Aller au contenu

Photo

"Patch Hacking" instructions please?


  • Veuillez vous connecter pour répondre
2 réponses à ce sujet

#1
TimMercado

TimMercado
  • Members
  • 1 messages

Hello everyone, nice to meet all of you.  I've got a quick question, but first, a little background.

 

I've recently come back to playing Neverwinter Nights after NOT doing so a very long time, and on a different PC so that I've had to go and re-download all of my favorite stuff for it (like the Aeilund saga, etc).

 

I found a very helpful blog by a person calling herself Lilura that was extraordinarily helpful on getting started again, located here:        http://lilura1.blogs...isual-mods.html

 

Near the bottom of this post, she explains how to load Project Q as a 'patch hak'.  Lilura explains to make a file in the main directory named 'nwnpatch.ini' and she warns everyone to list the following EXACTLY as she has it shown on her blog.  

 


[Patch]

PatchFile000=q_vfxgui
PatchFile001=q_tilesets
PatchFile002=q_sounds
PatchFile003=q_robe3
PatchFile004=q_robe2
PatchFile005=q_robe
PatchFile006=q_race2
PatchFile007=q_race
PatchFile008=q_portraits
PatchFile009=q_placeables
PatchFile010=q_items
PatchFile011=q_creatures
PatchFile012=q_2da
PatchFile013=q_!tilesets
PatchFile014=q_!tilereskins
PatchFile015=q_!fightingsfx

PatchFile016=q_!armoury

 

I've gotten that to work, I think, but would like to ask further questions about doing this, so I understand it better.  My guess NWN has a specific 'load order' of materials or assets.  I believe I've also heard that hak files in a particular mod will override haks in the patch folder and the nwnpatch ini.  

 

Will some kind soul please explain a bit about how this works so that if I wish to include more into the 'patch hak' order I do so correctly?  Or perhaps point me to a full discussion on how this is done properly?  I've looked around a bit and can't seem to find any instructions on how to do this.  

 

Thanks, everyone!



#2
henesua

henesua
  • Members
  • 3 855 messages

Don't load Project Q as a patch hak.

 

Why?

Project Q extends the game. You do not want game extensions in a patch HAK, because you don't always want those game extensions on. Having them always on will create problems for you when you use the toolset and when you play modules because other users won't have the same starting condition for their NWN install.

 

 

Instead you should only put overrides of default content in a patch HAK and use that.

 

Zwerkules did this. I took Zwerkules stuff and other people's stuff and created a patch HAK too.

 

More people should publish their patch HAKs too. If someone has that is reading this, they should post the link in this thread.


  • Grymlorde et TimMercado aiment ceci

#3
Grymlorde

Grymlorde
  • Members
  • 216 messages

This is what I use for non-CEP and non-Q modules:

 

[Patch]
 
PatchFile000=Shad_TilesetFix2
 
PatchFile001=Huge breastsv2.1
 
PatchFile002=rl_skybox_v1_1
 
PatchFile003=WR_Spear
 
PatchFile004=mfunderwear
 
PatchFile005=TNO01_Low_Wall
 
PatchFile006=Desert_666
 
PatchFile007=TNO City Reskin
 
PatchFile008=Elven Rapier
 
PatchFile009=AD_gui
 
PatchFile010=BioPlcs
 
PatchFile011=BioRural
 
PatchFile012=BioForest
 
PatchFile013=BioSnow
 
PatchFile014=BioMines
 
PatchFile015=Grym_Beds
 
PatchFile016=BioInterior
 
PatchFile017=bio_fbg_all
 
PatchFile018=Grym_Creatures
 
PatchFile019=Grym_PC_Portrait
 
PatchFile020=Grym_PC_Heads
 
PatchFile021=Grym_Nudes