Ir al contenido

Foto

SoZ grafical problem with starting ship and town


  • Por favor identifícate para responder
28 respuestas en este tema

#1
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

Well, how should I describe it? All the tiles are either upside down, on the wrong place or totally out of any order.

 

Somehow I managed to navigate to the book and the door on the ship. The area for the first battle was ok.

 

In the first town however, buildings are misplaced.

 

I searched a lot on the web but couldn't find anything related.

 

I guess it's a 2DA or something like that. But it is for sure only SoZ-related, because the OC and MotB run both flawlessly.

 

Any idea?

 

PS.: I have one hak-pack and one 2DA (both ephsextras) installed, anything else is in the override.



#2
Tchos

Tchos
  • Members
  • 5.030 mensajes

The ship area you describe at the beginning of SoZ is made with placeables, not tiles.  Same with the buildings in town.  If you have a placeables.2da in your override, it might have been made prior to SoZ, and either be missing entries for that range or have custom content in that range.  If there is one, try removing it.



#3
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

Will check, thx :)

 

 

EDIT:

 

No placeable.2da, just fluff like heads, hair etc.

 

EDIT II :

 

After I uninstalled the two ephsextra.hak files, anything worked. Strange, because these never made trouble in former SoZ-games.



#4
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

To continue this, because others might have the problem as well:

 

Tchos was right. In the "ephsextras.2DA" are placeables. I found an entry in an old post of her, in which she described more or less detailed, what she put into her files.

 

After removing the 2DA.HAK and before entering a module anything runs well, except the custom icons for Eph's items, but with that I can live.

 

Just wonder, if there is a workaround to make even that running, too.



#5
I_Raps

I_Raps
  • Members
  • 1.262 mensajes

Eph's items should come with a modified icons.2da.  You can rename that, open it the toolset, find his new entries and add them to the icons.2da you are using, matching the line numbers.  If those line numbers are already being used, you'll have to do more finagling - put Eph's entries on new lines and edit his items to assign the proper icon (which may not be terribly helpful if the items you find in a module are placed rather than spawned - in that case, you can console in a replacement with the proper icon (on the new line);  a good thing about SOZ is that you can leave the defective original on the ground at any random encounter map and it will disappear from your memory when you step out onto the OM).


  • A GCoyote le gusta esto

#6
kevL

kevL
  • Members
  • 4.052 mensajes

couldn't you just pull Eph's Icons.2da out of the .hak and chuck it into SoZ/Campaign folder, or /Override perhaps

- basically dissect Eph's "2da.hak" for non-conflicting .2da's, Placeables.2da already ruled a no-go, and put them someplace they can be accessed by SoZ.



#7
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

@ I_Raps

 

Thanks for the hints, but that is not really my cup of tea. I am a lazy mod user, throwing the stuff into my override and use it is my favourite way :lol:

Sometimes a certain stubbornness overcomes me, when I can't find an explanation why things work here and there they don't. 

But fiddling about in stuff I really don't understand like said line-editing ... nah, that's too much of a hassle.

 

@ kevL

 

Well, Ephralia Blessed wrote in her install-instructions to open every module, link it to the hak and save it.

As far as I can remember, I had all the stuff in my override before I realized that a hak needs a different handling (that was years ago).

Further, I believe her 2.da came later and was meant for a PW, hence the conflicts all the sudden with certain modules in SoZ.



#8
Dann-J

Dann-J
  • Members
  • 3.161 mensajes

The easier option would have been to remove all the relevant files from the HAK and put them in a folder in your override. Then you wouldn't need to edit module files at all. In fact, I'd be reluctant to use any mod that required me to alter the official module files. That's what the override folder is there to avoid.



#9
Tchos

Tchos
  • Members
  • 5.030 mensajes

Indeed, there is no reason you would need to edit the actual official modules to use Eph's Extras, and I would avoid doing so unless there's no other way.



#10
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

Great idea, but.... well.... how do I open a HAK-file? <blush :ph34r: >

 

I tried this some days ago, but 7z does not work and Windows suggests to open it with the NWN-toolset.

When I do that, the toolset starts but nothing happens.

 

I can imagine that a HAK is some sort of packed files, like ERFs (encapsulated resource files) but obviously I don't have the tool to open it.



#11
Dann-J

Dann-J
  • Members
  • 3.161 mensajes

This is the one I use: http://neverwinterva.../nwn2packer-v19

 

There's also this one: http://neverwinterva.../nwn-packer-v20

 

 

I think a HAK is just an ERF with a different extension.



#12
Tchos

Tchos
  • Members
  • 5.030 mensajes

For that matter, a .mod file is also an encapsulated (packed) set of files, which can also be opened with NWN2packer.  If they're not all identical structures with different extensions, they're at least certainly minor variations on a single type.



