Retrieving resources references
#1
Posté 19 août 2011 - 01:43
In the process of cleaning a huge module of unused ressources, I'm trying to determine wich npc(s) use(s) a specific convo, or wich convo uses a specific script etc...
Would there be a quicker method than examining the npcs and convos individually?
Thank you
Kato
#2
Posté 19 août 2011 - 02:36
steps:
- create a new module. Make sure the first area has a unique name. meaning that the name for the area is not in the original module to be cleaned.
- Set up the module proptries to match the original module.
- Hak list
- Talk table.
- Event scripts.-move the event scripts to the module if needed.
- Open the old module and export all of the areas to an ERF.
- Open the new module and Inport the ERF.
- Figure out what was missed and export/inport them as needed.
- Do the same with each palette catagory If needed.
I think just doing the areas will get about 90% of what you need for the module. Things that are dynamicly created via script may be missed. Scripts that are only called by another script will also be missed.
But to answer your original question. If you exported all of your NPC's and inported them into a clean module you would be able to see all of the scripts and conversations that where attached to them.
If you do try the entire module rout, I would love to hear about the pit falls you run into.
#3
Posté 19 août 2011 - 02:53
Kato
#4
Posté 19 août 2011 - 04:55
I've been planning a post on using letoscript with Moneo for mass-editing modules. I'll see about working out an unused resources script to go with it. Could be a few days, though - HG is in the middle of a very big update.
Funky
#5
Posté 19 août 2011 - 05:53
No offence taken.
#6
Posté 19 août 2011 - 04:14
Kato
Modifié par Kato_Yang, 19 août 2011 - 04:28 .
#7
Posté 22 août 2011 - 05:16
Have you performed a build module using the advanced box to search for missing resources?
Modifié par _Guile, 22 août 2011 - 05:20 .
#8
Posté 22 août 2011 - 04:10
Kato
#9
Posté 22 août 2011 - 04:16
Funky
#10
Posté 01 mai 2012 - 04:37
FunkySwerve wrote...
That's a terrible approach - no offense, lightfoot. Much better to use Moneo to scan resources for subresources. You'll get a complete listing that way, with no having to backtrack in an very error-susceptible search for missed resources.
I've been planning a post on using letoscript with Moneo for mass-editing modules. I'll see about working out an unused resources script to go with it. Could be a few days, though - HG is in the middle of a very big update.
Funky
was this moneo script ever released? i skimmed through your "mass editing" sticky, and i didn't see
anything alluding to this effect. i also didn't see one of the provided letoscripts that looked complex enough to accomplish something like this.
i'm growing concerned that my module is at 16,005(ish) resources now in the temp0 directory, and i really don't consider it bigger than some of the modules you guys are talking about. i have a feeling there's a bunch of junk sitting in there i don't think is needed.
how safe is it to go by the "unused resources" checkbox and just delete stuff based on that list? mine's like a mile long. i would guess that creature blueprints on the list can't be trusted because most of my monsters are spawned via some waypoint spawning system, but the list should be legit for scripts, right?
#11
Posté 01 mai 2012 - 06:23
acomputerdood wrote...
was this moneo script ever released? i skimmed through your "mass editing" sticky, and i didn't see
anything alluding to this effect. i also didn't see one of the provided letoscripts that looked complex enough to accomplish something like this.
i'm growing concerned that my module is at 16,005(ish) resources now in the temp0 directory, and i really don't consider it bigger than some of the modules you guys are talking about. i have a feeling there's a bunch of junk sitting in there i don't think is needed.
how safe is it to go by the "unused resources" checkbox and just delete stuff based on that list? mine's like a mile long. i would guess that creature blueprints on the list can't be trusted because most of my monsters are spawned via some waypoint spawning system, but the list should be legit for scripts, right?
You might have to write your own tailored Moneo script, since there are several different resource categories to check(areas, creatures, placeables etc...) but if you're comfortable with coding it should be easy considering the numerous resource scanning examples provided in the sticky, including the ones pointed by the provided links.
Wichever your method, for scripts, you should run a text search for the dubious ones, since they could potentially be called through ExecuteScript() from any other script(s). For objects, you should do the same, searching for refs and/or tags since they could be used by CreateObject(), CreateItemOnObject etc...
Hopefully this can help, although no doubt Funky will have more recommendations...
Kato
Modifié par Kato_Yang, 01 mai 2012 - 06:36 .
#12
Posté 01 mai 2012 - 08:32
acomputerdood wrote...
how safe is it to go by the "unused resources" checkbox and just delete stuff based on that list? mine's like a mile long. i would guess that creature blueprints on the list can't be trusted because most of my monsters are spawned via some waypoint spawning system, but the list should be legit for scripts, right?
No, That list is tottaly untrust worthy. The only thing you can get from that list is that the scan did not see it used. But just like your blueprints, Just because a script is not directly attached to an object, does not mean thai it is not indirecty used.
#13
Posté 03 mai 2012 - 06:43
Inexperienced builders often bloat their palette not realizing the resource limit, I have a tendency to bloat my # of scripts, but I fixed that tremendously by cutting down the number of redundant scripts through integration into better scripted systems, but it cost me building module time, for building scripts takes much more time now.
It's tough to find a solid way to do things, it's even tougher to refine everything...
With experience you learn to avoid mistakes, mistakes you never want to make again.
I have to say NWN has been quite an experience for me, building & playing, definitely...
You grow as you learn, you become a better builder / scripter as time goes on...
Just keep hacking away at it mate, you will figure things out in due time..
#14
Posté 04 mai 2012 - 05:20
http://social.biowar...index/11860583/
only cross-posting it here because this forum seems a little more active than the other and i'm sure some of you have opinions on the topic





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