CEP overriding content
Débuté par
TheButterflyEffect
, juil. 05 2012 09:40
#1
Posté 05 juillet 2012 - 09:40
I just want to make a small hak to override some of CEP's armor parts with some different ones I want to use, but how do I do this without causing a huge clashing trainwreck?
#2
Posté 05 juillet 2012 - 09:46
Using copies of your CEP armor 2das, add the new armor part entries from the 2das that came with the new armor parts.
Put all the files in your custom hak.
Make sure your custom hak is at top of costom content list in module properties.
Put all the files in your custom hak.
Make sure your custom hak is at top of costom content list in module properties.
Modifié par Carcerian, 05 juillet 2012 - 09:54 .
#3
Posté 05 juillet 2012 - 09:57
Or....
If the armor parts are numbered the same as the CEP parts you can just drop the non-CEP parts into a top hak.
If the armor parts are numbered the same as the CEP parts you can just drop the non-CEP parts into a top hak.
#4
Posté 05 juillet 2012 - 10:01
@P: True, as long as the new CEP 2das are up to date, tho its always good to double check 
The only 2da entries to worry about in TBEs case are just those refering to the different custom armor parts supposedly...
@TBE: What armor are you trying to add to cep?
The only 2da entries to worry about in TBEs case are just those refering to the different custom armor parts supposedly...
@TBE: What armor are you trying to add to cep?
Modifié par Carcerian, 05 juillet 2012 - 10:15 .
#5
Posté 05 juillet 2012 - 10:20
Some parts from ADWR's ACAG hak, mainly torso parts, because they have a nicer, more realistic shape, not the ugly default NWN shape.
#6
Posté 05 juillet 2012 - 10:21
can you post a link for it?
#7
Posté 05 juillet 2012 - 10:23
#8
Posté 05 juillet 2012 - 10:25
ok downloaded... one sec...
#9
Posté 05 juillet 2012 - 10:27
the 2das with the information you want to cut and paste to your CEP 2das are:
parts_robe
parts_pelvis
parts_chest
parts_bicep
parts_belt
parts_robe
parts_pelvis
parts_chest
parts_bicep
parts_belt
#10
Posté 05 juillet 2012 - 10:37
ok so lets say for example you want to add the new chest part 1 to CEP:
you would copy this line from your custom content parts_chest.2da to the new CEP based custom 2da...
1 0 0.00
and copy all *_chest001 mdl files to your hak...
pfa0_chest001.mdl
pfd0_chest001.mdl
etc.
make sure you get the files for all races and genders...
and copy the PLT file for humans (they are used for all races)
such as:
pfh0_chest001.plt
pmh0_chest001.plt
hope that helps!
you would copy this line from your custom content parts_chest.2da to the new CEP based custom 2da...
1 0 0.00
and copy all *_chest001 mdl files to your hak...
pfa0_chest001.mdl
pfd0_chest001.mdl
etc.
make sure you get the files for all races and genders...
and copy the PLT file for humans (they are used for all races)
such as:
pfh0_chest001.plt
pmh0_chest001.plt
hope that helps!
Modifié par Carcerian, 05 juillet 2012 - 10:42 .
#11
Posté 05 juillet 2012 - 03:46
Thank you! It worked for the most part, I copied the .mdl and the .plt files, but for some reason in the toolset all I am seeing is a white mesh with no texture... what did I do wrong?
#12
Posté 05 juillet 2012 - 03:52
<typing...>
Renamed files?
Edit: What I'm asking is whether you changed the names of the PLTs or whether you changed the names of the texture reference inside the model (with find & replace). It sounds like the models are looking for textures that are not there.
Also, if you are still using the Bioware textures, you do *not* need them in the hak. Only if you are overwriting them (same name) or customizing them (different name) do you need them in the hak.
<...from kindle>
Renamed files?
Edit: What I'm asking is whether you changed the names of the PLTs or whether you changed the names of the texture reference inside the model (with find & replace). It sounds like the models are looking for textures that are not there.
Also, if you are still using the Bioware textures, you do *not* need them in the hak. Only if you are overwriting them (same name) or customizing them (different name) do you need them in the hak.
<...from kindle>
Modifié par Rolo Kipp, 05 juillet 2012 - 05:41 .
#13
Posté 05 juillet 2012 - 05:47
I just changed the names of the files actually... oops.
How do I change the name of the texture referenced in the model's file?
How do I change the name of the texture referenced in the model's file?
#14
Posté 05 juillet 2012 - 05:55
How do I change the name of the texture referenced in the model's file?
If it's ascii then you can open it in Notepad and just rename anything preceded by "BITMAP".





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