During the years I have amassed heads and other files into my override. Recently I have started to see weird heads with no eyes, weird tezture maps, patches of yellowish white/beige on foreheads, beards the coulour of skin.. you get the idea.
Do you know if there is something else besides the heads in override that could be causing it?
If it's only the heads fault, could you tell me/give me list/point me to what heads/files (overwriting ones) I need to remove?
Sincerely,
wx
What are the numbers of the afflicted heads? Are all your heads affected, or only the most recently added ones?
The Texture Pack, from back when they updated the textures, is loaded after the contents of the Override folder, so if you're hitting the higher numbers that have Bioware heads on them again (like female humans 99, 130-132, 140-142), maybe you're just seeing your new models using the wrong texture.
Have you tried .hak preloading them instead (put .hak containing head files into NWN/patch/ folder, add line "PatchFile000=replacethiswiththenameofthehakfilebutleavethe.hakextensionout" to nwpatch.ini below [Patch])?
Problem is that I have no idea (to quote your picture) what I'm doing. If i open the mod in toolset and check the head what files are connected to such head?
I wish there was structured override but I have 10000 files ;_;
I think I would like to try the patching method, but I don't know which heads to put into the hak. I coudl make screenshots of my override files If that would help.
haha, yeah. ^^ Having no idea what one is doing tends to be a terrible hindrance. I feel your pain.
Heads typically consist of only two files. pfh0_head001.mdl and pfh0_head001.plt are the model file and texture of female human (phenotype 0) number 001.
If you chuck all your override heads into a .hak and attach it to a module, it should have the exact same effect as if you loaded them via the patch ini, just only within that module as opposed to in your entire game. Go for it. Open a module with the .hak attached and see if the problem with the heads persists.
Also: if you open up the .mdl file in a text editor, and the internal numbering does not match the external numbering (example: head004 is numbered head011 inside), that'll mess things up too.
It's pretty relevant whether all your heads are affected or only the newest ones, I think. :O I've never had this many files in my override folder, so I don't know whether quantity alone can cause problems. Wrongly-numbered heads or heads whose textures are being overridden by something else shouldn't fuck up any others, just themselves.
My new heads hak will only have 1964 heads and I have yet to install yours. Installing modules with heads overides... no comments xD
I have used that hak preloading and my porblems with weird testures disappeared!
Thank you very much!
WoW "Werelynx" it sounds like your going to have a lot of options. Will you be posting it for others to use as well?
Umm, that's my private override I have amassed when downloading mods and modules. I doubt there is high quality in there :|
I can upload if you want, but most of those are overwriting heads and I don't knoo if all of them works as it should (there is some head limit in toolsetand upon PC creation).
I'm currently going through: http://neverwintervault.org/project/nwn1/hakpak/original-hakpak/thebarba...
and adding head overrides that I like.
Problem with all those old heads is that I don't know how they look like :/
None of the heads I have are mine.
Understand well if you like it then someone else may as well :)
I know everyone keeps going on about this or that is better quality look or sharper looking, but I don't get cought up in all that. I still have a DVD player and I dont want to buy a BlueRay. Shoot most of the thing I watch are on the internet any way and DVD's are better quality then most things I watch. So longs as things look good enough I am fine. Shoot if I was all about the way a game looks I wouldn't be playing NWN. I have played far better looking game then NWN. To me its all about what you can do with it.
Oh sorry I got off track. Ya who know some of use might use it once your done and if you like it we might as well.
Yay! :D De nada.
http://neverwintervault.org/project/nwn1/hakpak/combined/werelynxs-head-...
I'm uploading the rather large file now.
Hi there!
I am sorry to hijack your post Werelynx, but I was gonna post about the same thing here with a similar question. You seem knowledgable TheBarbarian about this. I downloaded this one:
http://neverwintervault.org/project/nwn1/model/cep-2-heads-override
And put it in my override folder. Most heads work, but the last of the heads for humans are blank. Seems like they are using a helmet texture. Is this because the number of the model files are so high like you mentioned here? Cause when I load a module with CEP they all work properly, but would like them to be availble for other modules that dosen't have CEP. Is this possible or is it a technical limitation? It's been soooooo many years since I played NWN, but I am pretty sure I had the same problem back then.
Anyways, any help would be greatly appreciated!
Yep. Exact same issue; there are p(gender, race)0_head(number).plts in the Texturepack that are overriding your Override folder contents. Chuck 'em into a .hak file instead (NWN/utils/nwhak.exe), put the .hak file into the NWN/Patch/ folder, add the reference to it into your nwnpatch.ini (below [Patch] add "PatchFile000=NameOfTheHak,without.hakAtTheEnd"), enjoy life without metal faces. :-)
It's pretty much like this, far as I can tell:
Module .haks -> Patch .haks -> Texturepack -> Override folder -> Game files
So your heads will still be overridden within modules if their .haks have different models/textures on those numbers. If you want to get around that entirely, you're going to have to open the modules themselves and attach your heads .hak at the top of their load order.
