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What happens if I remove NWNX from my server?


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#1
WhiteTiger

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I am working on a module that uses "1) nwnx and plugins 2) overrides 3)nwnplayer.ini configs..." but the module does not use HAK. Is a special module like no other. I am working to put it in the nwn vault. I would like to make available a version "offline" of My module in nwnvault in other words: I would like to make easy accessing my module.

 

I would give only the *.mod file and everyone could play it in nwn client: Menu > "New Game" > Other Modules > My Module > "Start Game".

 

My module is NO-HAK so I don't see problems in create one HAK pack because my module will needs to download. Could I store all things from override in a hak pack?

 

What things I'll lose removing nwnx (I would say about bugs because I have NWNX_PATCH plugin I am using C. Patch Project)?



#2
Kato -

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Well, obviously you will loose every bit of functionality coming from nwnx and related plugins. A text search in the script editor will quickly reveal how much your mod depends on nwnx. For the bugs corrected by nwnx_patch, looking at the CPP documentation will tell you what you gain/loose from using it or not.

 

You can indeed create a hak holding the files in your override folder.

 

 

Kato



#3
WhiteTiger

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I'm thinkin about substitute: nwnx database --> Bioware DB

 

And remove OnClientEnter(and other scripts) persistent actions

 

make it only a Offline campaign without persistent locations



#4
Kato -

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All feasible indeed. If you intend to use the Bioware DB, you'll want to ensure that it remains clean, however. Just so you know, SDBF is a simple external tool to manipulate the DB, it works very well and it's free :)

 

 

Kato