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Missing hak file in my own campaign?


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16 réponses à ce sujet

#1
andysks

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Hi all. I was doing some playtesting yesterday, and one of my modules failed to load for a "missing hak file check your log" error. Wiki page says this happens if you miss a hak file(self explanatory), but when I open the module in the toolset it opens just fine, and all haks are visible and in place. Wiki also says that it can be a bug with PW builders, which I am not. I never even played in a PW, and never built one. What could cause this?

#2
Guest_Iveforgotmypassword_*

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Have you checked the module properties to see which haks are assigned to the module then checked to see if they're in the hak folder ?

#3
andysks

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Well I solved it. The module was saved as a directory... after I saved it as mod it transitioned properly. I don't know why... maybe something had to do with the campaign assignment and the fact that I had two copies of the mod. The directory that I am working on, and a .mod that I accidentally backed up in the modules folder.

#4
Tchos

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So from what you're saying, it sounds like if there are both a directory and a .mod version in the same place, the toolset tries to open the directory version first, and the game tries to open the .mod version first. An interesting behaviour to note. I've almost accidentally saved as a .mod on a couple of occasions, myself, and that could have cost me a lot of time figuring out what was wrong.

#5
Guest_Iveforgotmypassword_*

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Double post !

Modifié par Iveforgotmypassword, 24 septembre 2013 - 04:03 .


#6
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How do you assign a directory to a campaign when it asks for a module name or is a directory still really a module and you just assign the directory name instead ? Not that I want to do anything with a directory I just wondered.

#7
andysks

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I don't assign directory to the campaign, I assign the mod. I work on directory, and test it separately. But when I needed to transit from module to module within the campaign, the game wanted to load the mod version which was quite old and without the haks assigned.
Tchos, yes that is what seems to be happening. I think a game will always prefer a mod from a directory.

#8
andysks

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To clarify to Password, I saved as a mod yesterday because campaign is almost ready and I won't be making any huge work from now on... just general fixes. So I assigned the mod to the campaign but forgot to save the directory as a mod... if that is even making any sense :). Is it supposed to be so hard??? :D

#9
kamal_

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Iveforgotmypassword wrote...

How do you assign a directory to a campaign when it asks for a module name or is a directory still really a module and you just assign the directory name instead ? Not that I want to do anything with a directory I just wondered.

In the campaign folder, the "add folders" button is right next to the "add files" button.

#10
Guest_Iveforgotmypassword_*

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Thank you I understand and see how it's done now, but I'm glad I only ever use modules as it all looks more complicated and there's enough moving files about in NWN2 without me making more because I'd forget which one was what and make a mess.

#11
andysks

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I don't move files around, I just save in directory mode because I heard it's safer for crushing...

#12
Tchos

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Myself, I only use folders, and won't be distributing my module as a .mod file. .Mod files look like nothing but trouble to me.

#13
Dann-J

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Tchos wrote...

Myself, I only use folders, and won't be distributing my module as a .mod file. .Mod files look like nothing but trouble to me.


I'm of the opposite opinion. Final versions should be packed up neatly into MOD files, if only to prevent people from accidentally moving or deleting files from within the folders. It's easier for people to understand where to install the various files as well (HAKs in the Hak folder, Modules in the Module folder, etc). Having both campaign directories and module directories could be confusing to some people (plenty of people don't bother to read installation instructions).

Not that it's very hard to convert a bunch of directories into MOD files yourself. I do so whenever I encounter someone who releases their modules in directory format. It keeps my Module folder looking neater.

#14
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I'm with DannJ I've never had a problem with mod files that includes losing anything in a crash other than about half an hours work for me being stupid and trying to select two hundred trees at once or using the appearance editor.

The less folders that people have to install to play a game the better and it might even put me off if in the module description was put this bit here and that over there etc..And I'm supposed to know what I'm doing.

The OC was done in modules, the game itself as recently proved by what just happened to andysks above looks for modules first and it is indeed easier to wipe out bits of a directory than a module without opening the toolset, so why rock the boat ?

Modifié par Iveforgotmypassword, 25 septembre 2013 - 07:29 .


#15
Tchos

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DannJ wrote...
I'm of the opposite opinion. Final versions should be packed up neatly into MOD files, if only to prevent people from accidentally moving or deleting files from within the folders. It's easier for people to understand where to install the various files as well (HAKs in the Hak folder, Modules in the Module folder, etc). Having both campaign directories and module directories could be confusing to some people (plenty of people don't bother to read installation instructions).

Not that it's very hard to convert a bunch of directories into MOD files yourself. I do so whenever I encounter someone who releases their modules in directory format. It keeps my Module folder looking neater.

I know, and we've discussed that before, but perhaps I didn't explain fully why I disagree.  People installing my module will have to understand where to install a campaign folder, so if they're going to be confused by a folder, it's going to happen whether it's 1 or 2 folders, and it wouldn't save anyone any headaches to use a .mod file in such cases.  In fact, using a module folder instead of a .mod may make it easier to understand how to install it, since there's a clear pattern there, whereas if you use a .mod file with your campaign, the campaign folder is a lone anomaly. 

Of course, since I provide the complete directory structure in the zip, they don't need to know how to install anything if they would read and follow the direction to unzip the entire contents directly into the NWN2 user folder.

Iveforgotmypassword wrote...
The
OC was done in modules, the game itself as recently proved by what just
happened to andysks above looks for modules first and it is indeed
easier to wipe out bits of a directory than a module without opening the
toolset, so why rock the boat ?

Well, of course my answer is: Because I change everything about the game that I don't like, and I do more than what was done in the OC, so why restrict myself to how the OC did things?  If the boat rocks, I build a bigger boat.

#16
Guest_Iveforgotmypassword_*

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Do whatever you're happier with it doesn't matter to me I was just thinking of saving the end users of your module cofusion that's all because modules normally come with a "movie clip" file for modules and to have another folder could make them wonder what's what. So just because you don't like it is really unimportant once you've uploaded it to the world because it then becomes the players property.

Recently whilst helping somebody to get past some bugs in somebody else's module I came across a module that was uploaded in directory form and I didn't know what was going on and it took me a while to work out how to open it, then it had all the conversations and some other files that would normally be tucked away neatly in the module folder in the campaign folder so they weren't immediately visible and it was hard work.

The easier to install and more recognisable a module's files are the better it is for the person wanting to play it and if most come as modules why do something different when that's what people are familiar with just because you don't think it's as good, you must think of the player. All you have to do is click save as a module and reset your campaign folder which will take about a minute but this could save players ages of frustration and prevent them from making a simple mistake and then harassing you on your module page because it wont work..

Build in directory mode upload in it too it's your module and your choice but all this paranoia regarding using module mode is in my experience completely unfounded as I've made 28 modules using xp, vista and windows 7 and find it to be extremely stable and I've never had a problem. So I'd say I've bug tested it pretty well.

If people think that uploading as a directory means that you can just swap a little bit if you get a bug then yes that is true but you can also do that with a module by exporting the changed part as an erf and sticking it in peoples override or campaign folders until the module's fixed and a new version arrives.

Modifié par Iveforgotmypassword, 25 septembre 2013 - 07:14 .


#17
Tchos

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Well, anyone who believes that downloading a module makes it become their own property won't need my support, because they should know how best to fix any trouble in their own module. Anyone else is free to ask me for support.

I do encourage the end user to make any changes to my module that they want to make it suit their own preferences better, which can involve deleting specific files that enable certain features in my module, or indeed to use NWN2packer to move the files from the module folder into a .mod file if they prefer. But my support is for the module that I myself have played and tested, in the form in which I know it.