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General Question on where to put "Things"

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DarkTrobed
General Question on where to put "Things"

I've downloaded a few campaign modules and can follow instructions simply enough for extracting hak/tlk/bic, etc, but i recently decided to download some additional heads and portraits, portraits from BG to NW have always annoyed me as they only seem to provide ones which are already used for npc characters in game. My problem is i have no idea where to extract them to. My initial instinct, at least for the heads, would be override? but i thought portraits would have somewhere of their own, though i cant seem to find anything similar.

I would also like to ask about texture updates, i've downloaded Project Q and NWNCQ though haven't used them yet as i'm worried i might do something to mess my game up. Are these easy enough to install or is there any tricky business that i should be aware of? By which i mean anything beyond extract to location?

 


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Surazal

Aplogies for the self promotion, but you could try the Neverwinter Nights Mod Installer Tool (NIT) and see if that helps make your life easier.

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Tarot Redhand

Portraits go in the Portraits folder. If it doesn't exist just create a folder in your NWN folder and rename the folder you create to Portraits. As far as heads go, I've never used any of the new ones so can't help you there.

TR

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TheBarbarian

Head .mdls and .plts can go into NWN/override, yes. But the contents of the override folder are overridden in turn by the Bioware texture pack, so if you keep installing new heads via the override folder, at some point you'll hit numbers which'll conflict with the texture pack. I recommend putting new heads in a patch hak to avoid this.

I don't know about Project Q, but NWNCQ shouldn't be able to break things too badly. AFAIK it just overrides existing models and textures. This might look weird or lead to routing problems if the module you're playing has it's own modifications of the same tiles, or adds extra tiles to the affected tileset. But if that happens, you can always uninstall NWNCQ again.

To install a patch hak:

- Place the .hak file into NWN/patch.

- Open NWN/nwnpatch.ini and append a line for the .hak file you want to load this way, minus the .hak extension. Example:

[Patch]
PatchFile000=EnglishSounds
PatchFile001=TB's NWN Heads O

- Restart the game. To uninstall a patch hak again, remove the line from nwnpatch.ini.

Patch haks will, in turn, be overridden by module haks.

To add files to a hak, use NWN/utils/nwhak.exe.

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DarkTrobed

Thanks for this, I'd taken a swipe at it and only four new heads have appeared so i'm guessing that hak patches are probably the way to go, I did manage to figure out the portrait thing in the end, looking through i found some on the vault with instructions to d/l into the portraits folder, since i didn't have one i decided to make one and it worked just fine.

 

--Edit--

Just remembered, i also downloaded a headpack that was a .hak file, i put it in the hak folder like i normally would, but it didn't seem to add any heads at all. could this have been caused by the same problem or could i have put it in the wrong place? i feel like i have skimmed over comments on things i wasnt downloading that may have said there are times you put a .hak in the override folder but i can't be sure. I have spent an inordinate amount of time on this site since discovering it 2-3 weeks ago

 

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TheBarbarian

Yay. :-)

Heads not appearing during character creation is most likely due to the numbering. It cycles through them one by one, and returns to the beginning if there is no next head in the chain. head001 -> head002 -> head003 -> oh snap, there is no head004? well in that case head001 -> head002 -> head003... and so on.

To renumber a head, you need to change the name of the .mdl and .plt files, as well as open the .mdl with a text editor and replace all instances of "head###" (where ### stands for the old number) with "head###" (where ### stands for the new number).

--- Edit in response to edit:

.haks by themselves don't do anything until they're loaded, either at game start as a patch hak or by a module. I've never actually tried to put a .hak into the override folder - no idea whether or not that works. In NWN/hak, they're just sitting there being available if needed, though.

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DarkTrobed

Well that sounds like a whole heap of tedium, I shant do it.

Thanks for the help, i guess i'll just stick with the four new heads i have and the updated textures on the original heads. Although since two of the head packs i downloaded were haks, and if i understand you correctly (easily possible that i don't) then i should be able to open the toolset and edit say Cormyrean Nights to use those haks and get those heads? yes? or have i went completely bonkers?

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TheBarbarian

Don't panic, it's not that bad. If you open the .mdl with the normal Windows text editor, you'd just hit Edit -> Replace and enter the two text strings (replace THISSTRING with THATSTRING), save the file, done.

Also, yes. In the toolset, go to Edit -> Module Properties. In the Custom Content tab, add the new hak to the list. Hit Okay, and confirm.

