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Hak and Override Questions, New to Modding


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#1
Ledge1990

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So I've modded most moddable games out there except for NWN2 so far, finally I'm diving into it and I'm little confused without finding straight forward answers.

1. Can folders like Override and Hak see subfolders? Do all files for a mod need to be loose in these folders or can I have, for example, KPrC in one folder and Tchos UI in another. So the heirarchy would be Override > KPrC>KPrCs needed files.

2. As far as I could find, is there any form of mod manager to be able to see what the major mods instaled at the time are, or for uninstall would we just need to redownload the mod and find every piece of it to remove it?

3. For custom Armors are there any mods which remove the need for console, either adding files to a .txt or any simple way to group them together to be able to select and choose from a list of available. Some armor packs have so many armors so oddly named I'm unable to keep up with which one is the one I actually want.

4. I can't seem to find basic texture reworks, anything that would load over the default textures to give high res shading. The ones I have found are usually female only and sadly... That's not where my interests lie. I love the idea of the Shirtless armor sets, but the bodies still look... Undesirable, that and the lack of body hair bugs me. Any suggestions on making males look good? I don't need nudes, however just general body appeal.

5. I've seen two different responses on this one, some custom items/armors come with a Override version and a Hak version, I understand anything in Override will show up in all games that load, however haks need to be called upon, I've seen one or two which require both to be installed but other claims their versions are seperate, which is which? I plan to play the primary campaigns again then move to custom modules (Super excited for Baulders gate Reloaded xD)


I think those are the main ones for now, any help would be appreciated.:bandit:


 

#2
kamal_

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1. Override and campaign can see subfolders. Hak it doesn't matter since it's all packed up in the hak.

2. Nothing like the Nexus mod manager. Everything in the override will apply unless you are playing on a persistant world (they can tell it not to use override).

3. Nothing like that for single player. PW's generally make it easier because they often include custom armors.

4. Look for something like http://nwvault.ign.c...es.detail&id=28

#3
kevL

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3.

Charlie's Item Appearance Changer and Jake's Expansion Pack

do a pretty good job. But if you mean custom armors etc. you yourself have created, then it's not so simple and scripting is required. The base scripts+Gui can be used as the idea or template (that's what i do).

5.

The override version is generally for Players. The .haks are for builders, unless a builder specifically tells players "hey grab this .hak for my mod". They should be separate; while it's conceivable that someone would create something that requires both .hak and Override .. that's generally just bad form -- although there may be cases that require it.

#4
Tchos

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There are some much better shirtless male (with body hair) textures out there than the ones you've seen, but the challenge is to get some pants on them.

Modifié par Tchos, 06 janvier 2014 - 02:00 .


#5
Ledge1990

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Volume 1 & 2 of http://nwvault.ign.c...l.detail&id=161 ... Are what I've seen so far, couldn't find anything else which even came close to being worthwhile. I mostly play barbarian or shamanic types, and is mostly clothing optional. I've seen Charlie's Item changer, but couldn't understand from the readme, does it only let you preview items, or actually allow the obtaining of said items? Or just changes ONLY the appearance of the item slot (Like Transmog in WoW) .... And I've seen Jakes too but it also goes back to the first question with Charlies. Since I didn't see the author of the Shirtless Volumes include an edited XML for Charlies/Jakes, does that mean I'd need to add the item names somewhere? If there's already a guide on all this I'd be happy with it.

Noted, so typically Hak or Override, I've seen people form textures in different ways, some with DSS others in TGA? Is there any advantage of doing one over the other? How does putting a custom item content into the Override even matter since it's not overwriting an old item but just adding the item for the console?

My main goal is just to buff up the original campaigns and add new content like items, appearances and hopefully easier/more efficient UIs than the standard to give it a fresh feel.

In that same light I notice some UI mods seem to mod based on priority? So, I know Charlies needs a xpac for it to work with Tchos Dialog UI, however in that same sense I loved the look at SlimUI which has xpac for neither of them. If they all apply by the override folder, how does the game know which to use since there's no load order?

Also, if there's a list of generally mandatory mods (As in, gain WAAAAY outweighs any bugs) that most wouldn't play without after playing it through the first time, like UI overhauls, general improvements or OC Overhauls (I found one that updated things to work with SoZ stuff) that you guys recommend? (Seeming to be these forums are the only ones which seem to remain active, as the NWNVault and NWN2Nexus both seem to have relatively dead posts) are there any other locations you recommend to look? I've googled my heart out and all things seem to lead back to those two.

At the moment I've got no interest in PWs, BTW.

