from the file menu with the hak pak disassociated. It should tell you about any odds or ends in your mod that use the hak pak.

#4
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
And I'm going to say, pretty much flat out, if you try to run the module without the associated haks, and it fails, then you're using something from them. Which tells me your assumption that you're not using anything from the haks is in error. I could be wrong though, so follow Lugaid's advice and run the Verify Module w/out the haks associated and see what it tells you. And don't believe it completely if it says nothing's there. Verify Module is there to verify that the scripts and such that run in the module have all the assets it's looking for to run them (and that could be stuff in the haks as well) without errors. It might also show up if there are glitches in the scripts the author doesn't know about. Not everyone uses the Verify Module function to aid in testing.

dunniteowl

#5
LordNyvek

LordNyvek
  • Members
  • 109 messages
 Yeah, my assumption that nothing is being used is because it's an exterior area without any NPC's or items or, well, anything really.  The PRG was only some prestige classes and such like that.  I used the Verify Module after disassociating the .haks, and it came out fine.  So I saved and closed the toolset.  I reopen the toolset, open the module, and still get the exceptions.  Here's a screenshot of the exception.  Figured it would be easier than typing it all out. 

#6
Morbane

Morbane
  • Members
  • 1 883 messages
If it is only 1 area and there is nothing in it... just start over - i mean texturing can be laborious and so too landscaping but the error probably wont go away. You can check your contents by saving in directory mode and browsing the folder for content you might have missed - or more deliberately, delete everything that isnt an area file.
Just a couple suggestions. I hope you work it out.

Edit: Come to think of it you might have used a custom texture or the like...

Modifié par Morbane, 15 septembre 2010 - 02:45 .


#7
_Knightmare_

_Knightmare_
  • Members
  • 643 messages
Those error messages are very hard to understand (for me at least). From what I can tell, you have one or more creature/NPC blueprint templates that use some of the custom content, either a custom class and/or custom skill/feat (my personal guess is a custom skill based on the error message). So the problem is not with the area you built (unless you placed down some of said creatures), but in your creature blueprint listing. Try removing any custom creature blueprints. Maybe even Export the area and Import into another (new) module, see if the error is still there.

Modifié par _Knightmare_, 15 septembre 2010 - 04:20 .


#8
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
Let me try a different tack here. What is it you hope to accomplish? I mean, you're talking about a module you're making, right? Couldn't you make a new module, import the area in question and then go from there without that ornery hak issue? Might be as easy or as hard as getting it to play nice without it as you're doing now, yeah?

dunniteowl

#9
rjshae

rjshae
  • Members
  • 4 491 messages

dunniteowl wrote...

Let me try a different tack here. What is it you hope to accomplish? I mean, you're talking about a module you're making, right? Couldn't you make a new module, import the area in question and then go from there without that ornery hak issue? Might be as easy or as hard as getting it to play nice without it as you're doing now, yeah?
dunniteowl


Yes I agree. If you just import the area into a fresh module, then any issues that pop up should just be from one of the blueprints in the area (or maybe the area scripts?). You should just be able to look through the list of area blueprints and see if anything there might have a dependency. If necessary, do a binary search by repeatedly eliminating half the area's remaining blueprints until you've found the guilty party.

Modifié par rjshae, 15 septembre 2010 - 09:29 .


#10
LordNyvek

LordNyvek
  • Members
  • 109 messages
I've tried to export the area and then import it. Here's the deal with this particular area in the module though. I didn't design it. I suck out loud on it. But there's only the 1 area. But, I'm at work right now, and have an idea on something else I can check out. Thank you, guys, for all of your help and suggestions.

#11
LordNyvek

LordNyvek
  • Members
  • 109 messages
 So, I did have one creature blueprint and one placeable blueprint.  My theory is they were created while the .haks were included.  So, I deleted them, saved, closed toolset.  Upon reopening, and loading my module, I got no errors.  However, when trying to open the area itself, I got this error.  I'm beginning to think that I should just deal with it.  I've done just about everything I can think of.  I've exported the area, and imported into a new module, and when I save/close/reopen/load module, I get the first error.  I'm just really at a blank on this.

Also, if I try to open the area the second time, it opens, but ALL my buildings are gone.

Modifié par LordNyvek, 16 septembre 2010 - 11:13 .


#12
_Knightmare_

_Knightmare_
  • Members
  • 643 messages
Are you positive there is no creatures painted down in the area? Look at the tab (on left side of screen if default settings) that says "Area Contents" while the area is open. Look under "Creatures" and see if anything is listed. For that matter, look under "Placeables" and "Environment Objects" as well to see if your buildings and other such things are listed.



Did you get any errors when Exporting the area?



Whatever you do, don't just "deal with it" and continue building your module as the whole thing might be corrupted. We either need to find you a solution or you may need to start over from scratch...



According to the last error message you posted there (as I understand it anyway), you have a both a bad "Creature Template" (ie. a blueprint - two of them since that error is listed twice) and a bad "Creature Instance" (ie. a painted/placed down creature within an area). All of which have a bad "Skill Collection" (another error listed).

#13
LordNyvek

LordNyvek
  • Members
  • 109 messages
You, _Knightmare_, as a great man once said, are a mad genius! That totally fixed my issue. Turns out my assumption that only buildings were in this area was so wrong, and I do apologize for being stubborn about it.  Given the state of the module, I was certain I hadn't gotten around to placing anything.

Having taken a long break from using this toolset (almost 2 years due to life getting in the way), I'm finding myself making silly, silly mistakes. But, thanks to all of you for your help. :) I sorely missed this community.

Modifié par LordNyvek, 16 septembre 2010 - 12:37 .


#14
_Knightmare_

_Knightmare_
  • Members
  • 643 messages
LOL, np, glad we finally got things worked out for you. Good luck with the building, let us know how it goes (or if any more problems turn up)!



:)

#15
LordNyvek

LordNyvek
  • Members
  • 109 messages
Well, as I actually just discovered, custom blueprints created while these .haks were included are also "infected". Even if I remove anything based upon a custom blueprint, when I reload the module, I get the error upon loading it that there's an issue with the blueprint itself, and they are not even loaded. :( Sucks, but at least it was only like 6 of them. So, for my final post, here's exactly what I did to solve this issue (just in case someone else needs it):

1.) In module properties, I removed the references to the .hak files, as well as the custom .tlk file.
2.) Deleted all placed creatures/items/placeables in my area that were based on custom blueprints..
3.) Deleted all custom blueprints (if I had done just the creature ones, it probably would have been okay, but I wnated to be safe).
4.) ???
5.) Profit!

This allowed me to open the module and area without any errors.  Big help to everyone who posted in this thread. Thank you guys!

Modifié par LordNyvek, 16 septembre 2010 - 12:56 .


#16
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
Yay the returning Noob Prevails! I love happy endings.

dno