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2da editing issues


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#1
Lucrane

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I've been having a problem editing nx2_enchanting and nx2_crafting 2da. Any changes I make after saving appear to stay aroud for a while, it appears arbitrary, then reverts back to whatever the original was. Not entirely sure why.

#2
Lucrane

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Started using an external 2da editor and that looks like it fixed the problem. Not sure why the internal one doesn't work. One issue though, whenever I try to craft something through the nx2_crafting system, i.e. SoZ, it says that I do not know the required recipe, not sure why or how its doing that or how to fix it. Any thoughts?

#3
I_Raps

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A lot more information is necessary. Are you clicking on a recipe and it's not working? What kind of changes did you make to nx2_enchanting and nx2_crafting?



As for the changes to your 2da's, I'll take a stab at that. When you change the 2da with the Toolset then save it, it saves it in your C:\\Users\\Gary\\Documents\\Neverwinter Nights 2\\modules\\ folder? If you then exit without saving, they will still be there but the toolset won't find them next time. You have to move it to override. That's how it handles items, creatures, etc.

#4
Lucrane

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hmm that makes sense sometimes it recognizes the nx2_enchanting 2da sometimes it does. It doesn't always recognize flaming weapon, I change the item requirements on that one and sometimes it will randomly say "Crafting Failed: Do not have required item:" but then list no item. I kinda have a work around for that but not really sure why it occurs when it does I'll look into the override though.



The real problem is with the nc2_crafting. I have not changed anything there actually. But when I click on a recipe like an armor crafting one it will say something like "you do not know this recipe". Not sure at all why it does that.

#5
I_Raps

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Lucrane wrote...

The real problem is with the nc2_crafting. I have not changed anything there actually. But when I click on a recipe like an armor crafting one it will say something like "you do not know this recipe". Not sure at all why it does that.



Are you sure didn't change it?  Maybe you deleted an [enter] and everything moved up a row.  Or something like that.

#6
Olblach

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The toolset is rumored to mess with 2das when you save them with it...Better extract them from the zip and edit them with a file editor (i use notepad+-+).


#7
Lucrane

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yup have not changed the nx2_crafting, even recopied it from the SoZ files, same problem, "you do not know this recipe", whenever the recipe is used.


#8
Lucrane

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Just tried it in the actual SoZ campaign and I get the same error not sure why, never realized before, but it may have always been there for me. "Crafting failed - you do not know the required recipe"

#9
Lucrane

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I just ended up clearing everything out of my files and loading the backups from my external. It works fine now, not sure what was going on though, but at least its over with, lol.

#10
Jesse_the_Thief

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IMMABOUT TO LOSE IT WITH THIS THING. Some one tell me what the hell is wrong with this toolset and .2das.



I've been making custom changes to various .2da files using the toolset's built-in .2da editor for some time. I tried TlkEdit2 at one point, but it refused to open ANYTHING I had already modded and saved from the toolset into my override folder, so I shrugged my shoulders and stuck with the toolset's editor.



Now the sucker hauls off and overwrites everything I had changed in feat.2da while I was doing some testing. I've got a couple hours of rewriting to do to replace a number of custom feats and other adjustments. Urge to kill rising.



Needless to say I don't want this to happen again, so I figure maybe I need to get to the bottom of this. I use two different mods when I'm building, one is the actual mod and one is a test mod. I use the test mod for testing class/race/spell changes because the actual mod is a huge PW and takes several minutes just to load. I figure I had better figure out why TlkEdit2 isn't working since switching mods was likely a contributor to why I ended up with an overwritten .2da.



So... I find that if I save a .2da from the toolset's .2da editor, TlkEdit2 won't touch it. Always says the number of lines is wrong or whatever. I directly copy the .2das from the NWN 2/data/X2_2das folder and suddenly everything's peachy. So it would appear the toolset is showing me some kind of older .2das.



WHY is the toolset's .2da editor giving me files that are apparently out of date?



So fine, I'll start over with EVERYTHING and do it all in TlkEdit2. I run a test, I take classes.2da, alter the Barbarian's HPs, and stick it in my My Documents/override folder. Fire up the test mod. Nothing changes.



Can some one please tell me what the nine is going on with this thing? Or better yet, I don't need to understand it, just tell me how the heck I can edit my .2das in peace without files magically disappearing, refusing to function, or a plague of raining blood scouring the land?