Lol, I'm just ready to play at this point, but like The Elder Scrolls games or the Sims, I generally like to mod to my hearts content then play with everything I could ever had hoped for from the game. :P

Also @Kamal_ ... OMG. Yes. Yes. This all over Yes. These are the texture/model reworks I'm looking for. My PC now blows the requirements out of the water so max normal settings barely give the PC even a hiccup. I'd love to see some stuff like motion blurr, HD textures, Bloom Particles... Ect. Not saying any of this exists for a aging game like NWN2... But I know it does for Morrowind, I figure I'd ask.

Modifié par Ledge1990, 06 janvier 2014 - 03:17 .


#6
kamal_

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Well, once you're done with the original campaign, there's tons of community made adventures that are as good or better than the official stuff. Better stories, prettier, more challenging.

The only OC overhaul I would recommend is the SoZ Makeover (http://nwvault.ign.c...h.Detail&id=393) by Kaldor Silverwand. Very few people make mods that add story content to the official campaign, almost everyone tells new stories.

Here is the best place to ask, it's the official forums for the game. Vault forums never took off and Nexus forums get few posts as well, Nexus is mostly used as a content repository.

#7
kevL

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Charlie's IAC comes with a variety of stock blueprints. A GUI pops up and allows you to choose among them, for any item-slot (clothing + weapons/armor), and the item/character appears IG with the new appearance. ie, The properties of a current item are transferred to the new one, via a relevant blueprint.

Jake's expansion adds more blueprints.

The big problem as you point out is compatibility. I notice Charlie has done an update *after* Jake, which may or may not cause problems. Further, the GUI's offered by many mods are incompatible w/out some copy-paste efforts. ( even when cross-compatible GUI's are posted, one or the other often lags behind -- and putting something together for the particular GUI setup that *you* want will eventually require basic .Xml skillz.


The only musthave, gottahave, works perfectly add-on is TonyK's Companion & Monster AI ( even tho nothing works perfectly in this game ;)

Essential Add-On's and Hak's - you'll see a bunch of posts i made from when I went nuts grabbing stuff for NwN2. Although it's years ago it's still a fairly comprehensive browse, i think


The beauty of the Override is that it allows subfolders, as Kam_ pointed out. So modifications can be tried by putting each in its own subfolder, and by simply moving those subfolders in and out of Override, you should find out right & wrong... and gradually what can be done that lessens conflicts.


goodLuck, cap'm


Ps.

Ledge1990 wrote...

Since I didn't see the author of the Shirtless Volumes include an edited XML for Charlies/Jakes, does that mean I'd need to add the item names somewhere? If there's already a guide on all this I'd be happy with it.

yes. It's not exactly easy either. There's no guide, sry. You gotta kinda go "this means this & that means that & if I put this here & that there and compile...." my advice is to keep pointy objects out of reach when modding NwN2

:wizard:

Modifié par kevL, 06 janvier 2014 - 05:25 .


#8
rjshae

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In other circles the sequel to the OC, MotB, generally receives more popular acclaim for the quality of its writing. You might want to consider that one for further enhancement. Just a thought.

#9
Ledge1990

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You're entirely right, MotB I'd choose ten times over the OC, however I plan to play both again consecutively as I have not played SoZ yet, and really just want the most up to date experiences I can get. I'll post back with more questions I'm sure as I start diving in.

As for Charlies, I figured it'd be as simple as adding the Item names to the XML, though I notice they also noted 'Templates'... I guess I'll have to see how it works first, I'm not new to coding, however I don't know any one language moreso general programming logic.

#10
andysks

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I run into some things while using extensively the campaign folder for the past year, and I think it can be tricky. This is my own experience though. Sometimes subfolders worked, sometimes not. Example: Lady Ashurea's vfx pack works from a subfolder.
DannJ's winter breath didn't.

The scripts are found in the toolset, but the effect didn't apply for the breath. So after all, for me it's a matter of heads and tails of what works through a subfolder in the campaign folder.
I of course test everything right after I put them there.

#11
Ledge1990

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Speaking on testing, what's a good Mod to test simply loading into a empty room or something similar just to test mods?

New requests for content: I found a mod which unlocked gender limitations for the OC, however I'm not sure that's too good as I believe it also removes relationship status information, making the points gained irrelevant. I'd love to be able to have a male get with Bishop, that'd be great! xD ... Even still, suggestions on good Modules or options for Same sex? Either a mod to the original campaigns or brand new ones. I love gay romance, and would love to play a story centered on something like it.

Also kevL, that link was amazing, and a great resource! Found a bunch of stuff I plan to try, basically had all the visual effect things I was look for to spruce it all up.

How about dem Orc files. There seems to be little to nothing which helps the visuals for Half-Orcs, which happens to be my favorite race. Ideas?

