Hello!
I want to adjust the classes in my NWN, like giving Bard full BAB and Divine Grace, for example. How do I go about this? I remember doing it once, without using override. Something with unpacking the file, adjusting it and repacking it. I got the idea down behind 2da's. I have NWN Explorer. What else do I need? How do I do it?
I have asked this before, but that site is no longer with us, alas.
Thanks in advance!
Editing 2da files
Débuté par
GawainBS
, févr. 09 2012 04:32
#1
Posté 09 février 2012 - 04:32
#2
Posté 09 février 2012 - 05:00
edit classes.2da you will also want to look in the cls_feats_*.2da files. and the cls_bfeats_ one.
Double check with feats.2da to see what the feat is. I think once you look at those you'll get the idea for the possibilities.
Double check with feats.2da to see what the feat is. I think once you look at those you'll get the idea for the possibilities.
Modifié par henesua, 09 février 2012 - 05:02 .
#3
Posté 09 février 2012 - 05:32
Yes, I looked at those, but how exactly do you edit them? NWN Explorer can extract them, then I edit them, and then what? Thanks!
#4
Posté 09 février 2012 - 06:07
a text editor like notepad will work.
I use an editor I downloaded off the vault, but notepad will work just fine.
I use an editor I downloaded off the vault, but notepad will work just fine.
#5
Posté 09 février 2012 - 06:42
<feeling a little...>
Once they are extracted, they are regular text files. You are asking what you do with the altered 2da files?
Use NwHak.exe to create a .hak file. Add the custom 2DAs to the hak. When you build your mod, under Module Properties->Custom Content add that hak to the module. Now your custom 2DAs will overwrite the default 2DAs and your changes will be available for that mod.
Is that what you needed?
<...unsure he understands the question>
Once they are extracted, they are regular text files. You are asking what you do with the altered 2da files?
Use NwHak.exe to create a .hak file. Add the custom 2DAs to the hak. When you build your mod, under Module Properties->Custom Content add that hak to the module. Now your custom 2DAs will overwrite the default 2DAs and your changes will be available for that mod.
Is that what you needed?
<...unsure he understands the question>
#6
Posté 09 février 2012 - 06:50
*slaps forehead* Didn't think that was the problem. Ooops. Sorry.
#7
Posté 09 février 2012 - 07:01
It's not for a custom mod; it's to change the basegame; i.e. the changes would apply to all mods.
#8
Posté 09 février 2012 - 07:05
Put your custom 2da files in the override folder then. Just the file. Doesn't need to be packaged up in a HAK.
Files in the override file take precedence over default game resources. However when you play a module with a HAK. The HAK takes precedence.
Subnote- HAKs are not loaded during character creation when you log into a server to play (multiplayer). In that instance the Override would be used during character creation, and the HAKs would take precedence once you are fully logged in (after character creation).
Files in the override file take precedence over default game resources. However when you play a module with a HAK. The HAK takes precedence.
Subnote- HAKs are not loaded during character creation when you log into a server to play (multiplayer). In that instance the Override would be used during character creation, and the HAKs would take precedence once you are fully logged in (after character creation).
Modifié par henesua, 09 février 2012 - 07:06 .
#9
Posté 09 février 2012 - 07:21
See, that's the problem, many of the mods I'd play have haks. So I'd have to add each edited 2da to each hak?
#10
Posté 09 février 2012 - 07:25
GawainBS wrote...
See, that's the problem, many of the mods I'd play have haks. So I'd have to add each edited 2da to each hak?
ONLY if said module has made changes to the particular .2da file you yourself have changed and it is in the HAK attached to the module.
So if you make changes to classes.2da and the module uses a HAK that has classes.2da INSIDE the HAK, then yup, you'll need to add your changes to the HAK.
FP!
#11
Posté 09 février 2012 - 07:35
Ok, thanks. Is there a quick way to check that?
#12
Posté 09 février 2012 - 07:38
use nwexplorer to look in the module's haks
#13
Posté 09 février 2012 - 08:27
Thanks, that did it, now I know what to look for!





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