#11
Jesse_the_Thief

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I have tried this a million times... somehow no matter what I do the ghost of dead .2da's past keeps haunting me. I put the file in the override, nothing happens. I import it as an .erf, nothing happens. I open it in the toolset .2da editor and click SAVE SAVE SAVE and nothing happens. I do it all in any combination I can find, I build the mod, I verify the mod, I manually move files around in the folders, and I'm STILL somehow getting old ghost .2das magically appearing out of thin air and replacing the changes I've just made every time I do a test run. And then when I open the mod back up, there it is again. Mocking me. LAUGHING AT ME.



WHYYYYYYYYYYYYY

#12
dunniteowl

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You say you have two modules. One is a testing module and the other is the "real" one. Are they both in directory save or is one in .mod and the other in directory? This could be the root issue. Also, I seem to recall something about saving the 2das using the toolset tools being something of an issue, though I am wholly unqualified to provide details of any sort.

Don't edit 2da's using TLKedit, I know some folks do, but the few times I tried it, it seemed to create more problems than it solved.

I used notepad. It works well. Others also use Excel, but you have to be aware of the tab key because when you switch to notepad and back to excel, it can mess up your files a bit. Not a serious issue, but it can be one of those bugaboos that haunt you for it's simplicity to screw things up.



Another issue is that in the toolset tools, you really can't make backup copies of your changes and that is an issue I feel is extremely important to bear in mind. This may be part of your issues. Again, I am only going on what I can recall from numerous threads such as this one and the responses it generates over the last 4 years. I don't do much with 2das or scripting in general (and I really have to learn this stuff better,) however I have a decently prodigious memory for most of what I read (as long as I am interested or understand it well already) and provide this "information" with that caveat.



Jesse_the_Theif, have you attempted to join in on the NWN2 IRC and get some live help? It's not always there to be had, but it's another avenue to get direct help with this and possibly have someone of great experience with these issues to walk you through it, live online. Hope this little bit is of use to you.



dunniteowl

(and remember the toolset never hates you, it can only hate you back.)

#13
MasterChanger

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dunniteowl wrote...

You say you have two modules. One is a testing module and the other is the "real" one. Are they both in directory save or is one in .mod and the other in directory? This could be the root issue. Also, I seem to recall something about saving the 2das using the toolset tools being something of an issue, though I am wholly unqualified to provide details of any sort.
Don't edit 2da's using TLKedit, I know some folks do, but the few times I tried it, it seemed to create more problems than it solved.
I used notepad. It works well. Others also use Excel, but you have to be aware of the tab key because when you switch to notepad and back to excel, it can mess up your files a bit. Not a serious issue, but it can be one of those bugaboos that haunt you for it's simplicity to screw things up.


I'll counter this blanket "don't" regarding TLKedit2. I find it works great. What works terribly is using the Toolset to edit 2da's, because that will prevent many other tools from opening those 2da's afterwards. You also don't see the filename of your 2da in the Toolset, so you can't really tell if you're opening a version from an Override, Hak, Module folder, etc., which can lead to a lot of confusion.

I've had no trouble importing a 2da into Excel using tab/space-delimited format. The problem I've had is getting it to save in the proper format afterwards. Someone may step in and explain this shortly.

Whenever I've had changes that just wouldn't show, I've found that it's been because of something simple: I had another copy of the file that was taking priority, or I wasn't editing/testing the file I thought I was, or something similar. I would recommend going back to basics and testing one thing at a time:

-Clearing (or rename) your override
-Make a new module (save in directory mode)
-Copy an official 2da and make one change (using the program of your choice--preferably not the TS as mentioned above, but it's your choice)
-Test that one change

#14
Jesse_the_Thief

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Welp, I'm retarded. When I decided to try to start over with scratch from fresh .2das I moved all my old .2das into a new folder as backup in case I needed them. But I left the backup folder in the override directory, not realizing the system would search for them there and even allow them to take priority over a file with the same name sitting in the override directory. So all the while I was changing things it was sneaking that old file back in.

This is what happens when you mod for 8+ hours straight and don't get away from the PC for a bit. I woke up this morning with a fresh mind and figured it out in 20 minutes.

Modifié par Jesse_the_Thief, 31 janvier 2011 - 08:17 .