And for the record, I have no idea what I'm doing. O_ô I waive all responsibility if following my advice should make anybody's PCs spontaneously turn into hamsters that enjoy negotiating peace treaties in their free time.
You sir, are a genius. Thank you so much man! Not only does all the heads work properly, but my override folder is also a little bit less messy :)
Nah man, my cpu fan is already run by my hamster! I made him a custome pimped out cage he can run in with neon lights and everything. So nothing like that could happen ;)
Thanks again!
No prob! :D Hooray for heads!
Uhmm I am gonna sneak back here, and this is not exactly about the topic of this thread, but much of the same hehe.
Do you by any chance know how to get Alternate Combat Animations to work properly? I mean, it is a TLK File v4 has and I don't know what to do with it. I guess I can just use the v3 override one and choose the style I like, but if there is a chance to get all styles to properly work with the newest version that would be awesome. Is it as simple as doing the same procedure you mentioned above with the TLK file?
I haven't actually used the ACP thus far. I'll take a look tonight.
.tlks are just files in which text is assigned to a number so that it can be translated into different languages conveniently. Absence of a matching .tlk file messes up individual text strings - try installing all the CEP haks in a module without putting in the matching tlk and then check out the custom placeables list, you'll see what I mean. So the absence of the .tlk file shouldn't actually impair the function of anything, just it's readability (which, admittedly, can be a major hindrance for users).
For me to reference later when I get down to it, how're you installing it and what's not working about it?
Gotta admit that I am very confused about this. I know that if I use "Alternate Combat Animations Pack (ACP v3.0 - Old Version) - Override Files " I can choose one new style to use and I have to swap files if I want another one. But with the "Alternate Combat Animations Pack (ACP v4.0) - Main Files" its just a TLK file, nothing else. But in "Alternate Combat Animations Pack (ACP v4.0.1 BETA) - Main Files" there is a hak file. I have tried to just adding the hak fil to patch folder like I did with the heads, but dosent work.
My goal here is to have all the new combat styles in my override in some way so that I can have all the new styles, not just one that I have to choose. But I am at a loss with it and can't seem to find any other info on how to get it to work. Sorry if this is not enough to go on, but I am at a loss hehe
The version of ACP 4.0 that was uploaded was incomplete. HAK found and bundled with download, it should have everything required now and the readme.
Download Link
Thank you :)
Still having problems getting it into the game without having to add it all to a module first. Would be nice to be able to use the animations and it's menu for changing styles on everything without having to do it first. If anyone knows how to do it, please let me know :)
I tried everything I can think of so far
Nevermind! I just found out that the customize character mod works with ACA4! Now that is just super sweet :) Thanks for the help everyone!
Arright, awesome. :D I'll consider my evening freeeeEEEEeee, then.
Putting heads in overrides is not very good. If you're playing one server and then another, your head might not be seen by other players. Okay, so maybe you'll be wearing a helm all the time.
To answer your question, this is what I use for looking at mdl, textures, etc. Its great for comparing when I have conflicting resources in my haks and to see which hak to edit. I believe in clean haks, and not have duplicates between haks and makes haks smaller (referring to just our server haks and none that we use from others... like Project Q or CTP, etc).
NWN Explorer will show what your heads would look like but only if they are in a hak:
http://neverwintervault.org/project/nwn1/other/tool/nwn-explorer-reborn
Thanks, I'm not making a server.
Indeed explorer lets me see how the head looks like. I have already found few white ones... (missing texture) Thank you for that :)
I'm still unsure why some that do not have plt display some textures while other do not :/ I'm pretty sure they are not in game resources ><
EDIT: some of the heads I had could do well in horror :o soo ugly!
EDIT2: actually the heads that were white in explorer are colored in game/toolset. Pretty weird.. and ugh I will have to reverse those heads back in :/
EDIT3: some heads seem to display correctly in tolset for thin phenotypes, while for large they display as monstrosities. This is extra strange as my hak only has that head for thin so I can't delete the one for large..
Sorry to hijack this but a few times I read that you can make a .hak file from files in the override. How does that work? Is there a program to download?
I think NWN/utils/nwhak.exe is part of the default installation. ... either that or I've had it installed for so long that I've completely forgotten about where I got it. o_O
Start it, put your files in, save it, and you've got a .hak file. :) Put .hak file into NWN/patch/ folder, add reference line to NWN/nwnpatch.ini file as described in the thread above, and you're done.
Awesome! Thanks Barbarian :D