so my question: is it ok to add custom content through .erf and not .hak - and why people are mostly spreading haks along with their modules? I'm mostly worried about time when i will need to publish it.
HAK or ERF?
#1
Posté 04 novembre 2013 - 11:00
so my question: is it ok to add custom content through .erf and not .hak - and why people are mostly spreading haks along with their modules? I'm mostly worried about time when i will need to publish it.
#2
Posté 04 novembre 2013 - 11:03
#3
Posté 05 novembre 2013 - 12:30
They have to go into a HAK file or your /override folder.
Essentially they cannot go into an ERF file.
ERF has content to import into your module.
Lets look at the bouncyrock beholder as an example.
http://nwvault.ign.c...s.Detail&id=142
bounce_beholder_hak.rar has both a HAK file and a MODULE file.
The hak file is needed. That has the beholder model files.
Again the model files must either be a HAK or be lose files in /overide
They also included a module that has the beholder blueprint.
Alternatively they could have also put this in an ERF and let you import it into one of your modules.
I think I'm not explaining ERF very well, but hopefully that helps a bit.
#4
Posté 05 novembre 2013 - 01:09
#5
Posté 05 novembre 2013 - 01:47
#6
Posté 05 novembre 2013 - 02:52
Tchos wrote...
Alternatively, if you create a campaign, then you can just extract the contents of both the ERF and the HAK into your campaign folder, and not have to worry about either of them.
Tchos answer FTW.
I've been wondering about this for a while, and just haven't taken the time to dissect it. Andy, Tchos, thanks.
Now I know what I'll be doing.
#7
Posté 05 novembre 2013 - 03:37
#8
Posté 05 novembre 2013 - 03:46
#9
Posté 05 novembre 2013 - 04:37
Tchos wrote...
Alternatively, if you create a campaign, then you can just extract the contents of both the ERF and the HAK into your campaign folder, and not have to worry about either of them.
which doubles and triples all the files. if you're using the vanilla haks from the vault without merging content yourself it's better to place them within the hak folder. the majority of the players left have this stuff already and don't need those files again
#10
Posté 05 novembre 2013 - 07:01
(Note: Despite the huge amount of custom content I'm using in my module, it only amounts to a 145MB download at last build, with no additional materials required to already have or to download separately.)
Modifié par Tchos, 05 novembre 2013 - 07:10 .
#11
Posté 05 novembre 2013 - 09:45
I just had to delete a whole bunch of unused modules off my machine because I was running low on space myself.
I think if it's a common hak that is used a lot by other folks it's probably okay to leave as hak.
But my preference would be campaign folder.
#12
Posté 05 novembre 2013 - 11:50
With that view in mind, when I install a module, I prefer all of its resources to be in one place, named such that I can identify what it belongs to, and not have to go to different directories or web sites to find haks that I wouldn't otherwise be using.
I want to easily uninstall it once I've finished playing it. It's easy when it's all self-contained, but if I want to uninstall one module and not another, then I have to figure out whether module A uses the same hak as module B, or else leave everything in there just in case until I'm done playing all of them, which I don't like to do.
#13
Posté 07 novembre 2013 - 03:35
I started with adding some areas from vault with erf actually, then i found some cool creatures and decided to add them.
First i added driders as a hak - they worked properly, but when i tried to add others, their models didn't show, i tried to add the content by importing erf and they still didn't show... i didn't know yet, that i have to combine 2da, which was an issue there
So i kinda blended all the custom content with my modules content in my project directory. Meaning that i don't have any haks now, as i got all the creature models loaded from module directory. Will that later be a problem with delivering the module? I hope those files get transfered when someone tries to download the module itself (along with the 2da)?
#14
Posté 07 novembre 2013 - 03:45
luna_hawke wrote...
HAKs contain the model files and what not.
They have to go into a HAK file or your /override folder.
Essentially they cannot go into an ERF file.
ERF has content to import into your module.
Lets look at the bouncyrock beholder as an example.
http://nwvault.ign.c...s.Detail&id=142
bounce_beholder_hak.rar has both a HAK file and a MODULE file.
The hak file is needed. That has the beholder model files.
Again the model files must either be a HAK or be lose files in /overide
They also included a module that has the beholder blueprint.
Alternatively they could have also put this in an ERF and let you import it into one of your modules.
I think I'm not explaining ERF very well, but hopefully that helps a bit.
my problem was multiple haks, which all contain thier own 2da - meaning only one module can be active at a time, i then tried to combine the custom content in one and stumbled upon nwn2packer - with it i made a combined...erf (!) and blended it with module files, now i feel i should have made a combined hak instead...and it will be a problem to root out all the custom content files from project directory. I hope however they will be downloaded with the module itself...as you can't really choose what files are coming in from download it goes as a full package, right?
#15
Posté 07 novembre 2013 - 06:09
You say you extracted all the models into the module folder. That does work (that's how I have the test modules set up for my various placeable projects), but I seem to recall it occasionally not working, and I'm not sure why. Usually, you put the models and textures into either the campaign folder or a hak.
You're correct that having multiple haks with the same 2DA can cause incompatibilities. One way of dealing with it is to merge all the content into one package and combine all of the info from the 2DAs. Another way is to arrange the hak load order so that you have a hak containing a combined 2DA that takes precedence over the rest of them.
Whatever you package up and upload, that's what a player will download. Not sure what you mean about rooting out the custom content from the project directory. If it's necessary for your module to work, then you should want the player to have it.





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