Help with making a .2DA for my module
#1
Posté 08 octobre 2010 - 12:29
1) I noticed that placeables.2DA has lots of gaps in it. For example 0 - 12 are blank as are 19 - 156. There are lots of other gaps. Is it safe to sneak the custom content placeables in here, or should I add them onto the end?
2) If I change the .2DA line number for a placeable, will that affect my ability to use it in the toolset? If so, what do I need to do to change it. A good example here is RWS Towers. The placeables.2DA that comes with the RWS Towers has conflicts with the SOZ placeables, so I have to change the line numbers in the .2DA file.
3) When I make a .HAK out of my .2DA files is it as simple as importing the .2DA into NWNPacker (or similar .HAK packaging program) and making it into a .HAK, or is there more I need to do?
Thanks for the help. Any other suggestions are welcomed.
#2
Posté 08 octobre 2010 - 12:45
Modifié par M. Rieder, 08 octobre 2010 - 12:46 .
#3
Posté 08 octobre 2010 - 03:14
M. Rieder wrote...
1) I noticed that placeables.2DA has lots of gaps in it. For example 0 - 12 are blank as are 19 - 156. There are lots of other gaps. Is it safe to sneak the custom content placeables in here, or should I add them onto the end?
You should add them to the end. As much as it is unlikely at this point, those "empty" lines are sort of reserved for future official content. Also, you should check the NWN2 Wiki for reserved 2da ranges if you want to be compatible with other community content.
3) When I make a .HAK out of my .2DA files is it as simple as importing the .2DA into NWNPacker (or similar .HAK packaging program) and making it into a .HAK, or is there more I need to do?
Yup that's it really. Just note the Packer program seems to like packing stuff into an ERf file, no matter what you tell it to do. Just change the file extension by renaming the file in Windows to give it the correct extension type is all.
#4
Posté 08 octobre 2010 - 04:05
_Knightmare_ wrote...
Yup that's it really. Just note the Packer program seems to like packing stuff into an ERf file, no matter what you tell it to do. Just change the file extension by renaming the file in Windows to give it the correct extension type is all.
It was my understanding that if you type the .hak extension in the save file slot, everything is ok from there. At least that is the way I have been doing it without dramas.
#5
Posté 08 octobre 2010 - 05:04
#6
Posté 08 octobre 2010 - 05:37
Morbane wrote...
_Knightmare_ wrote...
Yup that's it really. Just note the Packer program seems to like packing stuff into an ERf file, no matter what you tell it to do. Just change the file extension by renaming the file in Windows to give it the correct extension type is all.
It was my understanding that if you type the .hak extension in the save file slot, everything is ok from there. At least that is the way I have been doing it without dramas.
Perhaps I have been doing something wrong. When ever I tried it that way I ended up with a file named FileName.hak.erf
#7
Posté 19 janvier 2014 - 04:51
I've done 2da and TLK work for people on PWs, but never for my own modules before, so I can crank the material okay, but don't have the filehandling experience.
I've got the baseitems.2da reading data just fine in override, but feats.2da doesn't seem to realize I've reactivated the heavy flail and lance feats, nor does it read the custom TLK file I've got set up (I've got it in the tlk directory, starting with the high user strref#, etc).
While I could pack the 2das into a hakfile, I'm doing a lot of custom stuff, and need to constantly be double-checking to make sure things are working right -- is there ANY other option to get these to consistently read besides dumping them into a hak? having to repack the hak every single time I test will be a real pain, and I haven't found a "here's your best practices faq" so far (unless I"m seriously missing something from one of the toolset guides).
tlk - I have the custom one referred to in the module, and baseitems.2da is referring to a 16777216 number, so from what I've read here on the forum, it SHOULD be working... but it's not reading it.
Any help appreciated - thanks.
Modifié par Happycrow, 19 janvier 2014 - 08:50 .
#8
Posté 20 janvier 2014 - 02:50
Gog, bleah.





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