If the hak only contains models and textures, it's likely safe to attach to any module. Watch out for any hak that contains .2da files; those spell trouble.

Note that the haks at the top of the list in the toolset override the ones below them, so if you want to be on the safe side, add new haks at the bottom so module-specific content can override it if present. This, however, amounts to exactly the same thing as a patch hak would, only it's more work since you'd have to install (and uninstall) it one module at a time.

 

Also, if you want more heads... shameless self-promotion! ^^

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Tarot Redhand

Be warned - a lot of models in hak files have been compiled so will look like gibberish in a text editor.

TR

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DarkTrobed

The only similar(ish) experience i have is with xml editing, is it anything like that?

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TheBarbarian

Yup. Probably simpler, even.

Dare to try! Lots of things just seem complicated when you don't know how they're done, and trying to do things you've never done before is how you get new skills in the first place.

If you open up a .mdl and it's full of gibberish, rather than readable text, then as Tarot said, it's compiled and needs to be decompiled before you can edit it.

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DarkTrobed

I may give it a go in future but already i am learning how little i know, as it now turns out that unless a module already uses it, i have to add CEP or Project Q to the modules i am currently playing. Most recently i have learned that you can add too many..

So a new set of questions burgeon. Since i obviously cant use both, which is better CEP or Q? and what is the order i should add them to the module (given that it overwrites from top down)? what is the limit of haks?

Should I, in future, curtail my excitement and headlong plunges in favour of a more restrained and scholarly approach. The answer to this one is definitely yes, but past experience teaches me that i never learn.

Most obliged to your continuing patience.  

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TheBarbarian

I wouldn't attach either CEP or Project Q to modules that don't have it, as a player.

Unless something is an override, it just adds content to the module, to be available for the module builder to make use of. If the builder did not make use of that content, you'll never see the content ingame anyway. At best, you'll have spent some lifetime doing something that has no effect. At worst, something that has an undesirable effect that you need to spend lifetime undoing again.

If it is an override, you'd want to install it as a patch hak, so module haks can override it if needed, and it can be conveniently uninstalled again.

Also, no!! No you should not! Heads exist for headlong rushing into things! Especially headlong rushing to conclusions, and then demanding that reality conform to fit those conclusions, and being frustrated when it doesn't. I'm pretty sure that's in the definition of humanity, somewhere. ^^

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DarkTrobed

This may explain the odd disfigurement my Paladin Character seems to have undergone, though the only thing newly added is the Community Patch 1.72. It has coloured up my spell books nicely, but the three heads added by one of the overrides that i previously installed seem not to play nicely, the head for my paladin previously had lusious brown flowing golden locks and a rugged beard. now all his hair save a portion at the back is flesh coloured. The less said about the other two the better, I have nightmares about them.

I have NWNCX, both hak and override versions, though i have only unzipped the hak. Project Q seems to be all haks and tlks? I was under the impression that you could spruce up your graphics and make the people and creatures a little shinier?

And if that isn't the definition, it probably should be

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TheBarbarian

You mean NWNCQ, right? NWNCX is also a thing that exists, but's something completely different.

In the case of NWNCQ, you'd want to place "nwncq.hak" and "nwncq_patch.hak" into the NWN/patch folder.

Then, open NWN/nwnpatch.ini with a text editor, and see to it that it contains this exact text:


[Patch]
PatchFile000=nwncq
PatchFile001=nwncq_patch


Save nwnpatch.ini, restart the game. NWNCQ is now being loaded as a patch hak.

 

But keep your amount of patch hak/override content low until you know what you're doing (-ish, at least). If something's malfunctioning, it's better for you if you know who the likely suspects are and how to disable them. Pouring lots and lots of content into the override folder all mixed up together makes that incredibly difficult.

I'm moderately certain that Project Q is a builder's resource, not an override pack for players. This might be something for you, though.

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DarkTrobed

Ah yes, CQ is indeed the one i meant, i  have both but am not using the client extender, it was mentioned as necessary for a something, but i cant remember what now and i'm sure i ended up not getting it anyway

I'll move those files to the correct locale, but i aslo have some haks marked nwn with  tts ttf tdr and tcn stuck on the end. but i am not sure where they came from as they are not in the archive folder that was extracted.

 

Hmmm, getting the urge to reinstall again with a clearer idea of what to do, which of those Creature compilations would you suggest? the hak versions and partch them the same way?

