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Help! Cant get hak to properly work...


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#1
IAmDeathComeForThee

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Well I dont know if this is a PEBKAC issue or what, but I can not for the life of me get this to work.  It's a stainglass window mod from the vault.

I added the hak and erf to my module, but I get exterior castle pieces for each window instead when I select them. Image IPB

http://nwvault.ign.c... ... ail&id=148

Even when I open the test module it shows up as random castle pieces instead of the windows...

I guess I dont know how to properly install haks, obviously.
Here's all I did.

a) Download the hak, put it into my Documents/Neverwinter Nights 2/hak folder.
B) Downloaded the erf and put it into the module folder
c) Loaded the toolset, clicked on View/Module Properties
d)
clicked Hak Paks in properties menu, clicked "Add," then beside "file
name" in right pane, clicked the brows button to find my hak file, found
it then press OK.
e) import erf
f) restart toolset....

Obviously something isnt right, or is everyone else getting the same issue if they try and install it?

Exact same thing happens with the other's other window mod, but with seemingly random placeables replacing the windows.http://nwvault.ign.c... ... ail&id=143

Any help??? :unsure:

#2
M. Rieder

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To be honest, I never expected death to come for me here on the forums. I was expecting maybe on the highway or in a darkened alley, ah well... such is life... and death...


Regarding your problem, it sounds like an issue with the file placeables.2da. Placeables.2da tells the engine what models to put in a certain area when you ask for a certain model. If the placeables.2da is not set up correctly, if you ask for a window, you can get something very different. I once tried to put a catapult in a mod and ended up with a fence.

I would guess that the line number that your .hak is looking for for the stained glass corresponds with the castle exterior placeable on your placeables.2da.

There are multiple articles on editing .2da files and free editors for download from the vault. I think you can even use excel to edit them, though I never have. It is a daunting process at first, but not that difficult. Just remember to always, always, always have a backup of the original. You can royally break your game if you mess up the .2da files.

#3
Shaughn78

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This is definately a 2da issue.

There are several things to look at here.

-What expansion do you have?
With the first HAK, if you have any of the expansions the 2da is no good to you and the second one may work with MotB but not with SOZ.

-Are you trying to use both the haks at once, or even with other placeable HAKs?
The game will only use 1 2da, it will pick the 2da from the first listed hak, all the content in the 2nd 2da will not be used. (This could be causing some of the problems, if the blueprint you are trying to use is part of the second HAK it will be looking in the first 2da which may have that line filled with a castle piece)

Some solutions:
-If you are using multiple placeable HAKs (both the stainglass or others) you will need to extract the 2das. Then merge them into one 2da so all the content is accessible. That 2da will need to either be in your override or preferably in the #1 HAK.

-If you are using only one stainglass HAKs but have the expansions you will need to extract the the 2da from the SOZ or MotB (if you don't have SOZ) then merge the stainglass lines with the expansion 2da.

You will want to go to the custom content board and look into editing 2das. There are stickies there and if your questions aren't answered there just put up a post and you'll get the help you need. Here is a link to the 2da editor I like to use. 2da/tlk/gff Editor aka TlkEdit2

As long as you make copies of the 2das that you are editing you should be fine. If you make a mistake it can make a mess of things, like castle walls will appear for windows, but you'll still have the originals to fall back to.

Hope this helps. And ask for help on the CC forum if you run into any issues.

Modifié par Shaughn78, 26 mars 2011 - 02:31 .


#4
IAmDeathComeForThee

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Alright thank you very much for the help! Here's what I did:

I extracted the 2da's from each hak like you said, then extracted the original SoZ placeables 2da. I copied each 2da entries and pasted them after the end line in the SoZ hak (after line 2000). Saved that 2da and thre it into my documents/neverwinter nights 2/override folder.

However the exact same thing happens... What should be the new placeables are just the same random ones as before... This toolset really just hates me I think... :(

I even went as far as to remove the 2da's from each of the new haks individually so it would only see the one in the override I had just created, but still nothing.:pinched::(

Modifié par IAmDeathComeForThee, 26 mars 2011 - 09:15 .


#5
Shaughn78

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Once you create the new 2da you need to reassign your blueprints.

Removing the 2das from the HAKs is also important, the HAK takes prefence over the override.

Open the blueprints properties. The first field "appearance" needs to be changed. That field is telling the game what line number to go to in the 2da. You will need to scroll through the list and find the names of the new placeables.

#6
NWN DM

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Please take my wife first. Then the mother-in-law.

If you're still hungry after that, I'll go willingly as long as we can ride in separate canoes.