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Standard Palette Question


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#1
WoC_Builder

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Is there a way to fix the issue of our standard placeable palette being broken?  By that I mean, nearly all of the placeables listed in the standard palette are completely off in their appearances.

What can I do to repair this?  Is there a fix of the standard placeable palette on the vault?  I have not seen one.  I am close to just removing the whole thing and having our staff use the custom palette.

Thanks.  :)

#2
BelowTheBelt

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I doubt there's a simple fix. Most likely the issue is with some custom content you have added (or tried to remove). Also, i'm assuming that you have right-clicked the palette and chosen to Refresh the Palette. Have you verified that a new mod, without any custom content, has a working standard palette?

Provided a blank mod does work, you can try adding your custom content to see what is causing a conflict. If you find the culprit, you can decide to keep it or discard it.  Then, export your broken mod's resources into the new, working mod.

As far as I know, there's no 'fix' for a palette (by no means am I an expert, but I did have a similar issue with my custom palette many years ago and I had to do the export route, which fixed everything). Once it's corrupt, i think you are stuck with it.

Modifié par BelowTheBelt, 30 août 2012 - 06:40 .


#3
WoC_Builder

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Perhaps I am showing my ignorance :P, but how does having custom content, available on the custom palette, affect the standard palette?  I did refresh the palette, but again, that option is only available for the custom palette, not the standard one, where my placeables issues reside.

I did indeed verify that a blank mod with no haks loaded does work correctly.

By adding my custom content...do you mean export all my custom placeables one at a time and import them singly until I find what is breaking the standard palette? o.O

Modifié par WoC_Builder, 30 août 2012 - 10:35 .


#4
MagicalMaster

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If a hak adjusted the look of default chairs or something and then you removed it, that could have messed something up.

And yes on the last question, though I'd try importing everything first into the new mod, as it's very possible everything will work. It's likely the old mod is just corrupt.

#5
BelowTheBelt

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I was thinking more of custom systems you have that affect the palette, as MM said above, like CEP or Q and any other Hak-based custom content. That's where I'd start.

Once you figure out what breaks the palette (if it is related to something you added rather than removed), exporting items, placeables, scripts, and creatures should be pretty painless into a new mod, as you can just copy/paste from a copy of your broken mod's Temp0 folder into your new one. You may be able to do this with area files as well, but I've seen it said both ways about whether the mod will accept area files that are pasted into Temp0.  If not, those you'll have to export/import singly.

Once done, rebuild and refresh and see how worse it has gotten...:)

Modifié par BelowTheBelt, 30 août 2012 - 11:28 .


#6
WoC_Builder

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Okay, I tried to see if our placeable haks PLACEMENT had any effect, and moving it down the list had a minor change (it was still off on the standard palette, but some appear4ances changed?). so, I removed the hak entirely, and it is still off.

Next I'll remove all placeable blueprints from the mod and see what happens.

#7
WoC_Builder

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I've isolated the change to our 2da hak. Now to see if there is a custom palette in it, and remove it.

#8
Shadooow

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this is caused by wrong placeables.2da

probably some line is deleted which did this - its not in blueprints, the error is in 2da

#9
WoC_Builder

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Got it. Somewhere along the line our placeables 2da did not reflect 1.69 updates. so, what I'm doing is grabbing from the 2dasource.zip the placeables 2da that is the latest Bioware placeables set up, adding our custom content below that, re-import into our 2da.hak, and see if that does not fix the issue. :)

#10
Shadooow

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WoC_Builder wrote...

so, what I'm doing is grabbing from the 2dasource.zip the placeables 2da that is the latest Bioware placeables set up, adding our custom content below that, re-import into our 2da.hak, and see if that does not fix the issue. :)

nope that is from 1.68 maybe later, you need this: http://nwvault.ign.c....detail&id=1327

#11
WoC_Builder

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Fixed! And the best thing is, re-numbering my 2da dd not affect all the NWN2 placeable work I did earlier this year! :D I simply reimported the erf and all was good. ! :D

#12
WoC_Builder

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Now we have one of our scripters working on a Moneo script to correct all the already-placed placeables IG. When I changed 2da lines, all the content that was already placed down was altered. So, since all lines were adjusted by x, perhaps we can use Moneo to fix this. :)