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Concerning Kaedrins - please read/help


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8 réponses à ce sujet

#1
PJ156

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I have just released Sheep and Stone v5 I think I have missed something.

I have made it Kaedrins compatible. By using the Hak version.

When I try to selcect a pc on start up the game crashes. NWN DM asked the pertinent question might the character at the top of the list be K compatible when the mod isn't.

Okay so the imlication is this. if people load my mod as then save a character then I will cause this crash for them unless perhaps they have Kaedrins in the overide (that works I just tested it).

Thus by using the Hak version I have done the wrong thing. Can this be fixed .....

I have to say that I have played with Kaedrins now and I like the additional functionality but the instructions are not clear. They are written by someone who knows what they are doing but will be recieved by an audience who in many cases don't. Including me it seems.

Any suggestions on how I can get out of this scrape for now I have put a note up to try to prevent downloads.

PJ 

#2
PJ156

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Okay, thinking this through.

If I were to remove the associating of the hak with the module without taking out all Kaedrins content then would any characters saved require Kaeldrin compatibilty unless the over ride version was in?

Have I simply been a dunce for putting the Hak version in.

PJ

#3
Morbane

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well the first part you know already : if you put the hak into the mod reqs then it will be dependent on having that hack

so - by merely being kaedrin compatable eg by supporting it but only with the ovr version if someone does not have the ovr - it simply will not be available

so i think all you have to do is take out the hak requirement and that should be it - compliant but not dependent.

does that make sense?

#4
PJ156

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It does and thanks for the response, I have taken out the parts of the mods that externally refer (the hak and the custom.tlk.

It appears to work with the override fine, so now I have a mod that people may choose to play K's work with. I am still confused however as when I fired up a mod which was ot modifed at all but I have the overide in then it gave me the K's character class options.

Thus I am still in the dark as a modder as to what it is I need to do to work with this package. If we all need do nothing then why not only have the override on the vault. Why have a hak an override if bith have the same funtionality.

I ran a risk of corrupting some poor players local vault by puttign the hak up because I did not realise that K's mod created bic files that would only work if the overide is in place.

Had someone saved a character with the mod i put up they would have crashed and mod not associated with the hak and been noe the wiser as to why thier NWN2 did not work any more.

Perhaps I am being dull, I am very perplexed about this mod. I can clearly see the advantages now I have played with it but there are pitfalls for modders and players.

I would welcome any light you can shed on what I should be doing to get this right if indeed what I have done is wrong.

PJ

#5
Kaldor Silverwand

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If someone has Kaedrin's in their override folder then the degree to which a module is compatible depends largely on whether or not it uses the same names as the OC module scripts and whether or not the developer had any unique code in their module scripts. If you aren't doing anything more in your module scripts than the OC does and you are using the OC script names, then Kaedrin's scripts will override and you will get his functionality. If you do have custom code in the module scripts though then to be compatible you have to name your scripts differently than Kaedrin's and add code in your scripts to call his cmi/ccs scripts as he has documented.

I think the reason he has it available as a hak and also as an override is because the override version is really to add his functionality to the OC/MotB/SoZ suite. It just so happens to work with other modules and campaigns that use the same script names and do not need custom logic. The benefit of using a hak is that hak's override the override folder, so if you wanted to lock a specific version of his code to your module a hak is the way to do it, otherwise you will be working with whatever version the person has in the override folder.

For my next version of Kings Festival I am using my custom campaign scripts and adding calls to Kaedrin's scripts for compatibility. That way if someone wants to use Kaedrin's they should be able to do so with my campaign, but Kaedrin's is not required and I don't need to include the hak.

Regards

Modifié par Kaldor Silverwand, 01 mars 2011 - 09:21 .


#6
The Fred

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In response to your original question, attempting to open the local vault (i.e. your list of saved characters) will cause a crash if one or more of those characters use custom content such as classes which is not associated with your module. It doesn't have to be Kaedrin's - I've had this problem myself. However, you can easily get around it by removing the offending character(s) or renaming the local vault folder. The best thing to do is probably to use multiple directories, one for Kaedrin's and one without.

#7
PJ156

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The Fred wrote...

In response to your original question, attempting to open the local vault (i.e. your list of saved characters) will cause a crash if one or more of those characters use custom content such as classes which is not associated with your module. It doesn't have to be Kaedrin's - I've had this problem myself. However, you can easily get around it by removing the offending character(s) or renaming the local vault folder. The best thing to do is probably to use multiple directories, one for Kaedrin's and one without.


Thanks for these replies. I am getting my head round this and have prepared myself for this question to come up on my vault page. I have done a series of tests with and without my local folder installed with K's Bics. I seem to have made the mod compatible but not dependant as morbane described it. I hope I have not screwed something up.

I think you are right to consider separate directories but how do i explain that to my downloaders, many may be put off by complex instructions.

PJ

#8
painofdungeoneternal

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Its only an issue if they remove his content after using it. It would only be an issue if you required his content instead of making it their choice which you seem to be doing. If they make it a choice they would then have it both before and after using your content. For the most part when the issue happens makes it so most just won't realize it's an issue.

So unless they delete kaedrins content, they will never see this issue, and if they do it's got nothing to do with your module. Most long time folks know this and help folks troubleshoot this issue. And this is repeatedly told to players that this is an issue as time goes on by kaedrin, myself and a lot of other folks. 

It's a nasty issue, but from what i overhear it's almost impossible to fix the root issue. It's a lot worse when you play on PW's since it drops a bic into your local vault even though you aren't using it locally at all. Even then most just don't know it's an issue since the PW types tend to avoid SP games.

Good reason if you do run into a problem to hop into irc, or post on the forums and get some help before you go bald pulling your hair out. If you required his content you would be very nice to include a description of the issue in the readme you provide, well it's probably good to do that regardless.

Modifié par painofdungeoneternal, 01 mars 2011 - 11:04 .


#9
PJ156

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painofdungeoneternal wrote...
Good reason if you do run into a problem to hop into irc, or post on the forums and get some help before you go bald pulling your hair out.


Too late for that :)

Thanks for the response. As it goes I have not used any of his content in my mod but wanted the player to have the choice to add his pack if they want to. I think/hope I have reached that happy place now.

PJ