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NWN HAKPAKS

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Title  fun in the sun
Author  gnomad
Submitted / Updated  09-05-2004 / 09-05-2004
Category  Placeables
Expansions  SOU-1.62
Description
20 or so new placeables ranging from a snake charmer to a statue of a marilith. The charmer is as requested on the idea boards. Its been a while since I've done anything so I couldnt remember how to get rid of badstrref in the appearence column. The marilith statue uses a modified model and texture from JUPP(CODI). Otherwise I make no claim of ownership to this content. feel free to use at your whim without crediting me

Files

NameTypeSizeDownloads
gnomad1094405885859charmer.rargnomad1094405885859charmer.rar
Submitted: 09-05-2004 / Last Updated: 09-05-2004
rar1.8Mb297
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Comments (12):

Posted by Realms_of_Mythology at 2008-03-13 07:57:18    
As others have mentioned, this hak is NOT user friendly for those unfamilar with editing a 2da file.

That said, there is some nice content in here. We use the baskets, cobra, snake charmer, dead dear and tusks. It is a HUGE drawback that these placeables do not have walk meshes. You have to be careful where you place them as it looks a bit odd to walk through a dead deer. Yuck...

Posted by gnomad. ( 64.12.xxx.xxx ) at 2004-09-07 03:41:00    
thanks for the help guys. I'll upload a fixed 2da and a demo mod later probably tonight. I knew about the missing models and the baskat animation but I was trying to get it uploaded because the snake charmer worked and thats what was requested. I left the rope basket in there cuz if you set it to static it won't animate and will work as a normal basket placeable. Anywho, I'll try to get it all in order and repost.

Posted by gnomad. ( 64.12.xxx.xxx ) at 2004-09-07 03:40:00    
thanks for the help guys. I'll upload a fixed 2da and a demo mod later probably tonight. I knew about the missing models and the baskat animation but I was trying to get it uploaded because the snake charmer worked and thats what was requested. I left the rope basket in there cuz if you set it to static it won't animate and will work as a normal basket placeable. Anywho, I'll try to get it all in order and repost.

Posted by shimiko at 2004-09-07 00:33:00    
Sorry, it's me again. I went through and fixed all the problems in your 2da so I could check out your placables. However, there are quite a few problems. Several items referenced in the 2da are missing -- at least the shark, one basket and one awning aren't in there.

Also, the rope basket animation plays over and over forever even when the placable is static, which is clearly not what you had in mind. The placable should be set up by default as just the rope hanging over the edge of the basket (deactivated) and then you would run the animation of the rope rising when the placable is activated (and it should only run once and stop). There are many placables in the game and on the vault that animate once when activated, so ask around if you need help figuring out how to do this. Unfortunately, until this is fixed no one will be able to use that one.

Posted by shimiko at 2004-09-07 00:08:00    
Using the current labels in your placable.2da, it is extremely hard to find your placables in the toolset. One helpful approach is to name your items with a prefix, something like this:

GNOM_Cobra
GNOM_rat_rope
(etc.)

That way, all of your content appears in the drop-down menu together and they are very easy to find.

Also, including a tiny module or at the very least an export file (.erf) would allow people to easily view and use your placables. Hope this helps.

Posted by shimiko at 2004-09-07 00:02:00    
You can fix the strref problem by putting **** in the StrRef column of the placables.2da. You'll notice that the strref values Bioware uses are all numbers. You have put custom text in that column in your 2da, which is why your models are each showing up as "bad strref".

Throughout NWN, Bioware took the text used and stored it elsewhere, using strrefs (string references) to refer to the desired snippet of text. This allows for multi-language support, and has nothing to do with your custom content. Even if you were referring to a Bioware string, the value in that column must be a number or it will result in "bad strref".

Please fix this, as having to scroll through the "bad strref" entries to find your placables is extremely user-unfriendly.


Posted by harrower at 2004-09-06 17:28:00    Voted 9.00 on 09/06/04
aaahh... ok it's working now. I'll just add each to my palette as I build so I can grab it again later.
These do look really good. Thanks.

Posted by .gnomad ( 205.188.xxx.xxx ) at 2004-09-06 16:58:00    
you aren't being difficult. using this as is will be slightly kludgy. To see the models, pick any placeable and go to its properties menu (right click) change the appearence. You will have to scroll through the list untill you see badstrref and select each one to see the different models. numbers in 2da actually do not matter. The str for strref doesnt work but i cant remember how to make it work. Sorry its kinda wonked but I promise a few of these models are worth a little trouble...

Posted by harrower at 2004-09-06 15:33:00    Voted 9.00 on 09/06/04
sorry to be difficult... but I'm having trouble getting these to show up on my pallette (I have your hak at the top of the module custom content list). What section are the items supposed to appear under?
Your placeables.2da file appears to be straight from the cep2da file - with your items tacked onto the end. 'Except your strref's are strings instead of numbers (is this ok?), and the first column is not sequential when I open it in a text editor.
Again, sorry is this an obvious oversight on my side, but any help would be appreciated.

Posted by harrower at 2004-09-06 12:58:00    Voted 9.00 on 09/06/04
Great package for a desert module. Thanks again.

Posted by Dalmir_The_Dark at 2004-09-06 11:55:00    
I love it!Dalmir "The Dark"
Black Necromancer of Oerth

Posted by harrower at 2004-09-06 08:51:43    Voted 9.00 on 09/06/04
Great little package - perfect for the module I'm working on. Thanks!

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