Author Topic: CEP Content HAK to Override Folder  (Read 635 times)

Legacy_keyofrassilon

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CEP Content HAK to Override Folder
« on: February 09, 2011, 04:17:50 pm »


               Well in making custom items I realize that when you use CEP in a module you can only use those custom items in that module or any that have that version of CEP depending if the model/appearence for items is included in previous versions... AND Already knowing this... You have to place the models the item uses for appearence inc. Textures in the override folder to make them work in other modules... But I also ran into another dilema... These appearences are referenced in a 2da file correct? Giving them an index that the toolset & game files refer too when loading these models in... So in essence if I include these files in the override folder I run the risk of of breaking other overrides that use this same process? If not then where are the appearences for items located in the CEP hak packs and how do I find them? I dont even know which 2da file references them to track them down easier... Yeah Im clueless when it comes to searching through all this content...

Basically I want an easy way for characters that obtain items from a custom module I make or others make to be available globally.. Its a pisser to get a nice new valuable longsword of magical smiting or what not and find out its turned into a bag on your hand in another module '<img'>
               
               

               


                     Modifié par keyofrassilon, 09 février 2011 - 04:19 .
                     
                  


            

Legacy_keyofrassilon

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CEP Content HAK to Override Folder
« Reply #1 on: February 09, 2011, 11:07:14 pm »


               Weapons I figured out... same with Shields & Helmets... Armor on the other hand is turning out to be a nightmare... Lets say for instance I choose to use the standard bioware settings for armor. no cep added.. Will this change its appearence when using a module with cep? Will the armor class change etc? I cant make heads or tails of how the armor parts are indexed in the utc files to tell the utc what parts to use... All I see are references to parts_xxx.2da that gives armor class adjustments... Im actually wanting to leave armor alone and just use standard armor settings but am wondering if this will change across modules with cep added and those without...
               
               

               
            

Legacy_Calvinthesneak

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CEP Content HAK to Override Folder
« Reply #2 on: February 10, 2011, 02:25:06 am »


               The problem is that armor parts use 2das.  Chest parts determine the AC value for the piece.  Dunno you can do wwhat you're asking, because server side haks are gonna override anything in your override directory  anyhow.

               
               

               
            

Legacy_keyofrassilon

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CEP Content HAK to Override Folder
« Reply #3 on: February 10, 2011, 03:20:48 pm »


               Well the problem is I have no clue how the whole numbering scheme works in CEP for armor... The standard states that if you pop in an armor piece with all the phenos (male/female/race & size) your good to go... But when I look at the CEP phenos there not the same at all... the numbering skips alot leaving large gaps and goes beyond what the toolset claims there are eg: 107 for torso... Theres more than 200 in the core4 hak pheno folder... plus the races arent the same... Whats w supposed to be?...
For instance: pfw0_chest212.mdl
p is for pheno
f is for female
w is for wtf?
0 is for normal size
chest for for the torso slot
212 is supposed to be 212 in the toolset but its not... Thats the problem im having... nothing adds up...

Another thing is parts_chest.2da points to higher than 107 as well... And does not tell what part goes where in the toolset as far as the indexing goes... SO Im concluding that there must be hidden somewhere that tells the toolset what part is what from 1 to 107 in the torso slot...
               
               

               


                     Modifié par keyofrassilon, 10 février 2011 - 03:27 .
                     
                  


            

Legacy_keyofrassilon

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CEP Content HAK to Override Folder
« Reply #4 on: February 10, 2011, 03:21:35 pm »


               double post
               
               

               


                     Modifié par keyofrassilon, 10 février 2011 - 03:21 .
                     
                  


            

Legacy_SHOVA

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CEP Content HAK to Override Folder
« Reply #5 on: February 10, 2011, 04:13:12 pm »


               If your trying to get CEP items to show up in mods that do not use CEP, your better off opening the NON CEP mod in the toolset and adding the CEP haks to it. This ensures that the items will show up, and that said items will not be overwritten by any of the mods Haks. If your trying to get your items to show up on someones Online mod, the only way for those items to show to all is to use the haks. Having the hak files in your override will only show up in your game. Others will see nothing, missing parts or the ol bag where it should be.

               
               

               
            

Legacy_keyofrassilon

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CEP Content HAK to Override Folder
« Reply #6 on: February 10, 2011, 04:22:47 pm »


               Maybe im not clear on what I want... Im not trying to make haks im trying to make the items global for all mods including the standard games for myself and if i decide to upload, anyone else that wants them... the override is working fine for this... any items named the same in some obscure hak ill just go and edit it if i need too or not use the module... but basically all im doing is making to where i can use the items in any mod including the standard campaigns show up... Ive tested using a stripped down module with no haks and no cep and it works fine... several other modules work as well... modules that include cep will use the cep models which are not changed in any way... which is the point of the project to keep things the same across the board...
               
               

               
            

Legacy_SHOVA

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CEP Content HAK to Override Folder
« Reply #7 on: February 10, 2011, 08:01:37 pm »


               You are being perfectly clear on what your trying to do. The problem your running into here, is the way in which your going about it. The override folder is a poor choice to add items to a mod. Yes you can make overrides work, add items, placeables, anything. The problem is that it CAN cause in game problems. Missing textures, Not because they are not in the override folder, but because the game failed to load them. Haks are the prefered way to add any custom content into a mod. As a builder, I would add a hak, rather than a override. As a player, I would only add PC heads that are in the Haks for my favorite PWs. To my override folder, Not because they are not in the haks, but because the game does not allow for them to be used on PC creation. Anyway. Your override folder will work, It just is not the preferd method to add custom content. I stand by my previous post. If you want to add content to a mod, be it CEP, or a bunch of stuff you have put to gether from the vault, your better off making it as a hak and adding it via the toolset, rather than throwing it all in your override folder and hoping that it will show up.
               
               

               
            

Legacy_keyofrassilon

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CEP Content HAK to Override Folder
« Reply #8 on: February 10, 2011, 09:24:25 pm »


               Actually nevermind... If no one can tell me where the armor parts are then forget i asked... Ill figure it out myself or an alternative... Ive already considered just using the basic armor meshes that came with the game... I realize that this may not be a popular way of doing things but the only way it will work is by using the override folder... i see no other way... Im not going to edit every single module i download and add cep to it... Cant do it with premium modules anyways... Thanks for the help
               
               

               


                     Modifié par keyofrassilon, 10 février 2011 - 09:31 .