2da editing issues
#1
Posté 28 octobre 2010 - 08:48
#2
Posté 28 octobre 2010 - 10:03
#3
Posté 28 octobre 2010 - 11:13
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
Posté 28 octobre 2010 - 11:27
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
Posté 28 octobre 2010 - 12:03
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
Posté 28 octobre 2010 - 12:16
#7
Posté 28 octobre 2010 - 06:41
#8
Posté 28 octobre 2010 - 06:53
#9
Posté 28 octobre 2010 - 09:14
#10
Posté 31 janvier 2011 - 03:08
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
Posté 31 janvier 2011 - 10:23
WHYYYYYYYYYYYYY
#12
Posté 31 janvier 2011 - 03:30
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
Posté 31 janvier 2011 - 03:49
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
Posté 31 janvier 2011 - 08:16
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 .





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