Do Head packs conflict? If I have two head packs from different people do they stack or error out? I've seen several packs which make pretty awesome heads, but I'm worried of using them together.

The next question would be for character body overhauls, all I can find still are generic female ones which makes the female form more appealing, though I haven't found anything which does the same for males, all the male textures still look super blocky or chunky (And not the good type of chunky) with very little detail or shadows, whereas the females look amazing, every bit of skin being retextured with very nice shadows and model edits (Even though boobies arn't my thing, I can respect the work).

#12
Dann-J

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andysks wrote...

I run into some things while using extensively the campaign folder for the past year, and I think it can be tricky. This is my own experience though. Sometimes subfolders worked, sometimes not. Example: Lady Ashurea's vfx pack works from a subfolder.
DannJ's winter breath didn't.


That's weird. I have the FX in a subfolder in my own override, and it works fine for me.

#13
andysks

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For the heads you need to check the numbers they use.
DannJ: I know. Scripts compiled and everything, but the effect didn't take place. Not until I took them out of the subfolder.

#14
kevL

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Ledge1990 wrote...

Speaking on testing, what's a good Mod to test simply loading into a empty room or something similar just to test mods?


Uninvited Guests (comes with OC)
Vordan's Hero Creator

or just create your own, outdoor + indoor area, then it's simple to change lighting... etc.

#15
Ledge1990

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The Hero Creator was pretty amazing, sadly couldn't find an easy way to edit feats without just undoing the level ups.

After playing around a bit few annoyances I'd love to see fixed: Being able to sort items in stores. Quick Tooltips for Item stats (OnHover stat popups), Enemy HP Bars on screen. If anything like this exists, that'd be amazing.

I also got KPrC installed however almost anything new or edited showed up as blank, and it was truly blank. As in Doomguide was no blank and even after meeting the requirements I was unable to class into it. Is there anything that needs to be done beyond simply dropping the folders into the override folder? I also could not get Charlies Item Changer or really anything except his UI working, I assume PlayerMenu means the Exit/Save Menu? If not, where is it located?

Also, is there a skip intro tweak? I couldn't find one.

#16
kevL

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lol, complicated game grasshoppa!!

Feats are prob. best added/removed with the console. it's well documented on the 'net.

Lance came out with HitPoint bars recently. i think it's at Nexus...


kPrC is problematic because it no longer has source

Item Changer should pop up on the button next to the rest button. If you're using another UI that changes the PlayerMenu they'd need to be merged.


(If you have a specific issue that needs tackling, i suggest starting a new thread dealing with it -- better signal ratio :)

oh, and Charlie's a gal (darn good scripter, too)

#17
Tchos

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The male models with better textures that I mentioned before are not the ones from Shirtless Saga, but are models and textures used in the campaign The Kitchen Boy, and aren't released separately for use by players, but could be made to work that way. The trouble is that they're fully nude, and don't have any versions with pants. I made an attempt to give one of them pants, but they didn't quite match the body shape of Jester's bodysuit template, so parts of the body were clipping with the pants.

#18
Ledge1990

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Yeah, I was wondering how kPrC worked since all the sites post a kind of rebuttle to the usage of content. I've read it over several times, but I think the sum is individual players don't get updates anymore either? Either way, the content works to the part of getting the classes added, just the changes and classes have no content to them/are blank slate roles. Okay, Found the Item Changer, and it works but like kPrC, there are no names for anything, I had to click a blank Icon to find the Item Changer.

#19
kevL

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it sorta sounds like you don't have Dialog.Tlk in the right place.

That'd have far-reaching effects, re. text not showing up

Dialog.Tlk goes in Docs/NwN2 <- above player's /Override folder


note there's also the default Dialog.Tlk in the installation/NwN2 folder. (the toolset uses this)

#20
Ledge1990

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I definitely have a Dialog.Tlk in the PrC folder, however I do not see a NwN2 folder, I see a nwm folder above Override, is that the one you mean? Or should I create a folder called NwN2 inside of C:\\Users\\Ledge\\Documents\\Neverwinter Nights 2

#21
kevL

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am on winXp here. But the dir. you mention looks like it:

C:\\Users\\Ledge\\Documents\\Neverwinter Nights 2

#22
Ledge1990

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I kind of buck shot it, placing the file into the root: C:\\Users\\Ledge\\Documents\\Neverwinter Nights 2; as well C:\\Users\\Ledge\\Documents\\Neverwinter Nights 2\\nwm.

The classes show up properly now, so it's definitely one of those. xD

#23
kevL

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sweet.

If you want to figure out which one just take the other one out ofc