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ServerSide 2da files

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tazzvon
ServerSide 2da files

I am curious, if i alter a 2da file and put it into the overides folder on my module server, will all clients playing my mod need this altered 2da file or does the server send this info to the client?

The reason i ask is because if the client side 2da files are the decideing factor then i could change mine as a client playing someone elses mod and completely change the game such as item base prices or creature perception range.

I just need some clarification.

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shadguy

It depends what files are changing.

If, for example, you add spells to the game, players will need your updated spells.2da to be able to use those spells.

However, 2das that govern item properties, such as iprp_spells.2da, can be kept server-side.  This will not apply to 2das that can affect item appearances, like robe and cloak parts 2das.

What 2das are you working with?

-Dave

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tazzvon

So what i was looking at was changeing the short, medium, and long range perception distances for creatures. I am not sure which 2da file it is as they are all in 2da.bif but in that file they are around line 18130.

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shadguy

It sounds like you want to play with ranges.2da.   I haven't much experience with it, so it's hard to advise you.

I imagine you could try giving Creatures an advantage over players by dropping edits in your override (it's 14 lines, so a small 2da), but I'm not sure what all of the implications would be.  We thought about playing with it and decided against it for our server, but we were looking at changing the rules in lockstep for Creatures and Players - ie, everyone would be playing under the same rules.

-Dave

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MysteryX

I have a question that's not exactly on topic, but one I've been trying to figure out- what are the perception ranges?  I know there is a default, short, medium, and long.  However, I cannot figure out the corresponding distances for each.  Nor can I figure out whether they operate as a radius ignoring barriers, or as a path that calculates going around corners for example.

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tazzvon

the distances are forund in the 2da files. not sure exactly which ones as all of mine are in 2da.bif but if you have the same file in your data file there are some creature default perceptions starting at line 342 and the short med long are at line 18130. most defaults are 9 (i am guessing meters) short is 10 med is 20 and long is 35. player is 35 and monster is 28. dont know about the other questions you have, would have to just test

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meaglyn

I think you'll want to extract the pertinent 2da files from the bif and then edit them. The bif is a binary file with a directory of offsets to contained files defined in the key file.  As such it really doesn't have lines to number, or at least not meaningfully.  And editting it in place is likely to break it. Try nwnexplorer or bifextractor.   I think there is also an archive of the 1.69 2das on the vault somewhere.

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Tarot Redhand

I thought that when NwN upgraded to 1.69 that it included a zip archive file of all (? I think) 2da files used by 1.69 in your NWN folder. It was called 2dasource.zip.

TR

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tazzvon

Sorry. I forgot to mention that the line numbers are if you open the .bif with notepad++

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meaglyn

That doesn't matter... you still don't want to edit the bif file directly.

TR, I think the 2dasources that was shipped was either incomplete or inaccurate in places.  I believe there was a fixed version on the vault. But I may be mistaken about that.

Edit: Here

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Tarot Redhand

Thanks for that link. I do know that I've used the 2das provided by Bioware for some of my ccc work as I didn't want to use my own master (CEP compatible) 2das. Must have been lucky as I had no problems. Anyway, downloaded and will replace the Bioware ones with them. Sure saves having to mess with the bifs.

TR

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tazzvon

Just for clarity, I never meant to suggest altering the .bif files i was just saying where i found it as i have not broken anything out of the .bif file. anyway, just wanted to make that clear that i thoroughly understand not to alter the .bif

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