Remove required hak paks from module
#1
Posté 15 septembre 2010 - 08:53
#2
Posté 15 septembre 2010 - 11:27
#3
Posté 15 septembre 2010 - 11:42
#4
Posté 15 septembre 2010 - 12:39
dunniteowl
#5
Posté 15 septembre 2010 - 01:10
#6
Posté 15 septembre 2010 - 02:44
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
Posté 15 septembre 2010 - 04:16
Modifié par _Knightmare_, 15 septembre 2010 - 04:20 .
#8
Posté 15 septembre 2010 - 04:29
dunniteowl
#9
Posté 15 septembre 2010 - 09:28
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
Posté 16 septembre 2010 - 12:41
#11
Posté 16 septembre 2010 - 11:05
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
Posté 16 septembre 2010 - 11:37
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
Posté 16 septembre 2010 - 12:34
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.
Modifié par LordNyvek, 16 septembre 2010 - 12:37 .
#14
Posté 16 septembre 2010 - 12:47
#15
Posté 16 septembre 2010 - 12:49
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
Posté 16 septembre 2010 - 01:24
dno





Retour en haut






