Aller au contenu

Photo

Installing custom content.


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
PJ156

PJ156
  • Members
  • 2 985 messages
Hello all,

I don't use much custom content but fancied a new bridge model as oppose to scratch building my own out of stock blueprints.

I am using RWS bridge models but I can't see them in the toolset (though they appear as an option.

Here are the instructions:
 
Installation:

Place the RWS_Bridges.hak in the Hak folders of both the install and my Documents Directories.

For builders, associate the hak with the module you are working on and import the included erf files.

My questions are:

1. Is the placement of the Hak in the Instal directory nessesary (I have not placed other Haks there) if so why and where is it. I assume this is the original install directory but I cannot find a Hak folder there. Do I create one in Toolset perhaps?
2. What do I do with the 2da included in the download page. Do I merge it with my placeables 2da, put it in override or disregard it. It's not mentioned in the instructions. My gut feel is to put it in the campaign folder and that is what I have done since it appears to have all the base stuff in it.


I would quite like to use these blueprints (or at least see them, but i am doing somthing wrong, or have missed a vital step.

Help would be greatly appreciated for a custon content noob.

PJ

EDIT: Just found a load of other blueprints have gone so it's unistalled again now.

Modifié par PJ156, 12 novembre 2011 - 10:20 .


#2
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
1. Don't put anything in the install folder, generally its only put there because the modder did not try putting it in the my documents folder.

A few things don't work in the toolset, or in game if not in the install folder, but those are generally bugs and unlikely for you to run into them, and grinning fool with 1.23 basically tried to remove any reason to use anything but your documents folder, and he did a very good job at making it not needed. Even toolset plugins can go there. Basically try it in the documents folder and only if you run into an issue, then put it into the install folder - and ask around before you do as usually there is some other issue going on. ( for example all xml files work in the player folder, and work in hak files, except fontfamily.xml, but there are only a few people even focusing on adding fonts to the game. )

In this case, i have NEVER put haks in the install folder and those instructions are not valid.

The less you tell players to put things in the install folder, well it allows a lot of neat features like multiple -home folders ( as set by short cuts ), multiple logins, and if it all goes awry, deleting the player folder returns you to the pristine folder setup. Basically it makes it harder for those players to muck things up so much they have to reinstall, and it makes it impossible for players to use multiple configurations.

2. Put the 2da either in a hak or in override or in your campaign folder. As a builder you will want to put your 2da in a hak upon release, and make that hak the highest priority, and merge any changes if you are using the same 2da. I generally leave my 2da's in override while i am developing things. You can use campaign as well, but putting it in a hak is a little bit easier for you to ensure the player gets what you intended with your module ( your module warns them if a hak is missing and its harder for a player to change whats in that hak ). If it's for SP stuff, try to avoid what 2da's you modify with popular class packs and other content players enjoy using of course, but i also do a protective set of all the vanilla 2da's in a hak if i want complete control over the players experience.

3. You have to modify your placeables.2da for it to show up in the toolset, which generally means merging. Each blueprint has a pulldown menu for appearnce which lists what is in placeables.2da. Sometimes the blueprints are screwed up and you have to set this your self. If it is listed in this field and does not show up in game then it means a missing model or texture and placeables.2da is working fine.

Modifié par painofdungeoneternal, 12 novembre 2011 - 10:38 .


#3
PJ156

PJ156
  • Members
  • 2 985 messages
Okay and thanks for the post. The mod provides a complete 2da but his seems to interfere with vanilla content.

Is my best bet to copy the lines that relate to the bridges from the RWS 2da and put them into a copy of the vanilla placeables 2da. then putting that in my campaign file and eventually a Hak?

I has not thought to scroll down the placeable appearances to see If I could change another placeable to look like it. I will give that a go this evening.

Thanks for the detailed reply Pain,

PJ

#4
The Fred

The Fred
  • Members
  • 2 516 messages
The campaign folder is great because it's like a localised override. You can put stuff which needs to go in the override there and it will work, but only for that campaign (as you'd hope). However, some things don't work there. In my experience I've found some of the item-related 2das (baseitems, and also one or two of the item property ones) won't work because they seem to be loaded after everything else is, or too late anyway, so whilst they work OK in the toolset, you have to restart the campaign in-game or new items won't show up, etc. Just something that's worth knowing.

#5
Jezla

Jezla
  • Members
  • 173 messages
I'm using it in my Dalelands mod and the only thing I had to do is adjust the appearances of the bridges to the correct appearance. Is this the only hak you are using?

#6
PJ156

PJ156
  • Members
  • 2 985 messages
The only placeable Hak, RWS reatures is there too. I did not try adjusting the appearence in the end as other items I use have disspeared, namely the jungle ruins.

I'm wondering if the set is not SoZ compatible and I need to make my own 2da?

PJ

#7
Jezla

Jezla
  • Members
  • 173 messages
That's a possibility. I had to make a custom 2da because I'm using a couple of different placeables haks, but it wouldn't hurt to do it for 1, just to ensure compatability.

#8
PJ156

PJ156
  • Members
  • 2 985 messages
Did you just copy the rws lines out of thier 2da and paste them onto the vanilla one? That is what I am planning to do.

#9
Clyordes

Clyordes
  • Members
  • 300 messages
Re SoZ compatibility - I can't say for definite, but I've used the RWS all in one HAK that includes the bridges & it works fine for me with RWS creatures & SoZ installed. Although I also associated the RWS all in one 2da HAK with my modules too.

Cly.

#10
PJ156

PJ156
  • Members
  • 2 985 messages
I'm just about to try that Cly Image IPB

I might use the all in one Hak for the campaign version of my mods. It is big but most must have it I guess.

PJ

#11
Jezla

Jezla
  • Members
  • 173 messages
I used the merge2dafiles app on the Vault.  It will combine a base 2da with the entries needed for the custom content to produce a custom 2da file.

#12
anafaria10

anafaria10
  • Members
  • 27 messages
Hi.
I'm new at building so I hope I'm not making a dumb question.
I've added a hak to my module that substitutes the standard ceiling, and was not showing neither in the game or the toolset.
I've copyed the .2da file to the override folder in the install folder (was in my documents folder) and it started showing in the toolset, but in the game nothing changed.
I have the "ceiling on" option in the game choosed.
Any help would be appreciated.