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Using Leto to change the custom content a module uses?


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15 réponses à ce sujet

#1
OldTimeRadio

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Hey there, I was wondering if anyone had ever used LetoScript to mass edit a module to basically switch or remove custom content the module was using?

LOL, is such a thing even possible?  I realize you couldn't do the switch for tilesets but...what about for creatures or placeables?

I had an old CEP 2.1 (?) module kicking around that a friend of mine had built a long time ago and I was sweet on the idea of converting it in such a way that it just used material from the D20 haks- using whatever the closest analog might be.

After the briefest fiddling with Leto, it looks like I could do something like what I'm thinking of in two steps:
1. First reduce everything possible in my CEP 2.1 module to default Bioware 1.69 appearances and somehow store what the original appearances were.
2. Second, running a number of scripts to convert all the default Bioware content (which would maybe have its old CEP appearance information in the Comment field?) in the module to new appearance lines/portraits, etc.

I kind of like the idea that, at least theoretically, you could just make a module "agnostic" to custom content in that reduced-to-Bioware-default form and then, from there, you could do almost whatever you want.  Like taking a standard fantasy module and changing the setting to something like Planescape or D20 or something.

Again, has anyone ever tried anything like this?

Where would the whole thing fall down and go boom?  I mean, converting one tileset into another would not work.  What else would be guaranteed not to work.  Placeables and creatures, though, I think, would.

It's definitely speculative...but anyone care to speculate?  :P

#2
Failed.Bard

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Wasn't there something about renaming a mod to an erf and importing it ino the new mod with the hak base you wanted? I think it was Lightfoot8 that had explained the process.

#3
OldTimeRadio

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Thanks for the reply, FB! 

Do you happen to have a link to the thread where that comes up?

I would love it if there was some simpler way to achieve this.

#4
Shadooow

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you can normally open module in nwhak.exe, export any resources from it and open them in GFF editor. Its the great way for changing haks etc.

#5
OldTimeRadio

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ShaDoOoW wrote...
you can normally open module in nwhak.exe, export any resources from it and open them in GFF editor. Its the great way for changing haks etc.

I'm doing something similar in my testing-> Editing files from my module temp folder with Leto in advanced mode.

#6
Failed.Bard

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  The mod/erf thing was here: http://social.biowar...index/13914879 , about how to recover a corrupted mod.  Not much to the topic though.

#7
OldTimeRadio

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Thanks! Time for some experimenting....

#8
virusman

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I use Ruby + nwn-lib for complex erf/gff processing tasks. Basically, you can do anything, from listing dependencies to converting the whole module to new 2da IDs or even fetching some data from a database to modify the module accordingly.

Modifié par virusman, 13 décembre 2012 - 09:25 .


#9
Rolo Kipp

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<making big...>

Vm is my hero :-)

... and I still need to set aside some time to learn Ruby :-/
I *really* want some kind of package-manager to handle resources and dependencies *sigh*

<...puppy-wizard eyes>

#10
OldTimeRadio

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@Virusman - Ah heck!  Looks like that's only for linux? 

#11
Rolo Kipp

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<polishing a few...>

Ruby? nwn-lib?
No, I don't think so...


<...gems>

#12
Shadooow

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OldTimeRadio wrote...

ShaDoOoW wrote...
you can normally open module in nwhak.exe, export any resources from it and open them in GFF editor. Its the great way for changing haks etc.

I'm doing something similar in my testing-> Editing files from my module temp folder with Leto in advanced mode.

Yea, the leto's advanced editor is very similar. The GFF editor LINK is simply faster and allows easier copy&pasting. Of course you can do it in temp0.

Im sorry, I guess I haven't really understood the question. Anyway, you know you can use Moneo/letoscript for making global changes into module, erf or hak? FunkySwerve described this in stickied thread above: How to datamine your module pardon me if you know this and asked for something else.

#13
OldTimeRadio

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@Failed.Bard - Unfortunately, that just crashes the toolset for me.  It was worth a shot, though.  Just...in case.

@Rolo - Thanks- you know, I was confused and thought he was talking about NWNX Ruby.

@ShaDoOoW - Thanks and yep- most of this is based off of reading Funky's wonderful tutorial.  Though...I'm not sure what I want is really going to be do-able.  Possible, yes.  Doable?  I dunno.

@Virusman - I thank you for the suggestion, but I don't think I have near the skills to actually put that combination to use, unfortunately.

Modifié par OldTimeRadio, 14 décembre 2012 - 05:53 .


#14
FunkySwerve

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Glad my thread was of some use to you. What you want to do is definitely possible. You need to scan all resrefs, and all areas, for problem instances. That will include, at a minimum, creatures, placeables, items, icons, and likely more I'm forgetting. You could then have it print out all the problem spots by area / palette category. You could also, if you wanted, set them to 'safe' appearances, and edit the comment field to say what the old app was. Was there anything else you wanted to do? It's a complex letoscript, but doable - you'd just have to do a few loops for different resources.

Funky

#15
OldTimeRadio

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Thank you very much for that, Funkyswerve!  AFAIK, for what I want to do I don't think anything else is necessary.  At least, I don't know of anything else.  I suppose tiles and references in scripts (such as to non-Bioware default VFX, for instance) would be a little more problematic, theotretically, but in my case I don't have those kinds of issues to worry about.  It looks like the "deflate from CEP to default Bioware w/comment notes" portion is pretty straight forward, relatively.  The "inflate" from that state to D20 (or whatever, in a general sense) would seem to require a pretty large amount of work.

But it's good to get more feedback that it's possible.  Thanks!

Modifié par OldTimeRadio, 18 décembre 2012 - 02:07 .


#16
Rolo Kipp

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<digging out...>

The "inflate" from that state to D20 (or whatever, in a general sense) would seem to require a pretty large amount of work.

And again, that might be a good time to consider "translator" or "mapping" files (".ini"?) that will do like the anim mapper in NwMax... translate base resources into specific genre's (D20/Ravenloft/WH40K...etc...).

<...ancient dictionaries>