Basically, i'm interested in roleplay oriented but not combat deficient largely Faerun based campaigns, though to be honest i think i have plenty there to work with for now.

other things i was primarily interested in were updating textures on characters and creatures, new heads and portraits to supplement the poor vanilla offering - again, i'm probably good there for now - new playable races and classes (one with a playable half drow if such a thing exists) but it seemed to me that those required other content like PRC and a Custom Character Creation module.

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TheBarbarian

Do that, yes. Keep your installation clean enough that you know what's what. And do not mass-install huge batches of content at once; always install things one at a time and test whether everything's still working right afterward.

.tts, .ttf, .tdr and .tcn files are not hakpaks. Only .hak files are hakpaks. Don't put any of those in NWN/patch or NWN/hak, they don't belong there.

 

Having taken a closer look at the contents of Cervantes' haks, I think this would be a good exercise for you:

1.) Download the "Creature Override Compilation (Override Version) - Override Files" version of Cervantes' Creature Override Compilation.

2.) Start NWN/utils/nwhak.exe

4.) Extract the files from the archive you just downloaded.

3.) Drag and drop the files into the nwhak.exe window.

4.) Click File -> Save and navigate to NWN/patch. Save the new .hak into NWN/patch, named "CervantesCreats"

5.) Open NWN/nwnpatch.ini, and append a new line (incrementing the number).

 

If your nwnpatch.ini currently looks like this:


[Patch]
PatchFile000=nwncq
PatchFile001=nwncq_patch


 

... then you want to add the line "PatchFile002=CervantesCreats" at the bottom.

 

 

Most of the stuff you'll find on here are builders' resources. Try searching for "override" to find things meant to override default content.

Mind you, if you install two .haks that both override the exact same files of default content, the latter will override the former, which may cause problems. Look carefully at what you're installing, and in what order, and label your patch haks clearly.

 

To simulate a half-drow, you could just make a half-elf character with a custom subrace string "Half-Drow". I'd be skeptical about patch-installing any ruleset- AI- or combat mechanic-changing stuff; when it comes down to it, NWN is all about individual modules, and the builders of those modules likely won't have taken your ruleset changes into account. Read the documentation very. very carefully if you decide to do stuff like that.

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DarkTrobed

Yeah that's currently how i play my half Drow Characters, it was just on the offchance.  I did download Leviathans Prestigr Pack but never extracted it due to cocern over not understanding or being wary of doing what the read me instructed.

 

Thanks for all your help, probably use some of this weekend to reinstall, shouldn't take too long now i know what i can and can't do (mostly) Though i may return to pick your brain clean of any further relevant tips or info if you don't mind? I'll try not to be too needy..

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TheBarbarian

'course you may come ask more questions. Sharing knowledge and resources for the benefit of all is kind of the point of places like this, isn't it. :-)

But! Google your problem first, and when you make new threads, try to label them descriptively, to make it easier for search engines to find them when other people are trying to look up the same problem in the future.

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DarkTrobed

Sorry i also meant to specify that those other files i mentioned are labelled as .haks

They are labelled as nwncq_tts.hak, nwncq_ttf.hak, etc. Not sure if this makes any difference and again,. no idea where they came from. I'll keep an eye out for them when i reinstall what modules i am sure about

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DarkTrobed

Well everything seems to have went relatively smoothly. i reinstalled the game and updated it to 1.69 and followed the steps you laid out for using nwncq etc and everything is looking good. the only small thing that seems to have changed is I now have to order my henchmen/animal companions to attack each time a fight starts. no matter how i tell them to behave, they just stand there when the fighting starts until i right click and select attack nearest of guard me.

I guess it's not necessarily a terrible thing as previously i was getting rather irate with companions in CToT running ahead to kill everything that was moving. Though now i am getting frustrated with having to remember to order them around now. maybe i'm just never happy.

The only thing i have different is the Community Patch, it seemed to be working fine, though i didn't have henchmen when i tested it having deleted all my saves with the reinstall. There is a patch172.hak which i was unsure wether i should place in patch folder and and to patch.ini as it seems to operate without it. I did a google search and a site search but couldn't find anything for variations of "Henchmen/Companions won't attack"

I feel like i did see something about this before though, some list of to haks/modules and one was to do with fixing a bug like this?

 

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TheBarbarian

I'm wholly unfamiliar with the community patch, so I don't think I can help you there. :-/ Try making a new thread about it; something like "Henchmen don't attack unless ordered - community patch?". Increases the chances of catching the attention of somebody who knows about the issue.

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