#13
kevL

kevL
  • Members
  • 4.052 mensajes

if you go with tani's ( DJ's first link ) this is the one: NWN2Packer_20080808.zip

 

It's what I use too and seems to be standard.



#14
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

if you go with tani's ( DJ's first link ) this is the one: NWN2Packer_20080808.zip

 

It's what I use too and seems to be standard.

With this I could open the file without a problem.

 

Now I removed one file called "placeables.2DA" and started a new campaign.

Starting ship's graphics were a mess.

 

In the file were three or four more *.2DA

I removed one, started a new campaign and had the same result.

 

I removed the next, started campaign and so forth, always the same results.

 

The file contains *many* "plc_z_painting_a01.dds", "....._a02.dds" and the same names as "*.mdb"

 

I assume, that the abbreviation "plc" stands for "placeable", hence the entire file consists exclusively of those.

 

In other words: It's simply not made for SoZ, right?



#15
kamal_

kamal_
  • Members
  • 5.235 mensajes
Likely it was made before soz, so its placeables.2da is not compatible.

#16
rjshae

rjshae
  • Members
  • 4.477 mensajes

The .dds is a texture file; .mdb is a model. You wouldn't need those unless you are running a modified version of SoZ.



#17
kevL

kevL
  • Members
  • 4.052 mensajes

Now I removed one file called "placeables.2DA" and started a new campaign.


as long as you didn't leave it lying around someplace where the engine/SoZ can still access it ...

but, yeah, this is getting into 'under the cover' detective work, so ....


It sounds like your only pressing want is the icons. If one of the other .2da's is Icons.2da chuck it in \Override and see what happens -- or whatever package you want the missing icons from, chuck the Icons.2da from it into \Override

( note, there should not be duplicate files in \Override )


In other words: It's simply not made for SoZ, right?

i'd look at it this way, the groundwork is there

#18
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

These icons are nice, but not worth it to fiddle for hours in such files.

 

The main thing is, that I know what caused the mess which I described in the OP and that I can use all the stuff I've made.

 

One question remains:

 

What exactly happens during the process, when the game loads a certain module for the first time?

 

I ask this, because I never understood, why a HAK - at least not the HAK we were discussing here - only works, when it was installed BEFORE a module is opened for the first time. If it was not installed before I enter a module for the first time and I install it later, it either does nothing, nor would it crush my graphics.

It's seems to be "not there", inactive.



#19
kevL

kevL
  • Members
  • 4.052 mensajes

good question: I don't know.

speculation: When a save is made, a lot (and i mean a lot) of stuff in the module file/folder ceases to have any further relevance. The vast majority of module-type data goes into the Save folder. (minus walkmeshes i think; and the contents of a Campaign folder remain entirely relevant.) Perhaps the .hak string* goes into the Save also, hence it's not accessed from the later customization of the original module content.**

 

 

* or it's absence

** ie. the addition or deletion of a .hak string.



#20
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

I think, you are right.

 

To confirm it, I deleted a module before I entered to erase all the stuff which might be stored there.

Then I copy / pasted the original unmodded module into the folder, but it was all the same.

 

The data is probably stored in a huge file named "GX2.Z" , which is contained in the save-folder and thus, every mess the *.2DA might have caused is still there.



#21
kevL

kevL
  • Members
  • 4.052 mensajes

opening and accessing a .Z file is fairly easy, w/ 7-zip & tani's Packer

but how to repackage it back to a .Z is unknown (for me at least). in fact, i just opened one and notice an entry inside the sub-sub-file Module.IFO ( using TlkEdit2 ):

Mod_HakList

/shrug.



#22
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

Just finished my campaign and started a new one. Runs without problems now.

These icons are missing but for this I won't go *deep* into these files, because most likely I'd cause other problems :lol:



#23
kevL

kevL
  • Members
  • 4.052 mensajes

i admit it takes a long time for a level of confidence to build up, to screw everything & then fix it



#24
Dann-J

Dann-J
  • Members
  • 3.161 mensajes

It sounds like you'd have to merge the mod's icon 2DA with the SoZ version, and then edit all of the mod's blueprints to point to the new icon line numbers.

 

It's a pity that icons don't use the same system as creature portraits, where there is no 2DA involved and the TGAs are referenced by file name instead.



#25
Basher of Glory

Basher of Glory
  • Members
  • 1.026 mensajes

I believe, that Ephralia made that stuff for another PW and then didn't bother to fix it for SoZ.

 

The question is, why it works flawlessly in OC and MotB and then - because of that placeable stuff - not in SoZ.

 

Is the mess caused by the producers or the modders?