Hi All,
This is just a silly little problem that someone may know the answer to ....
I have altered the nwn2_tips.2da for my campaign's own tips. This works fine until the campaign first switches from one module to the next. At this point (module load), the tip appears to be just some random string rather than anything valid at all. E.g. "consitution".
As soon as the first area for the next module loads, all works fine again.
So, the problem is: A random string at time of new module load.
Question: Does anybody know how to ensure this string is not random?
Many thanks in advance.
Lance.
Loadhints (Initial hint is random string on module changeover in a campaign.)
Débuté par
Lance Botelle
, mars 08 2011 01:38
#1
Posté 08 mars 2011 - 01:38
#2
Posté 08 mars 2011 - 01:44
I never found an answer for PoE.
#3
Posté 08 mars 2011 - 01:55
Hi Kamal,
I think I may have resolved this ... I ended up remaking the nwn2_tips.2da using the same format as the OC version, which has a few more columns. (See image.) I then added the 2da to my hak rather than use the campaign folder, and it seems to pick up some official default tip strings now.
Further testing will tell if it was just luck or if it is now stable.
Cheers.
Lance.
I think I may have resolved this ... I ended up remaking the nwn2_tips.2da using the same format as the OC version, which has a few more columns. (See image.) I then added the 2da to my hak rather than use the campaign folder, and it seems to pick up some official default tip strings now.
Further testing will tell if it was just luck or if it is now stable.
Cheers.
Lance.
Modifié par Lance Botelle, 08 mars 2011 - 01:56 .
#4
Posté 08 mars 2011 - 09:35
Have you consulted this great resource?
Beginners Guide to Making Custom Load Hints, by Jaesun999
http://nwvault.ign.c...s.Detail&id=108 (Part 1)
http://nwvault.ign.c...s.Detail&id=114 (Part 2)
I used it to create custom load hints for an upcoming module, and they worked without a hitch.
Beginners Guide to Making Custom Load Hints, by Jaesun999
http://nwvault.ign.c...s.Detail&id=108 (Part 1)
http://nwvault.ign.c...s.Detail&id=114 (Part 2)
I used it to create custom load hints for an upcoming module, and they worked without a hitch.
Modifié par DannJ, 08 mars 2011 - 09:37 .
#5
Posté 08 mars 2011 - 10:00
That's what I used, as LB says, it's the very first load hint that's random. After that you're good.
#6
Guest_Chaos Wielder_*
Posté 09 mars 2011 - 12:03
Guest_Chaos Wielder_*
*Eagerly watches thread*
#7
Posté 09 mars 2011 - 12:35
DannJ wrote...
Have you consulted this great resource?
Beginners Guide to Making Custom Load Hints, by Jaesun999
http://nwvault.ign.c...s.Detail&id=108 (Part 1)
http://nwvault.ign.c...s.Detail&id=114 (Part 2)
I used it to create custom load hints for an upcoming module, and they worked without a hitch.
Hi DannJ,
Thanks for the heads up on part 2. I had seen and read part 1, but was unaware of the second part, which contained the important info I was missing.
My main problem was two-fold:-
1) I had not used the exact 2da format that the OC used.
2) I had placed the 2da file in the campaign folder and not in a hak.
After some testing, (and now seeing this updated tutorial confirming my own suspicions), I have found this now works fine.
KAMAL: Did you use this table format or only one column? Also, make sure you have it in a hak and not hidden anywhere else in the campaign directories.
Hopefully, this info will help others.
Lance.
Modifié par Lance Botelle, 09 mars 2011 - 12:37 .





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