Missing hak file in my own campaign?
#1
Posté 24 septembre 2013 - 12:45
#2
Guest_Iveforgotmypassword_*
Posté 24 septembre 2013 - 11:31
Guest_Iveforgotmypassword_*
#3
Posté 24 septembre 2013 - 12:53
#4
Posté 24 septembre 2013 - 03:18
#5
Guest_Iveforgotmypassword_*
Posté 24 septembre 2013 - 04:02
Guest_Iveforgotmypassword_*
Modifié par Iveforgotmypassword, 24 septembre 2013 - 04:03 .
#6
Guest_Iveforgotmypassword_*
Posté 24 septembre 2013 - 04:02
Guest_Iveforgotmypassword_*
#7
Posté 24 septembre 2013 - 04:59
Tchos, yes that is what seems to be happening. I think a game will always prefer a mod from a directory.
#8
Posté 24 septembre 2013 - 05:01
#9
Posté 24 septembre 2013 - 05:36
In the campaign folder, the "add folders" button is right next to the "add files" button.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.
#10
Guest_Iveforgotmypassword_*
Posté 24 septembre 2013 - 06:50
Guest_Iveforgotmypassword_*
#11
Posté 24 septembre 2013 - 09:02
#12
Posté 24 septembre 2013 - 11:59
#13
Posté 25 septembre 2013 - 03:47
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
Guest_Iveforgotmypassword_*
Posté 25 septembre 2013 - 07:27
Guest_Iveforgotmypassword_*
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
Posté 25 septembre 2013 - 04:37
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.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.
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.
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.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 ?
#16
Guest_Iveforgotmypassword_*
Posté 25 septembre 2013 - 07:13
Guest_Iveforgotmypassword_*
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
Posté 25 septembre 2013 - 07:38
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.





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