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Can anyone think of a reason not to just put all my .hak files in the campaign folder


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5 réponses à ce sujet

#1
M. Rieder

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I want to make installation as simple as possible so I'm thinking about taking all the files out of my .hak files and dumping them in my campaign folder and just including a pactch.hak for later patching.  This way, players only need to install 3 things: module, campaign, and one patch hak.  In theory this sounds nice, but has anyone ever tried this.  What are some problems that could arise from this?

#2
Guest_Chaos Wielder_*

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I thought there were some files that couldn't be read from the campaign folder...? I might be wrong, but that's why I do it.

Also, in the case of certain reskins, maybe I only want it to interact with one particular mod in my campaign. The campaign folder is all or nothing.

#3
_Knightmare_

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I've heard some people say that some files don't work from the campaign folder, though I have never found a file that didn't work.

Also, a hak assigned to a module will override any files that are in the campaign folder.

#4
Kaldor Silverwand

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I've never used haks. I always put everything in the campaign folder that is not module specific. This hasn't caused any problems. I tend to stick to fairly normal files though - scripts, conversations, a few 2das, blueprints.

Regards

#5
The Fred

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baseitems.2da and some itemproperty 2das do not seem to work from the campaign folder. They appear to be loaded late or something, meaning you have to re-start the campaign to get new items to show up etc.

#6
painofdungeoneternal

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Haks are a lot more reliable than the campaign folder. If it's not present it tells they player something is missing so they can fix it prior to playing, it's combined into a single file, or series of files, and it means you don't have to even mention the campaign folder, or deal with a lot of loose files. Only a hak guarantees the player has things working properly before they start playing, often they put things in the wrong folder regardless of any instructions - and yes it does mean a bit more tech support but you know they are playing things as you intended.

Give them a single zip, and tell them extract it and put the contents of it inside their player hak folder is a single instruction.

It is simpler than installing this single file to your hak folder, and install all these loose files to your campaign folder. However it is simpler for the developer ( you ) to use the campaign folder since you can edit all those files a lot easier. I personally stage it all in override than move the contents of override to a hak when completed since i figure its better for things to be more complicated for me.

If they have already downloaded a hak, like if you use RWS content for example, using a standard hak can really lower the download demands on your players as well, with modules content easily hitting a gigabyte this can cost some users real money in other countries to download so much. So if they already have something hellfire did, or my monster pack, they can skip downloading that, or just overwrite it and download it again, up to them. This saves far more bandwidth for the users than a single massive download for each module they play which 90% of the time includes the exact same popular pieces of content. Or if you stop working on things and someone fixes a big issue in a model ( i've had models for creatures that caused issues in game until i fixed them for example ), they can just get the latest version of a given hak and use that -- since it's standard it will fix the issue without you needing to do anything and you know you have resources set up by people who are specialists. It also properly documents the work of the content creators which often gets lost in those single merged haks. Long term this is where the community needs to head, it combines the some ideas of CEP which made it do well by elminating the issue of redownloading, while eliminating the issues of each module maker not having any control, artist credit, and no choice of what is included which caused quite a few bugs.

Note that an awful lot of resources are read from inside the module as well. If you are REALLY light on content you can put things into your module and have almost nothing for them to install. Note that the size of the module really affects performance so i generally move as much as i can out of the module and into haks/override/etc. You probably need to learn how to use nwn2packer as well if you don't know about it already.

To modify an existing module, replacing its campaign folder prevents the need to attach haks and edit the actual modules in the toolset, so its a great way to modify official content without resorting to override, any changes only affect that campaign. Override is global and cause issues with everything that player does until they remove them, where haks are just what is attached.

Modifié par painofdungeoneternal, 04 mars 2011 - 08:17 .